Where: the south of St. Amelia's Shorefront District: the pier, the town square, The Haldane Hotel, Zoe's house, Peters Newsagent, the Shorefront Family Clinic, the Pharmacy, St. Amelia Park, Farrow Street and Jess's house, plus a first passage through the place PowerPyx's area label calls A Different Place: the Otherworld.
Sub-chapters: Chapter 1: Cold Open, Chapter 2: Escape, Chapter 3: A Connection, Chapter 4: Searching for Zoe. The names and the numbering are PowerPyx's; the part is played as Simon throughout.
Watch for: PowerPyx's rule for the whole game: there is no chapter select and no going back, so once you leave an area only an older save or a new playthrough returns you to it, and every collectible is missable in that sense. Progress toward the collectible trophies is kept between playthroughs. The part holds 23 of the game's 85 clues and documents (every one of them counts toward the Discoveries statistic that decides the main ending, see the endings), phone numbers #1 to #6 of 13, Strange Postcards #1 to #4 of 15, CRTV signals #1 to #5 of 18 and the first of seven Lockbox Keys and Resource Containers. Two story trophies pop here and cannot be missed: Welcome To St. Amelia (bronze) at the end of Escape and Resignation (bronze) at the end of Searching for Zoe. The one decision that can cost a gold is Reject The Help: the game prompts you once, at the start, to save by calling 100 from a phone (PowerPyx ties the prompt to meeting Richard), and after that prompt you must never call 100 again for the whole playthrough. The autosave keeps running, so PowerPyx rates it fairly easy. All of PowerPyx's pages are written on Story difficulty; Hinted puzzle difficulty only highlights text in the clues, it does not change the puzzles. New Game+ adds pickups to these same streets (the Axe by the houses for sale, a Bronze Coin in VIDEO STAR's back room and a dog bank before the Pharmacy, a Strange Book in Zoe's bedroom); they are on the New Game+ page.
1. Cold Open
Simon comes out of the water by the docks with an IV bag taped to his shoulder (Eurogamer) and, in PC Gamer's words, no flashlight, no healing items and no weapon. The reviews agree the opening is deliberately slow: Eurogamer calls the first chapter patient, GamesRadar+ says the early hours on the foggy streets are about as good as horror gets. What PowerPyx lists for it is short: a walk along the pier, the town square, the map, and a phone.
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1
Walk the pier into town
Follow the pier until the tarp blows off the St. Amelia sign. The small building on the right has the first collectible on its door.
- Document: Boat Tour Cancelled Notice. On the door of the small building to the right, just after the sign.
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2
Through the red fog to the town square
The road runs through a bank of red fog and into the square. The Shorefront Map is handed to you automatically when you arrive; PowerPyx's directions from here on use its numbered landmarks, which this page gives by name instead.
- Document: Shorefront Family Clinic Notice. Go north-east from the square to the Clinic; it is on the wall beside the door. You cannot get in yet.
- Phone Number #4: 496 0496, Tourist Center. Printed at the bottom of the map. PowerPyx says this one can be called at any time and is then added to the Discovered Phone Numbers list.
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3
The first phone booth: three numbers, and the save prompt
At the first phone booth in the square, read the "Your Local Services" flyer to the right of the phone and call all three numbers straight away. PowerPyx's phone-number page adds that most numbers only register once you have sat through the whole call and the automatic hang-up, and that the in-game list only shows the numbers the character you are playing can call. This is also the moment Reject The Help is decided: PowerPyx says the game prompts you once, at the start, to save by calling 100 (the prompt it ties to meeting Richard), and if you want that gold you back out of the save menu and never call 100 again this playthrough. Interacting with the first phone is what leads into the Otherworld and Chapter 2.
- Phone Number #1: 900, Emergency Services. From the flyer.
- Phone Number #2: 010, Operator. From the flyer.
- Phone Number #3: 100, Save Yourself. From the flyer. This is the manual save: 100 saves the game from any phone.
