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WALKTHROUGH: PART 2 OF 6

Part 2: Zoe

Zoe: Rounds, Journey to Medical

Part Overview

Where: as Zoe, her own house and the Community Gardens in the south of the Shorefront District, then Mr. Stewart's house, the streets of the district's north and the Medical Centre; as Simon, from the Shorefront Family Clinic through the town square, The Wynds and Flemington Street to the apartment block south of the Medical Centre.
Sub-chapters: Chapter 5: Zoe: Rounds (played as Zoe) and Chapter 6: Journey to Medical (played as Simon). PowerPyx's names and numbering.
Watch for: Save It For The Patients (silver, missable): no healing items at all during Rounds, and again during The Patient in Part 3, the only two chapters played as Zoe. PowerPyx's reason it is doable on a first run: in Rounds Zoe has no melee weapon, but on Story difficulty enemies do little damage unless they grab you, so you run when spotted. The part holds 12 of the 85 clues and documents, phone numbers #7 to #9, Strange Postcards #5 and #6, CRTV signals #6 and #7 and the second Lockbox Key and Resource Container. A Long Night Ahead (bronze, story) pops when Zoe enters the Medical Centre. Three distraction trophies start here, all bronze: Static Distractions (10 enemies drawn by radios) and Lured Off Track (20 drawn by bottles; PowerPyx says bricks seem not to count), both counted across playthroughs, and Alarmingly Effective (one enemy drawn by a car alarm). Pull! (bronze) becomes possible as Simon in Journey to Medical, but PowerPyx's method needs a manual save, which forfeits Reject The Help; on a no-manual-save run leave it for New Game+. On Discoveries: PowerPyx's overview says every clue and document counts, while its Part 2 page highlights only four of this part's twelve as counting and leaves the rest unmarked without explaining, so pick up all twelve. New Game+ adds an Axe for Zoe outside Mr. Stewart's house and, in Journey to Medical, a button-coded door in the hotel for the Sci-fi ending; both are on the New Game+ page.

1. Zoe: Rounds

The first chapter away from Simon. Eurogamer says the point of the switch is that the CRTV goes with him and your safety net is gone, pushing you onto corners, sounds and flickering streetlights; PowerPyx, VGC and GamingTrend add that Zoe carries a pager that tracks enemies much as the CRTV does, and GamingTrend that she starts with nothing else, no CRTV and no melee weapon. TheSixthAxis found her one melee weapon in the whole game, and says she mostly throws bottles and bricks to pull creatures away. PowerPyx's route runs from her house to the gardens, north to Mr. Stewart's house, and on to the Medical Centre.

  • 1

    Zoe's house: the pager, a warning and an email

    The Pager is in your hands the moment you take control of Zoe. Read the warning on the living-room table, call the number printed at the bottom of it from the house phone (PowerPyx: it will not connect for anyone but Zoe), and read the one email on the computer.

    • Equipment: Pager. Automatic as Zoe. PowerPyx: it works like the CRTV for tracking enemies.
    • Document: Water Warning. On the living-room table. Counts toward Discoveries on PowerPyx's page.
    • Phone Number #7: 0163 296 0595, St. Amelia District Council. At the bottom of the Water Warning; call it from the phone in Zoe's house.
    • Document: Zoe's Email, "Coming Back". The single email on her computer. Counts toward Discoveries on PowerPyx's page.
  • 2

    Puzzle #8: the Community Gardens shed

    In the community garden, the lock on the shed takes 1993: the year on the flower bed that carries Jane Chalmers' name (PowerPyx). The shed has the obituary and the key to the garden gate.

