Gaming Guide

SILENT HILL: Townfall Walkthrough – Zoe’s House to the Medical Centre

Every key item, phone number, padlock code and CRTV channel from the opening hours in St. Amelia.

Every key item, phone number, padlock code and CRTV channel from the opening hours in St. Amelia.

Image: Screen Burn

SILENT HILL: Townfall opens with a male voice telling Simon to come back to the town and put things right, and from that point the game hands you almost nothing. There are no objective markers in St. Amelia. Progress comes from tuning a handheld CRT receiver, following the signal on foot through the fog, and searching houses for the one item that unblocks the next door.

Quick answer: Tune the pocket monitor to each signal, clear Zoe’s house at 2A West Shore Lane for the flashlight, batteries and transplant card, then follow the map west toward St. Amelia Medical Centre.


How the pocket monitor (CRTV) works

The handheld CRT tuner is the closest thing SILENT HILL: Townfall has to the series’ pocket radio, and it does two jobs. Scanning frequencies until a broadcast locks in shows you an image — a person, a building exterior — that tells you where to walk next. Holding it up also reads nearby creatures as static and waveforms, so you can track something through a closed door before you open it.

Foggy Shoreline Arrival00:40Foggy Shoreline Arrival
The opening cinematic on the fogged-in shoreline, where the voice tells Simon to return. Shown at 00:40 in MKIceAndFire’s video. Image: Screen Burn

The catch is that the game is first person and the device sits in Simon’s hands. Looking at the screen means looking down, which costs you the street in front of you. Two specific channels come up in the early red fog sections, Channel 63 after leaving the clinic and Channel 25 in the tenement apartment upstairs.

Your first fixed landmark is the town square monument, an obelisk plastered in protest signs reading “Whatever heart this town had has stopped” and “A crime on our community.” The square is worth remembering — a wooden lockbox in that plaza holds the revolver later on.

Town square monument01:25Town square monument
The monument in the town square, covered in protest placards about the town. Shown at 01:25 in Gamer Tweak’s video. Image: Screen Burn

Zoe’s house walkthrough: flashlight, batteries and the transplant card

Follow the tuned signal through the cobbled streets, past the shopfronts and the red telephone booth, until you reach the door marked 2A with an Ellis nameplate. The nameplate matches the transmission, so this is the right house. Letters are scattered across the hallway floor when you step inside.
Open and read the envelope for Zoe Ellis from GNB Legal; its stamp says “Urgent – This is not a circular.” In the kitchen, examine the locked cooler labeled “Human Organ in Transit” and read the note on top: “Simon, You’ll need this.”
Open the kitchen drawer and take the flashlight. It is empty, so it does nothing yet. Head upstairs, check the framed photo of Simon in glasses and a suit on the landing table, then pull two AA Batteries from the bedroom nightstand drawer.
Open the inventory and combine the batteries with the flashlight. You will know it worked when the flashlight stops listing as empty and the beam lights the dark upstairs bathroom.
Finding batteries and assembling flashlight05:54Finding batteries and assembling flashlight
The inventory screen after the AA Batteries are combined with the flashlight. Shown at 05:54 in Gamer Tweak’s video. Image: Screen Burn
Light the bathroom and open the medicine cabinet. A blood-soaked nurse uniform hangs in the shower; the Human Organ for Transplant card is sitting on the bath mat below it. Take the card before you leave.
On the way out, check the utility closet downstairs. The Chapman Energy Group meter reads “Supply Disabled Insert Credit,” and the Electricard Credit Guide next to it explains the top-up system. Consult the hand-annotated map of St. Amelia, which marks West Shore Road and Zoe’s house, then head out the front door into the fog.

The house also hides an Emergency Boil Water Notice on the living room coffee table, Zoe’s email “Coming Back” from Jessica White on the study computer, and a hallway phone you can use to dial 0163 296 0595 for a St. Amelia District Council recording.


Peters Newsagent: power card, plank and the first creature

Out in the alleyway, a metal gate gives you the first clear look at one of the town’s creatures — a humanoid shape bound in straps, thrashing on the other side. You cannot reach it, and it is not a fight yet.

Peters Newsagent has a note taped to the front window asking for deliveries at the back door, so walk around the building. Inside the darkened shop there are three things worth taking: a handwritten note titled “Leaving the Island,” a wooden plank that works as a melee weapon, and a £5 Prepaid Power Card in the cash register, which is what the Chapman Energy Group meter wants.

Unlock the rear exit and check the monitor before stepping out — static means something is close. The first real fight is a bound creature on the cobbled street, and the plank puts it down. Shortly after, alarms sound and the streets flood with deep red fog. That shift is when the revolver and the scalpel start mattering.