2. Escape
The first Otherworld, which PowerPyx's area label calls A Different Place, and the first puzzle. You come out of it with the CRTV, the pocket television that replaces the series' radio: on PowerPyx's account it has two kinds of channel, the ones that track a creature and the ones that play a video, and only the video ones are the collectible signals. PC Gamer notes it shows one enemy per frequency, so you flick between channels to see everyone nearby, and that its distance readings can be a little off. The chapter ends back in the town square with a trophy.
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1
Come through the Otherworld and pick up the CRTV
The CRTV is given automatically once you have passed through the Otherworld area. The first clue is waiting on the table right after it.
- Equipment: CRTV. Automatic.
- Clue: Room Service Card. On the table, after the CRTV. It is one of the two clues for the door.
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2
Tune the two hotel-room signals
Two signals in the room, and the second is the other clue for the door. Tune until the tracking dot sits in the box, then press X to store the channel (PowerPyx's controls are PS5's).
- CRTV Signal #1: channel just under 50.
- CRTV Signal #2: channel just over 60. That is PowerPyx's signals page and the number its puzzle solution cites; its Part 1 page says just over 62. Try 60 first.
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3
Puzzle #1: the date on the door
The door has three wheels. Set the top one to 18, the middle to January and the bottom to 1996: 18 January 1996, which the Room Service Card and the channel-60 broadcast give you between them (PowerPyx). The bathroom behind it has the key out.
- Document: Hotel Room Note. On the bathroom counter, once the door is open.
- Key Item: Room 204 Key. Same counter. It opens the hotel-room door.
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4
Down the elevator, out through reception
Off the elevator, turn right and go behind the reception desk before you leave. The notice there carries the hotel's number, which you call from the pay phone once you are outside (PowerPyx: after you have left the hotel).
- Document: Hotel Reception Notice. On the reception counter.
- Phone Number #5: 496 0244, The Haldane Hotel. At the bottom of that notice (the phone-number page says any of the hotel documents carries it). Call it from the pay phone after exiting the hotel.
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5
Trophy: Welcome To St. Amelia
Bronze, story, cannot be missed: it is awarded for leaving the Otherworld for the first time as Simon and returning to the town square, at the end of this chapter (PowerPyx's trophy guide).
3. A Connection
The chapter of Zoe's house. Its name is all PowerPyx gives of what happens in it; what it lists is the work: a flashlight in two halves, the power to switch back on with a prepaid card from the newsagent, three emails and a locked organ-transport box. GamesRadar+ says Townfall's puzzles mostly feel grounded and practical, and PC Gamer that the early ones teach you to read everything around you and stitch an answer from it: this chapter is that lesson.
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1
A signal, a flyer and a phone call in the square
Tune the CRTV the moment the chapter starts, then sweep the square before heading west. The sixth phone number is the odd one out: PowerPyx's phone-number page says that back in the town square you dial 946 and are told 496 0842, and that the call only connects properly during this chapter. You would normally learn 946 from a poster in Part 4, so PowerPyx notes it works on a first playthrough even though you technically know it only after finishing one. It is not on PowerPyx's Part 1 page, and its New Game+ page lists it among the NG+ pickups; Cold Calling (silver) needs all thirteen numbers, so make the call.
- CRTV Signal #3: channel around 45. As soon as the chapter starts.
- Document: Vigil and Protest Flyer. In the town square, on the west side of the pillar: the bench in front of the red "LET THE FERRIES IN" sign.
- Phone Number #6: 496 0842, Unknown. Dial 946 at the square's phone booth to be given it, then call it.
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2
VIDEO STAR: the first Strange Postcard
West of the square, at the end of the road, go into the VIDEO STAR shop. PowerPyx's postcard page says the postcards are only ever found as Simon, that they are the one collectible the game keeps in your Document inventory across playthroughs (they do not reappear in New Game+), and that they are hints toward the Sci-fi ending without being required for it.
- Strange Postcard #1. On the VIDEO STAR counter.
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3
Zoe's house: the flashlight and the two clues
Zoe's house is west of the square. The flashlight comes in two parts, found on different floors, and is combined in the inventory; you need it to read the clue in the crawlspace beside the stairs, which you enter crouched.
- Key Item: Flashlight (No Batteries). In the drawer to the left of the organ box.
- Document: Hand Delivered Letter. On the living-room table.
