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WALKTHROUGH: PART 1 OF 6

Part 1: Arrival

Cold Open, Escape, A Connection, Searching for Zoe

Part 1 collectibles
Part Overview

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 the 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 part is played as Simon throughout.
Watch for: the 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 (the prompt that comes with meeting Richard), and after that prompt you must never call 100 again for the whole playthrough. The autosave keeps running, so it is fairly easy. 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 and 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 there is to do is short: a walk along the pier, the town square, the map, and a phone.

  • 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.

  • 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.

  • 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. Most numbers only register once you have sat through the whole call and the automatic hang-up, and 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: the game prompts you once, at the start, to save by calling 100 (the prompt that comes with 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.

2. Escape

The first Otherworld, which the 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: 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. It shows one enemy per frequency, so you flick between channels to see everyone nearby, and its distance readings can be a little off. The chapter ends back in the town square with a trophy.

  • 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.
  • 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 (the controls given are PS5's).

  • 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. The bathroom behind it has the key out.

    • Key Item: Room 204 Key. Same counter. It opens the hotel-room door.
  • 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.

  • 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.

3. A Connection

The chapter of Zoe's house. Its name is all this page gives of what happens in it; the work is: 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.

  • 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: back in the town square you dial 946 and are told 496 0842 (it is also printed at the bottom of the map if you flip it over), and the call only connects properly during this chapter. You would normally learn 946 from a poster in Part 4, so you technically know it only after finishing one playthrough. PowerPyx and GameRant say it works on a first playthrough; Eurogamer.es says it only works in New Game+, and EliteGuias lists it under New Game+. Cold Calling (silver) needs all thirteen numbers, so make the call now: if it does not register, it will in NG+.

  • 2

    VIDEO STAR: the first Strange Postcard

    West of the square, at the end of the road, go into the VIDEO STAR shop. The postcards are only ever found as Simon; they are the one collectible the game keeps in your Document inventory across playthroughs (they do not reappear in New Game+), and they are hints toward the Sci-fi ending without being required for it.

  • 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.
    • 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.
  • 4

    Peters Newsagent: the prepaid card

    The front door does not open: go round to the left to the back entrance, where an enemy patrols, and use the CRTV to slip in while it faces away; inside there is also a Wood Plank to fight back with. Two things in the newsagent's, both at the front. The card is what the crawlspace panel wants.

    • Key Item: Prepaid Power Card. In the cash register.
  • 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. With the power on, the computer works.

  • 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. 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.

  • 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.

  • 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.

    • Equipment: Scalpel. Zoe's room, in the green box on the table beside the computer. Opens the rusty hatch doors.
  • 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. Inside, the answering machine on the phone marks your next destination.

    • Map location: the Pharmacy. Use the reception phone and listen to the answering-machine message; the Pharmacy is marked on your map.
  • 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. 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.

    • Key Item: Prescription Dosage Error. Inside the locker once it opens. One of the three items for the scales.
  • 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.

  • 6

    The apartment building: a key, a note and a postcard

    The apartment building just south of the building numbered 14 on the map (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.

    • Key Item: 21 Farrow St. – Back Door Key. Apartment 1/2, on the living-room table.
  • 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.

    • Lockbox Key #1. In the kitchen drawer.
    • Key Item: Broken Stethoscope. On the bed in the bedroom.
  • 8

    Resource Container #1

    Back to the same apartment building, apartment 0/1: the Lockbox Key opens the blue lockbox in the living room. There are exactly seven keys for seven containers, one key per container; all of them are found as Simon, and they hold extra consumables or ammunition; opening all seven is Resourceful (bronze).

  • 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. 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 and re-checked on 1 October 2026 against the guides of PowerPyx, GameRant, Eurogamer.es, Vandal and EliteGuias and the PC Gamer, Eurogamer, GamesRadar+, VGC, Push Square, TheSixthAxis and GamingTrend reviews. A pre-launch games.gg piece contradicts the post-launch guides on several points, so nothing from it is on this page. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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