    • Document: Jane Chalmer's Obituary. In the shed, on the middle shelf. Counts toward Discoveries on PowerPyx's page.
    • Key Item: Community Garden Key. In the shed, on a shelf to the right. Use it on the gate in the gardens.
  • 3

    Mr. Stewart's house: a newspaper, Zoe's own number, and the first monster

    North of the gardens, in the district's north. The newspaper is on the living-room table. For the phone number, inspect the phone, then open the folder to the right of the answering machine; PowerPyx says calling it as Zoe is what triggers the pager notification. From this house on you can switch on radios to draw enemies toward them (they play for a short while, then stop); there are two radios in the house, and Static Distractions counts ten such distractions across all playthroughs. The key out is only there after your first sight of the monster: go back into the bathroom, to the right of the tub, then use it on the back door you came in by.

    • Document: St. Amelia Standard. On the living-room table. Counts toward Discoveries on PowerPyx's page.
    • Phone Number #8: 496 0103, Zoe Ellis. In the folder beside the answering machine; call it while playing as Zoe.
    • Key Item: Mr. Stewart's Key. In the bathroom, right of the tub, after the monster has shown itself. Opens the back door.
  • 4

    The streets north: bottles and a car alarm

    Bottles start turning up here and stay for the rest of the game, for every character (PowerPyx's trophy guide). Thrown, they pull enemies to where they land; Lured Off Track counts twenty, across playthroughs, and PowerPyx says only bottles seem to count although bricks work as distractions too. The car alarm: PowerPyx's Part 2 page says a car in the street sets its alarm off on its own while you are making your way back toward the Clinic, and that from then on a bottle, a brick or a melee hit on any ordinary car (not the vans, per its trophy guide) sets one off and sends enemies running to it. Alarmingly Effective wants one enemy distracted that way: do it with any car that has an enemy nearby.

  • 5

    Puzzle #9: the security note and the phone menu

    Outside the Medical Centre, read the paper on the window of the security booth: it is the clue, and it gives you Dr. Glenn's number, which the story requires. Then go back down the street to the phone booth and call 496 0556. At the prompts press 3, then 2, then 2 again, then 1 (PowerPyx).

    • Clue: Medical Security Note. The paper on the security booth's window outside the Medical Centre.
    • Phone Number #9: 496 0556, D. Glenn. Obtained by inspecting the note. Required for progression.
  • 6

    The Medical Centre car park, and the trophy A Long Night Ahead

    Two documents in the car park, then the way in: in the back car park, interact with the garage door to enter, go into the office and press the button beside the phone; it opens the gates beside the building. Entering the Medical Centre as Zoe ends the chapter and pops A Long Night Ahead (bronze, story, cannot be missed: "Report to Dr. Glenn at Medical Centre").

    • Document: Community Help Needed. In the car park, on the first table on the right.
    • Document: Exhausted Supplies. In the car park, in the tent at the back left, on a bed.

2. Journey to Medical

Back to Simon, starting at the Clinic where Part 1 left him, and the chapter that gives him the Pistol. PowerPyx and the trophy list call it the Pistol; the reviews call it a revolver, and they agree on what it is like: Eurogamer says its reload is slow enough to boil an egg by and that firing draws every creature in a wide radius, GamingTrend that you watch all six rounds go into the chamber, TheSixthAxis that erratic enemy movement makes hits demand precision, and Push Square that ammunition is extremely rare in the first half of the game. Accepting it also changes the town: PowerPyx says choosing "Yes" at the box is what shifts St. Amelia into the Otherworld and lets you go on. Then it is north, through The Wynds and Flemington Street, to an apartment block beside the Medical Centre.

  • 1

    Out of the Clinic: a signal, then the Pistol in the square

    Tune the CRTV the moment you step out of the Clinic. In the town square there is a box; PowerPyx's New Game+ page calls what is in it Richard's gift. Choose "Yes" to take the Pistol: you have to, because that choice triggers the Otherworld shift that opens the way forward (PowerPyx).

    • CRTV Signal #6: channel around 63. Immediately on exiting the Clinic.
    • Equipment: Pistol. In the box in the town square. Say yes.
  • 2

    Pull!: the first bottle as Simon, just past the Pharmacy

    Optional, bronze, and PowerPyx's setup needs a manual save. A short way through the gate beside the Pharmacy there is a bottle on the ground on the left, the first Simon can pick up. Take it, walk back into the Pharmacy, save, then go outside where nothing is overhead, aim straight up and throw; switch to the Pistol and shoot the bottle before it lands. PowerPyx warns it does not go straight up but falls slightly in front of you, so step forward while it drops, and reload if it hits the ground.