- Key Item: AA Batteries. Upstairs, second room on the left, in the drawer of the small cabinet.
- Equipment: Flashlight. Combine the batteries and the flashlight in your inventory.
- Clue: Organ Transplant Card. Upstairs, through the room on the right, on the bathroom floor.
- Clue: Power Card Credit Guide. In the crawlspace beside the stairs; the flashlight lets you see it.
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4
Peters Newsagent: the prepaid card
Two things in the newsagent's, both at the front. The card is what the crawlspace panel wants.
- Document: Newsagents Note. On the counter.
- Key Item: Prepaid Power Card. In the cash register.
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5
Puzzle #2: power back on in the crawlspace
Back in the crawlspace, at the panel on the wall: put the Prepaid Power Card in the slot under the display, press button A until the screen says "Card Credit", press button B, then throw the main switch at the bottom right (PowerPyx). With the power on, the computer works.
- Document: Zoe's Email, "Your Letter". Turn the computer on, refresh the inbox: the top email.
- Clue: Zoe's Email, "For Attending…". The middle email. This is the puzzle clue.
- Document: Zoe's Email, "Please Report In". The bottom email.
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6
Puzzle #3: the organ transport box
In the kitchen, the organ transport box takes two codes: 956 on the left, 133 on the right, taken from the "For Attending…" email and the Organ Transplant Card (PowerPyx). Opening it ends the chapter's work.
- Key Item: Zoe's Lanyard. Automatic when the box opens. It is the Clinic's door key.
4. Searching for Zoe
The longest chapter of the part: the Shorefront Family Clinic, the Pharmacy, St. Amelia Park, Farrow Street and Jess's house, and then back to the Clinic to put three things on a set of scales. The Scalpel you pick up in the Clinic is the key to every rusty door with a hatch in the middle from here on (GamesRadar+ lists realising why one of your first "keys" is a scalpel among the game's "Ohhhhh" moments). Four puzzles, ten documents and clues, three postcards and the first Resource Container.
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1
Puzzle #4: into the Clinic with the lanyard
Tune the CRTV as you approach the square, then go to the Clinic: the pad to the left of the door takes Zoe's Lanyard.
- CRTV Signal #4: channel around 17. While approaching the town square.
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2
Dr Stevenson's office and Zoe's room
Inside, the first door on the right is Dr Stevenson's; the second door at the end of the hallway is Z Ellis's, Zoe's own room, with the scales you will come back to, the Scalpel and a computer with two emails.
- Document: Note on Patient Records. Dr Stevenson's office, in the desk drawer.
- Clue: Resignation Letter. Zoe's room, the paper to the left of the scales.
- Equipment: Scalpel. Zoe's room, in the green box on the table beside the computer. Opens the rusty hatch doors.
- Clue: Clinic Email, "Where Are You?" and Clue: Clinic Email, Reception Answer Phone Message. The computer in Zoe's room, both emails.
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3
Puzzle #5: the reception keypad
The Reception door is on the left near the entrance. Its keypad code is 2896, from the post-it note that was on the computer (PowerPyx). Inside, the answering machine on the phone marks your next destination.
- Document: Nurse's Rounds Form. On the reception counter.
- Map location: the Pharmacy. Use the reception phone and listen to the answering-machine message; the Pharmacy is marked on your map.
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4
The Pharmacy: a radio signal and Puzzle #6
The Pharmacy door is the first Scalpel door: interact with it and choose the Scalpel. The radio in the back room is the first of the signals you tune with the tilt controls: use the right stick to angle the CRTV until the colours stop moving, then the D-pad to fit the colours into all the boxes. PowerPyx adds that on PS5 you can switch off "Enable CRTV Motion Sensor controls" in the control options if the motion controls fight you. The rusty locker in the same room takes 6539: the numbers on the Pharmacy's posters, entered in the order the CRTV broadcast shows them (PowerPyx).
- Document: Restock Issues. On the front counter.
- CRTV Signal #5: channel 30. The radio on the table in the back room.
- Key Item: Prescription Dosage Error. Inside the locker once it opens. One of the three items for the scales.
