Where: a pier and a street on the way in, then the Clara Woods Estate on two levels — Atlas Way and Atlas Square, Atlas Computers, the Post Service store, the CEG Employee Lockers building, CEG Staff Parking, the Overpass, and three houses on the Brae: 5 South Brae, 6 North Brae and 5 Upper Brae — ending at the Strange Gate and the ground floor of CEG HQ. Played as Simon, with the CRTV.
Sub-chapters: Chapter 9 – Begin Again, Chapter 10 – Missing Parts, Chapter 11 – Inside CEG HQ. PowerPyx's Part 4 page covers all three; its trophy guide calls Chapter 10 "Missing Pieces" once, and every other PowerPyx page says Missing Parts.
Watch for: the densest part of the game for collectibles, 38 of the 138 — 21 Clues and Documents (Discoveries, for the endings), Phone Numbers #11 to #13, Strange Postcards #10 to #14, CRTV Signals #9 to #15 and Resource Containers #4 and #5 with their Lockbox Keys — and PowerPyx's rule that nothing can be recovered once a section is behind you. The first Document of the part is lost within seconds if you walk the wrong way off the pier. Two Bronze trophies have their set-ups here, on stationary targets: Long-Range Masonry (a brick to the head from over 15 metres) and Pinpoint Inaccuracy (a Flare Gun headshot from over 10 metres). PowerPyx does not flag either as missable — any playthrough will do — and its trophy guide says the Brick and Flare Gun kills for Creative Process can be had the same way. The story trophy Key To The Castle (Bronze) closes Chapter 10. No boss in this part; no enemy is named by any source.
1. Chapter 9 – Begin Again
A short walk in: up a pier, down what PowerPyx calls "the street of bodies", to a store, and on to the estate sign. PowerPyx lists no puzzle for this chapter, only four pickups and a signal, and the first of them is the easiest miss in the part. The reviews describe the game's '90s estates rather than this chapter: GamesRadar+ says its streets, estates and shopping centres will resonate with anyone who remembers the UK of that era, and PC Gamer's list of the places Simon visits ends, "brace yourself, some new builds".
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1
Turn left at the top of the pier: Document Harbour Notice
Follow the path up the pier. The Harbour Notice is on a railing to the left of the boat by the ramp. PowerPyx's warning is blunt: turn left immediately to take it, because walking to the right pushes you into the next area and it is gone. It counts as a Discovery.
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2
The dead end to the right: Strange Postcard #10
After the street of bodies the road splits; left is the way on, so go right first, toward the dead end. Just past the body hanging from the streetlight there is an alley between two buildings. Through its two gates, in the yard behind the building, Strange Postcard #10 is on a shelf in the shed.
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3
Back to the split and left: the estate map
Return to the split and continue left. The Clara Woods Estate Map is stuck to the Clara Woods sign.
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4
The store: Document Store Staff Notice and CRTV Signal #9 (61~)
Keep going down the street to the left until you reach the store you can enter. The Store Staff Notice is on the counter by the cash register (a Discovery). In the middle of the store, the radio on the table gives CRTV Signal #9 at about 61: tilt with the right stick until the colours stop moving, then fit the colours into their boxes with the D-pad. PowerPyx's signal page says to do it before progressing past the sign.
2. Chapter 10 – Missing Parts
The long chapter of the part, and its name is the job: three mechanical parts, each locked in a numbered locker in the CEG Employee Lockers building, each locker's pin read from a barcode found in one of the Brae houses, each house opened by what the last one gave you. In between are the trophies with the brick and the Flare Gun, a computer that repairs floppy disks, a safe that counts paintings, and 5 Upper Brae, where swapping cassette tapes moves the house between yesterday, today and tomorrow — the house Eurogamer's review describes shifting back and forth in time. Push Square singles out puzzles built from period technology like these — floppy disks, a printer issuing paper instructions for machinery — as the game's most refreshing idea. PowerPyx's puzzles 17 to 25 are all here, and 28 of the part's 38 collectibles.
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1
The phone booth: Phone Numbers #11 (946) and #12 (496 0112)
The chapter starts in a telephone booth. The poster on the right gives 946 – W H O Dial Back Service; call it from the pay phone, and the service gives you 496 0112 – Unknown, which you then call back on the same phone. Let each call run to the automatic hang-up or it does not register (PowerPyx's phone page).
