The fourth part of the walkthrough of Silent Hill: Townfall covers chapters 9-11 - Begin Again, Missing Parts and Inside CEG HQ.This is the most branched section of the game: Clara Woods is built around three chains of “house → barcode → CEG locker → mechanical part,” and Upper Brae adds a separate puzzle with tapes that change the state of the house over time.

Spoilers: Below is the route from Clara Woods Marina to the CEG HQ elevator, including all required codes.It is especially important here not to skip steps: knowing the PIN in advance does not always help until Simon finds the corresponding barcode or key.

Chapter 9. Begin Again: Clara Woods Marina

After disembarking, go up the pier, but first turn left to the railing next to the boat: there is a Harbor Notice there.If you immediately go to the right, the game will push Simon further, and you will no longer be able to return for the document.

Simon in the fog at Clara Woods
Simon steps into the fog of Clara Woods. Frame from Ben-Gun's walkthrough; game © Konami.

On the street with the bodies at the fork, first go right to a dead end.Through an alley and two courtyards you can get to the barn with Strange Postcard #10.After this, return to the fork and take the left road - the map of Clara Woods Estate is attached to the sign.

In the store on the left side, read the Store Staff Notice and tune the radio to the CRTV signal approx. 61.After this point, the chapter Missing Parts begins - the main multi-hour puzzle of the area.

Chapter 10. Missing Parts: First create a reference route

At the phone booth, read the poster with the number 946 — W H O Dial Back Service.Call: the service will issue a new number 496 0112.Keep it in a log as Townfall phone chains are counted separately.

On Atlas Way, go to Post Service.It's at the cash register Lockbox Key.With it you can open a resource container in the apartment northeast of Atlas Square: on the ground floor it is located on the kitchen counter.On the upper level of the same residential area is Strange Postcard #11, and another postcard is in the display case across from Atlas Computers;glass can be broken.

CEG Employee Lockers is the central point of the entire area

At Strange Gate CRTV picks up a signal around 62, and on the way to the CEG Employee Lockers building another one appears - approximately 67.Inside, first read the Lost and Found and CEG Employee Locker List files on the computer.

The CRTV with a signal locked in
The CRTV with a signal locked in: such signals are worth saving right away. Frame from Ben-Gun's walkthrough; game © Konami.

In the back room, open the cabinet LOST AND FOUND with the code 772.Lies inside South Brae house key.Take the barcode for Locker 75 next to the computer, bring it to the scanner - the device will issue a PIN 184.

Open Locker 75 with code 184. Inside is flare gun.This is a full-fledged weapon, not a one-time plot item.Don't waste rare shots on regular enemies unnecessarily - the rocket launcher is especially useful towards the end.

South Brae 5: floppies and first mechanical part

Go to the top level of the area and open the house 5 South Brae the found key.There is a radio in the living room with a CRTV signal for about 59.At the top, pick up the Gaming Magazine and Disk Case Key from the drawer by the bed.

In the room with the computer, use this key to open the container and take a set of three floppy disks.Then return to Atlas Computers: the same key opens the second case with the program Fix-A-Disk!.

Go to 5 South Brae again.Start your computer, insert Fix-A-Disk and wait for the Insert a disk to scan mode.Do not click Cancel: remove the service floppy disk and insert Disk 2 of 3, then select Repair Volume.After repair, insert 1 of 3, unpack the contents into RAM, then sequentially 2 of 3 and 3 of 3.

Turn on the printer on the left and print MANUAL.EML.The printout shows the part number 956.Enter 956 on the safe next to the computer and collect the Locker 17 barcode.

Once back at CEG Lockers, scan the barcode.PIN for Locker 17 - 575.In the locker are bolt cutter and the first Mechanical Part.Immediately after receiving, another CRTV signal is available around 59.

North Brae 6: code 736 and Locker 204

Use the bolt cutter to open the gate in the northeast of the upper level and enter 6 North Brae through the back door.On the second floor in the second bedroom there is a Lamenting Poem.It indicates how many items of a certain type are shown in paintings around the house.

A backyard in Clara Woods
A backyard behind one of the Clara Woods houses, revolver at the ready. Frame from Ben-Gun's walkthrough; game © Konami.

Safe code - 736.Inside is the barcode Locker 204. Don't go straight down to the lockers just yet: the bolt cutter also opens a shortcut to the southeast and a gate to Overpass.At the Overpass dead end you can pick up Strange Postcard #13.