  • 3

    The Wynds and Flemington Street

    In the district's north, the alley west of the phone booth in The Wynds hides a postcard down a stairwell. The door on Flemington Street is a Scalpel door: interact and choose the Scalpel.

    • Strange Postcard #5. The Wynds, the alleyway west of the phone booth, down a stairwell beside some boots.
  • 4

    The apartment block south of the Medical Centre: floors one to three

    Everything else in the chapter is in this building. The notice is on a door on the first floor, past the phone, as you come in. On the second floor, apartment 1/1 has a note and a radio: tune the radio the same way as the Pharmacy's, right stick to tilt until the colours settle, D-pad to fit them into the boxes. On the third floor, apartment 2/2 is a Scalpel door; its computer holds a document, and the two photos are printed, not read: switch the printer in the kitchen on (green light), go back to the computer, view the two photos and choose to print them, then collect both from the printer.

    • Document: Scaffold Notice. First floor, on the door past the phone.
    • Document: Handwritten Note. Second floor, apartment 1/1, on the living-room table.
    • CRTV Signal #7: channel around 25. Second floor, the radio on the table.
    • Document: Press Photos "Note.txt". Third floor, apartment 2/2, the computer on the left, top email.
    • Document: Photo1.jpg and Document: Photo2.jpg. Printed from that computer and collected from the printer in the kitchen.
  • 5

    The scaffolding, Lockbox Key #2 and Resource Container #2

    PowerPyx's order: go out onto the scaffolding and back in through the second apartment; the key is then on the second floor, in apartment 1/1, on the bed in the room with the enemy. The container is on the fourth-floor landing.

    • Lockbox Key #2. Second floor, apartment 1/1, on the bed in the room with the enemy, after the scaffolding.
    • Resource Container #2. Fourth floor, on a table on the landing; open it with the key.
  • 6

    Strange Postcard #6, out the back

    On the ground floor, leave by the back door, the side away from the Medical Centre, and check the sheds. That is the last thing PowerPyx lists for Part 2; Part 3 opens with Zoe: The Patient, and Save It For The Patients is still live when it does.

    • Strange Postcard #6. Out the back door of the apartment block, in the last shed on the left.

3. Part 2 Completion

✅ Before Leaving the Apartment Block...

Cross-checked

Cross-checked on 22 September 2026 against PowerPyx's Part 2: Zoe 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, and against the reviews at PC Gamer, Eurogamer, GamesRadar+, VGC, Push Square, TheSixthAxis and GamingTrend for the mechanics; games.gg has no Part 2 page. Where the sources differ: PowerPyx's overview states that all 85 clues and documents count toward Discoveries, but its Part 2 page highlights only four of this part's twelve as counting (the Water Warning, "Coming Back", the obituary and the St. Amelia Standard) and does not say why the other eight are unmarked, so this page tells you to take all twelve and marks the four. PowerPyx's trophy guide calls Zoe's chapter "Chapter 4 – Zoe: Rounds" while its collectible pages number it Chapter 5; this page follows the collectible pages. Its Part 2 page places the automatic car alarm on the way "back to the Clinic" inside Zoe's chapter although its route for Zoe never passes the Clinic, so the alarm's exact spot is not given here. The reviews call the Pistol a revolver; the trophy list and PowerPyx say Pistol, which the trophies use, so Pistol is the name here. Eurogamer says that whenever Simon is out of the picture the CRTV goes with him and your safety net is gone, leaving environmental cues, and does not mention a pager; PowerPyx, VGC and GamingTrend say Zoe carries one that tracks enemies, so the pager is on the page with all three named. Left out: PowerPyx's numbered map landmarks; the creatures of the part, which PowerPyx calls "the monster" and "the enemy" and no source names; 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.

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