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2
Long-Range Masonry (Bronze): the brick and the enemy on the ground
PowerPyx's trophy guide sets it up here, right after the phone call with Richard: a brick lies near the booth, just past a corpse enemy on the ground — leave that one alone, it is your target — and the guide says to save at the booth again once you have the brick. Then run down the street a little past Atlas Computers, stand level with the wall just past the row of shopping carts, on the line of floor tiles that lines up with the enemy, aim at the light on the awning and throw. The aim drifts, so expect to reload and retry until the brick lands on its head from over 15 metres. PowerPyx's Part 4 page gives a second set-up, a brick beside the dumpsters outside the garage with a save point just before it; its text there is cut off mid-sentence, so the trophy guide's version is the one written out above. The trophy guide adds that a brick kill on a damaged enemy also ticks the Brick off for Creative Process.
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3
Atlas Way and Atlas Square: Lockbox Key #4, Document Atlas Square Apartment Note, Resource Container #4
On Atlas Way, the Post Service store (the one with a phone) has Lockbox Key #4 in the cash register at the front. In the apartment building north-east of Atlas Square, ground floor, the Document Atlas Square Apartment Note sits on a ledge to the left of the TV in the living room, and Resource Container #4 is on a counter in the kitchen at the back — the key you just took opens it.
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4
Upper level apartment: Strange Postcard #11
In the upper-floor apartment, the bedroom at the back left from the entrance has Strange Postcard #11 in the dresser drawer.
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Opposite Atlas Computers: Strange Postcard #12 behind a window
Back on the ground level, the store window opposite Atlas Computers: break it and take Strange Postcard #12 from the table inside.
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CRTV Signals #10 (62~) and #11 (67~)
Go up to the Strange Gate at the end of Atlas Way and interact with the metal pipe structure: a channel at about 62 becomes available. Then go into the building to the left of CEG Staff Parking on the map, and a channel at about 67 appears. Neither needs a radio; PowerPyx just says to tune to them once each trigger has happened.
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The CEG Employee Lockers building: two Clues, the Lost and Found locker (Puzzle #17), the first barcode and the Flare Gun (Puzzle #18)
The computer holds two notes that are both Clues, Lost and Found and CEG Employee Locker List. In the back office, the LOST AND FOUND locker takes 772, from the note on the computer (PowerPyx), and gives up the South Brae House Key; the desk drawer there has the Document CEG Lockers Managers Note. On the counter opposite the computer, by the barcode scanner, is Barcode (CEG Lockers) – Locker 75. Scan it and the scanner gives locker 75's pin, 184; enter it at locker 75 for the Flare Gun. Every barcode in the chapter works the same way, and the speedrun page gives the same pins. The top-left corner of the barcode clues shows 496 0993 – CEG Lockers, Phone Number #13, the last of the thirteen; PowerPyx says to call it during the Clara Woods section.
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Pinpoint Inaccuracy (Bronze): the hanging enemy above the playground
The trophy guide's method: once you have the Flare Gun and the South Brae key, the area changes and new enemies appear, so save at the phone in the Locker building first. Outside, at the playground, look up: a corpse enemy hangs from the light above. Stand beside the playground structure, aim at its head and fire. The flare flies straight for a moment and then veers, so it is luck; a second flare gives a second try, and if it dies without the trophy, reload and try again. The Part 4 page describes the same target as a hanging body on a light on the upper level directly above you. GamingTrend's review confirms the Flare Gun arrives for Simon later in the game; PowerPyx's trophy guide says only he can use it, and that the kill it makes here also counts for Creative Process.
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5 South Brae: CRTV Signal #12 (59~), Clue Gaming Magazine, the Disk Case Key and the floppy disks
Go south, back to the entrance of the area, and open 5 South Brae with the South Brae House Key. Right into the living room: the radio left of the TV gives CRTV Signal #12 at about 59 (stick to stop the colours, D-pad to box them). Upstairs, first door on the left, the Clue Gaming Magazine is on the bed. In the bedroom at the end of the upstairs hallway the Disk Case Key is in the drawer beside the bed. In the room with the computer, the key opens the container to the right of the safe: the Grouped Floppy Disks.
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10
Atlas Computers: the "Fix-A-Disk!" Software
Back down to Atlas Computers; in the side room, a second container opens with the same Disk Case Key and holds the "Fix-A-Disk!" Software floppy.