Upper Brae 5: cassettes change the condition of the house

B 5 Upper Brae on the second floor there is The Code Today and a cassette Today.There is a cassette tape in the back bedroom Yesterday.Insert Yesterday into the player - the house will switch to the state of the previous day.Go down to the living room and open the black container with the cassette tape. Tomorrow.

The tape player with the Yesterday, Today and Tomorrow tapes
The tape player with the Yesterday, Today and Tomorrow tapes: each one changes the state of the house. Frame from Ben-Gun's walkthrough; game © Konami.

In the kitchen in the Yesterday state is The Code Before.Then switch to Tomorrow and pick up The Code After in the living room.There is another black container in the kitchen - there is a cassette in it Do Not Play.

Insert Do Not Play and go down to the kitchen: next to the back door appears Back Door Key.With Tomorrow you can go out into the yard and crawl into the barn for Strange Postcard #14.Then return to Today and through the back door find the room that is only open in this state - on the table is Ammonite Disk.

Switch to Yesterday, insert the Ammonite Disk into the reader near your computer and open the Current Count file.After that, return to Today.Safe code - 129.Inside is a Locker 94 barcode. When exiting, the CRTV will pick up a signal of approximately 29.

Return to CEG Lockers: 971 and 490

On the lower level behind Post Service, a bolt cutter opens a passage to the laundry room.There is another Lockbox Key on the washing machine.Now head back to CEG Employee Lockers.

Scan North Brae barcode - Locker 204 receives PIN 971.Inside is the second Mechanical Part.Then scan the Upper Brae barcode - Locker 94 opens with the code 490 and contains the third part.

Once you have all three details, set the CRTV to approximately 65.In your inventory, assemble the device: first connect the two disk parts, then add the cylindrical one.It will work out Constructed Mechanical Device.

Before leaving, open the resource container in the back office of CEG Lockers with the key you found.Then go to the Strange Gate and insert the assembled mechanism into the metal structure.The road to CEG headquarters will open.

Make a separate save before CEG HQ

This is a convenient point for manually saving through number 100. Further, the structure of the game becomes noticeably more linear, and Discoveries statistics and behavior in later chapters affect the usual endings.A separate file in front of the gate saves time if you want to check an alternative route after the first final.

Chapter 11. Inside CEG HQ: Ground Floor

In the lobby, pick up your CEG HQ card from the front desk and read the Inquiry Preparation Notice.At the back of the room on a podium is the Box IDs and Names clue.In Maintenance, find the first half of the Grid of Codes.

Security door code - 4895.Inside lies the second half of the Grid of Codes;combine the two papers in inventory.There is also a radio with a CRTV signal around 61 and a computer with two security letters.

Box 36 and access card

Find in the hall Box 36: From the podium this is the third row up and the seventh container horizontally.Enter 486.Inside is the cover of Richard's personnel file with Employee ID.

Go to the Employee Database computer and enter 00007820518.Turn on the printer on the left and print the access card.Take it away Printed Access Card and use it for the elevator.This ends the Clara Woods section.

Clara Woods logic in one route

If an area seems chaotic, keep three independent chains in mind.South Brae leads to floppy disks, code 956, Locker 17 barcode and the first Mechanical Part.North Brae through safe 736 gives the barcode Locker 204 and the second part.Upper Brae uses time cassettes, Ammonite Disk, code 129 and Locker 94 with third piece.

CEG Employee Lockers is best considered a central base.After each tag found, return to the scanner, get a PIN and immediately open the desired cabinet.This way, several similar Barcodes do not accumulate in the inventory, and the route remains clear even after a pause in the game.

The main PINs for this part are: Locker 75 - 184, Locker 17 - 575, Locker 204 - 971, Locker 94 - 490. Code 772 does not refer to a numbered locker, but to LOST AND FOUND.Knowing the PIN does not cancel the search for the corresponding barcode: some of the mechanisms are activated only after the plot step.

Before Strange Gate, check that the Constructed Mechanical Device is actually assembled from three parts, and is not lying in bulk in your inventory.First, the two disk parts are connected, then the cylinder.After opening the gate, it is more convenient to return through a separate save, so calling 100 before CEG HQ is justified even with frequent autosaves.

What's next

Previous part:The Patient and St.Amelia Medical Center.In part #5, control will pass to Richard: turn on the generator outside the tower, get a shotgun and go through the CEG HQ floors from Human Resources to the CEO's office.

If you have not yet read the material about the main mechanics of the game, it is here: why Townfall pocket CRTV and how it works in the study.

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