Jane’s shed code 1993 and the Community Garden Key

Leave the house and walk into St. Amelia Park. Find Jane Chalmers’ garden plaque and read it — the year on the plaque is 1993, and that is the padlock combination.
Enter 1993 on the shed padlock. The lock pops open and lets you take a bottle of Alcohol from inside.
Jane's Shed Code 1993 Puzzle03:16Jane's Shed Code 1993 Puzzle
The padlock interface on Jane's shed, where the code 1993 is dialled in. Shown at 03:16 in WoW Quests’s video. Image: Screen Burn
Grab the Community Garden Key from the terracotta plate on the shelf, and read the Jane Chalmers Obituary sitting beside it. The obituary explains who the plaque belongs to.
Return outdoors and unlock the wooden gate at the community garden’s exit with the key. Once it opens, follow this route onward toward Church Avenue.
255:38255:46255:38
Passing through the stone archway into the fogged garden. Shown at 255:46 in SHN Survival Horror Network’s video. Image: Screen Burn

Mr. Stewart’s house at 10 Church Avenue

Follow the map to 10 Church Avenue. Knocking gets no answer, so go around the back and let yourself in through the sliding glass door. The St. Amelia Herald newspaper on the dining table is the first pickup inside.

The notepad beside the landline lists Nurse Ellis’s number, 496 0103. Dial it on the phone to send a page, then play the answering machine on the small side table to hear Zoe’s recorded message. Before leaving, take Mr. Stewart’s Key out of the washing machine, pick up the First Aid Kit, and switch on the radios in the kitchen and bedroom.

On the way out through the red-tinged fog, collect the bottles and bricks lying in the alleys. They are throwables, and one of them is what gets you through the medical centre’s front gate.


Getting into St. Amelia Medical Centre

At the gatehouse, read the notice stuck to the window. It is the Medical Security Note, and it lists Dr. Glenn’s phone number, 496 0556.
Use the nearby phone booth to call 496 0556. The automated triage line asks a series of questions; answer with keypad options 3, 2, 2, 1 in that order to get through it.
Search the triage tents outside the building for the Community Help Needed notice and Jess’s handwritten note about exhausted supplies.
Work your way around to the back gate system and into the maintenance office. Press the green button on the gate control console. The facility gates opening is your confirmation that the route is unlocked.
Leave the control room, throw a brick to pull the patrolling creatures away from the entrance, and go through the front double doors of St. Amelia Medical Centre while they are distracted.

Red fog streets: revolver, scalpel doors and the tenement

After the clinic, Simon steps back into misty red streets with the pocket TV in hand and tunes it to Channel 63. Head for the monument plaza and open the wooden lockbox there for the revolver. Pistol Rounds turn up in wooden boxes on patio tables, one behind boarded-up archway planks you tear down and another on a restaurant patio with picnic benches.

Several doors along this stretch are sealed beneath fleshy membranes. Use the scalpel to cut through them: one membrane covers a maintenance hatch in a rusted metal gate, while another blocks apartment door 2/2 in the tenement. Cut each one down the middle, and the door will open normally.

Threats here come in three shapes: creatures charging between dumpsters, a tall faceless thing with a split head that grabs you at close range, and wandering enemies you can slip past by watching their waveform on the monitor. A red-lit phone booth in the alleys acts as a save point and directory. Elsewhere, a dead end near a pair of boots holds Strange Postcard 5.

Inside the tenement, read the Scaffold Notice to Residents on the wooden door, take the Handwritten Note from the apartment table, and set the CRTV to Channel 25. The vintage computer holds Note.txt from Mrs. McKenzie to the Pictures Editor. Switch on the printer in the next room first, then print Photo1.jpg and Photo2.jpg and collect the pages from the tray. The upper rooms contain the Lock Box Key and more pistol rounds.

342:27342:35342:27
A key item held up on pickup — keys like this one open the routes blocked off in the red fog. Shown at 342:35 in SHN Survival Horror Network’s video. Image: Screen Burn

Key items and where to find them

ItemLocationUse
FlashlightKitchen drawer, Zoe’s houseNeeds AA Batteries
AA Batteries (x2)Bedroom nightstand drawerCombine with flashlight
Human Organ for Transplant cardBath mat, upstairs bathroomStory item
Wooden plankPeters NewsagentMelee weapon
£5 Prepaid Power CardNewsagent cash registerElectric meter credit
Community Garden KeyShelf in Jane’s shedOpens garden gate
Mr. Stewart’s KeyWashing machine, 10 Church AvenueUnlocks door
RevolverLockbox, monument plazaRanged weapon
Pistol RoundsWooden boxes on patio tablesRevolver ammo
Lock Box KeyUpper rooms, tenementOpens lock box

Alcohol appears twice in the early hours, once in a backyard garden shed and once behind the 1993 padlock, and a First Aid Kit sits in Mr. Stewart’s house. The scalpel is what opens every flesh-covered door, so do not leave it behind.


All phone numbers, codes and CRTV channels

Code or numberWhere it comes fromResult
0163 296 0595Hallway phone, Zoe’s houseCouncil recorded message
1993Jane Chalmers’ garden plaqueOpens Jane’s shed padlock
496 0103Notepad, Mr. Stewart’s phonePages Nurse Ellis
496 0556 (3, 2, 2, 1)Medical Security NoteClears Dr. Glenn’s triage line
Channel 63CRTV, after the clinicPoints to next signal
Channel 25CRTV, tenement apartmentPoints to next signal

St. Amelia rewards slow, room-by-room searching more than fast movement, and almost every locked object in the opening hours has its answer written down somewhere nearby — on a plaque, a notepad, a window notice or a printed letter. Read everything you pick up, keep the monitor tuned before you round a corner, and save your revolver rounds for the creatures blocking a door you have to walk through.