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The 5 South Brae computer: repair, unzip, print (Puzzle #19), Clue Reciprocating Compressor and the safe (Puzzle #20)
PowerPyx's sequence, at the upstairs computer (its page calls the house "5 Brae Street" in this one entry): turn the computer on and put the Fix-A-Disk! floppy in the middle drive. Interact with the screen until it reads "Insert a disk to scan.", back out without choosing Cancel, and interact with the drive to take the disk out. Insert Floppy Disk (2 of 3), interact with the computer and choose Repair Volume. Take that disk out, then insert (1 of 3), confirm Unzip to RAM, then (2 of 3), then (3 of 3). Turn on the printer to the left of the table and print MANUAL.EML from the computer; the printout is the Clue Reciprocating Compressor — the only Clue or Document in this part that PowerPyx's Part 4 page does not highlight as a Discovery, although its by-type page says every Clue and Document counts toward Discoveries Found; noted here, not settled. The safe to the right of the computer takes 956, the part number on the printout, and holds Barcode (South Brae) – Locker 17.
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Locker 17 (Puzzle #21): the Boltcutters, the first Mechanical Part, CRTV Signal #13 (59~)
At the lockers building, scan the South Brae barcode for locker 17's pin, 575. Inside are the Boltcutters — equipment, not a weapon — and the first Mechanical Part. The moment you pick them up, tune to about 59 again for CRTV Signal #13; PowerPyx lists two separate signals at that frequency in this chapter, this one and the living-room radio in 5 South Brae.
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13
6 North Brae: Clue Lamenting Poem and the painting safe (Puzzle #22)
On the upper level, in the north-east corner where the locker building is, go up the stairs and cut the gate at the top with the Boltcutters. Enter 6 North Brae by the back door; upstairs, in the second bedroom, the Clue Lamenting Poem is on a chair. The safe on the table takes 736: PowerPyx says the poem points to the number of each item in the paintings around the house. It holds Barcode (North Brae) – Locker 204. A gate in the south-east corner of the area, also for the Boltcutters, is a shortcut back to the start.
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The Overpass: Strange Postcard #13
At the top of the stairs in CEG Staff Parking, on the ground level, the Boltcutters open a gate to the Overpass area. Strange Postcard #13 is in its south-east corner, on the ground at the dead end beside a metal cart.
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5 Upper Brae, the tape house: four tapes, four Clues, Strange Postcard #14, the Ammonite Disk and the safe (Puzzle #23), then CRTV Signal #14 (29~)
Everything in this house depends on which tape is in the player upstairs; PowerPyx's order, which this page keeps exactly, is the one that reaches everything. Upstairs, first room on the left: the Clue The Code Today is on the table, and the tape player beside it — play it, open the middle, take out Tape: Today. In the bedroom at the end of the hallway, a black container holds Tape: Yesterday. Put Yesterday in the player and the house goes back a day: downstairs, the black box in the living room gives Tape: Tomorrow, and the Clue The Code Before is on the corner of the kitchen table. Switch to Tomorrow: the Clue The Code After is in the living room, and another black box in the kitchen holds Tape: Do Not Play. Switch to Do Not Play: the Back Door Key is on the kitchen counter beside the door. Switch back to Tomorrow, go out the back door and down the alley, and crouch into the shed for Strange Postcard #14 on the table. Switch to Today, out the back door again: a door in the alley that is only open in this time has the Ammonite Disk on a table. Switch to Yesterday and put the disk in the reader to the left of the computer to read the Clue Current Count. Finally switch to Today and open the safe on the table with 129 — the number that falls between the two from the other notes, in the Current Count file — for Barcode (Upper Brae) – Locker 94. As you go to leave the building, tune to about 29 for CRTV Signal #14.
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16
Behind the Post Service store: Lockbox Key #5
On the ground level, the Boltcutters open the gate behind the Post Service store. Down the alley, the laundromat at the end has Lockbox Key #5 on top of a washing machine, on the left.
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Lockers 204 and 94 (Puzzles #24 and #25), CRTV Signal #15 (65~), Resource Container #5, and the device
Back at the lockers building: the North Brae barcode gives locker 204's pin, 971, and the Upper Brae barcode gives locker 94's, 490; each locker holds a Mechanical Part. With all three parts, tune to about 65 for CRTV Signal #15, the last of the part. Combine the parts in your inventory — the two discs together first, then the cylindrical piece — into the Constructed Mechanical Device. Before leaving, Resource Container #5 is on a table in the back office of this same building, for Lockbox Key #5.
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18
The Strange Gate — trophy: Key To The Castle
Go to the Strange Gate, interact with the pipe structure and insert the Constructed Mechanical Device. The gate opens and Key To The Castle (Bronze, "Unlock the path to CEG Tower") unlocks; the trophy guide says it is awarded for opening the gate to CEG Tower as Simon.