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5
St. Amelia Park and Farrow Street: two postcards
The door on the south side of St. Amelia Park is another Scalpel door. Through the park's south entrance, turn left for the first postcard; the second is on the far side, in the north of the map.
- Strange Postcard #2. Left from the park's south entrance, in the back alley behind the building PowerPyx numbers 3 on its map, on the ground beside a dumpster.
- Strange Postcard #3. North of the park, at the west end of Farrow Street, stuck to the wall.
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6
The apartment building: a key, a note and a postcard
The apartment building PowerPyx places just south of the building it numbers 14 (Jess's house is beside that one) has two flats worth visiting. Go up to the second floor and into apartment 1/2 first; you will come back down to apartment 0/1 with a Lockbox Key.
- Document: Feeling Sick Note. Apartment 1/2, the bedroom on the left, on a dresser.
- Key Item: 21 Farrow St. – Back Door Key. Apartment 1/2, on the living-room table.
- Strange Postcard #4. Apartment 1/2, the south-east room, on the ground at the end of the bed.
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7
Jess's house, by the back door
Read the note on Jess's back door, then use the 21 Farrow St. key on the lock. Inside are two documents, the first Lockbox Key of the game and the second of the three items for the scales.
- Clue: Jess's Door Note. Inspect the note on the back door before you unlock it.
- Document: Task Assignment. On the kitchen counter.
- Lockbox Key #1. In the kitchen drawer. PowerPyx's Part 1 page files it as Equipment; its container page numbers it.
- Document: Jess Legal Advice. On the living-room table.
- Key Item: Broken Stethoscope. On the bed in the bedroom.
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8
Resource Container #1
Back to the same apartment building, apartment 0/1: the Lockbox Key opens the blue lockbox in the living room. PowerPyx's container page says there are exactly seven keys for seven containers, one key per container, that all of them are found as Simon, and that they hold extra consumables or ammunition; opening all seven is Resourceful (bronze).
- Resource Container #1. Apartment 0/1, the blue lockbox in the living room.
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9
Puzzle #7: the scales, and the trophy Resignation
Return to the Clinic and to Zoe's room at the end of the hallway. On the scales, put the Broken Stethoscope on the left, the Prescription Dosage Error in the middle and Zoe's Lanyard on the right (PowerPyx). That completes Part 1 and pops Resignation (bronze, story, cannot be missed: "At the Shorefront Family Clinic, show Zoe you understand"). Part 2 opens as Zoe.
5. Part 1 Completion
✅ Before Leaving the Clinic...
Cross-checked
Cross-checked on 22 September 2026 against PowerPyx's Part 1: Arrival collectible page, its speedrun walkthrough with all puzzle solutions, its collectible overview, its five by-type pages (clues and documents, phone numbers, Strange Postcards, CRTV signals, resource containers), its trophy guide and trophy list and its New Game+ and endings pages; against games.gg's Part 1 collectibles piece; and against the reviews at PC Gamer, Eurogamer, GamesRadar+, VGC, Push Square, TheSixthAxis and GamingTrend for the mechanics. PowerPyx's own pages disagree with each other twice: the second hotel-room signal is "just over 62" on its Part 1 page and "just over 60" on its signals page, which is also the channel its Puzzle #1 solution cites, so this page gives 60 with the 62 noted; and phone number 496 0842 (dial 946 in the square) is on its phone-number page as something that works in a first playthrough and on its New Game+ page as an NG+ pickup, while its Part 1 page omits it, so it is here, attributed. games.gg's piece was written before launch: it describes the part as three zones (harbour front, high street, residential estate), lists "photographs" among the Part 1 collectibles, counts four CRTV signals against PowerPyx's five, warns of a fog event about 45 minutes in that locks the harbour, and says the newsagent's counter has a second prompt after the card; none of that appears in PowerPyx's post-launch pages, and it spells the protagonist Odell where every other source has Ordell, so nothing from it is on this page. Left out: PowerPyx's numbered map landmarks, which mean nothing without its map images, so places are named instead; the creatures of the part, which no source names (the reviews describe them, PowerPyx calls them enemies); when the first one appears, which no source states; and the contents of the documents. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.