3. Chapter 11 – Inside CEG HQ
One floor of the building: the lobby, a Maintenance room, a Security room and an Employee Database, and eight Clues and Documents in a small space. Two puzzles, #26 and #27, and a printed access card for the lift. PowerPyx lists no enemy, no weapon and no signal that its by-type page recognises here; what it does list is the last stretch before the perspective leaves Simon for Part 5.
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1
The lobby: the ground-floor map, Document Inquiry Preparation Notice, Clue Box IDs and Names
Behind the reception desk: the CEG HQ – Ground Floor Map, and to the right of where it was, the Document Inquiry Preparation Notice, which PowerPyx's Part 4 page marks as a Discovery. Its by-type Clues & Documents page leaves this one out and names 84 entries against its own total of 85, so this page keeps it. At the back of the lobby, in the area with the chairs, the paper on the podium on the stage is the Clue Box IDs and Names.
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2
Maintenance: half of the grid, and the Security door code
In the Maintenance room in the north-west corner, the first Clue Grid of Codes is in a garbage can by the computer. The whiteboard in the same room hints at the Security room's door code, which PowerPyx gives as 4895.
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Security: the other half, the complete grid, two Documents, and a radio
The Security room is near the front entrance. The second Clue Grid of Codes is in its trash can; combine the two in your inventory to make the Clue Complete Grid of Codes. The computer to the left of the phone has two emails, the Documents CEG Security: Out of Hours Access and Urgent Message. PowerPyx's Part 4 page also lists a CRTV channel at about 61 on the radio to the right of the phone here; its signals page, whose eighteen entries are complete without it, has no signal in this chapter, so tune it if you like, but do not count on it as a separate signal.
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4
Box 36 in the seats (Puzzle #26): Clue Employee File Cover Note
Among the seats, count from the podium to the third row up and the seventh box over: box 36. Its code is 486 (PowerPyx). Inside is the Clue Employee File Cover Note, the last Discovery of the part — twenty-one in all. PowerPyx calls it Richard's box.
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5
The Employee Database (Puzzle #27): print the access card and take the lift
At the Employee Database computer, enter 00007820518 in the Employee ID field — the number from the file in the box — turn on the printer to the left and print an access card. Take the Printed Access Card from the printer and use it to go up in the elevator; that is the end of the part. PowerPyx's Part 4 page prints the trophy name Many Into One under this step, but that trophy belongs to the Chapter 8 transfusion in its own trophy guide, which lists no trophy for the end of Chapter 11, so none is claimed here.
4. Part 4 Completion
✅ Before Leaving Clara Woods...
Cross-checked
Cross-checked on 22 September 2026 against PowerPyx's Part 4: Clara Woods collectible page, its five by-type pages (Clues & Documents, Phone Numbers, Strange Postcards, CRTV Signals, Resource Containers), its Speedrun Walkthrough for puzzles 17 to 27, and its Trophy Guide & Roadmap for Long-Range Masonry, Pinpoint Inaccuracy, Key To The Castle and Creative Process; the reviews from Eurogamer, Push Square, GamesRadar+, PC Gamer, GamingTrend, TheSixthAxis and VGC supplied only mechanics and setting — the house that shifts in time, the period-technology puzzles, the estates, the Flare Gun. Every code and pin on this page is the same on PowerPyx's Part 4 page and in its speedrun walkthrough. Where PowerPyx's pages differ among themselves, this page says so where it happens: the trophy guide calls Chapter 10 "Missing Pieces" once; the Part 4 page's Long-Range Masonry text is cut off and names a different brick from the trophy guide, so both spots are given; the Part 4 page says "5 Brae Street" once for 5 South Brae; the by-type Clues & Documents page omits the Inquiry Preparation Notice and reaches 84 named entries of 85, so the Document is kept and the part counted at 21; the Part 4 page highlights every Clue and Document as a Discovery except the Reciprocating Compressor printout, while the by-type page says both types count, so that one is flagged and left undecided; the Part 4 page lists a 61~ signal in the Security room that the signals page, complete at eighteen without it, does not; and the Part 4 page ends Chapter 11 with the name Many Into One, a Chapter 8 trophy in the trophy guide, so no trophy is claimed for that chapter. PowerPyx does not number Clues and Documents, so they are counted here rather than numbered; the other four types keep PowerPyx's numbers. No source names an enemy in this part beyond "corpse enemy", and none says what any note, email or tape contains, what the CEG inquiry is, or what happens in the lift, so none of that is here. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.