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Spoilers: This walkthrough reveals the “Missing Parts” puzzle answers. To open the Strange Gate on Atlas Way, collect Mechanical Parts from CEG Lockers 17, 204, and 94, combine them into a Constructed Mechanical Device, and place it in the gate slot. The house codes are 956, 736, and 129; the corresponding locker PINs are 575, 971, and 490.
How the Clara Woods code sequence works
The gate does not open with a keypad code. You need three parts from CEG Employee Lockers. For each part, solve a house puzzle to open a black box and take its barcode, then scan that barcode at the CEG terminal to reveal the separate PIN for the numbered locker. Entering a house code at an employee locker—or a locker PIN at a house box—will not work.
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Start at the CEG Employee Lockers building during “Missing Parts” and read the computer emails for the locker objective and residences. A barcode beside the scanner can also open Locker 75 with PIN 184, which contains a flare gun; it is optional and is not one of the gate parts.
The Tool Desk
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- Open the CEG Lost and Found locker with code 772 to get the key for 5 South Brae.
- At 5 South Brae, find the Disk Case Key on the upstairs nightstand and use it to collect the three floppy disks.
- Go to Atlas Computers and use the Disk Case Key in the storage room to get Fix-A-Disk software.
- Return to the 5 South Brae computer, run Fix-A-Disk, repair disk 2, then use disks 1, 2, and 3 in sequence and print the result.
- Enter 956, the part number shown on the printout, in the black box to get the barcode.
- At CEG, scan the barcode and enter the resulting PIN, 575, at Locker 17. Take the Mechanical Part and boltcutters.
The boltcutters are useful for reaching the next area, so take them with the part.
#1 Best Overall
- Experienced entirely in first person, explore, evade, and survive using a limited set of weapons and tools, including a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged.
- SILENT HILL: Townfall is a full-length, self-contained psychological horror set against the cold, isolated backdrop of Scotland, 1996
Get the North Brae part from Locker 204
- Use the boltcutters to reach the Shopping Precinct, then enter 6 North Brae.
- Find the lamenting poem beside the locked upstairs black box. It cues three picture counts: boats, arches, then children.
- Count seven boats, three arches, and six children. Enter 736 in the black box and take its barcode.
- Scan the barcode at CEG and use PIN 971 on Locker 204 to collect the second Mechanical Part.
Get the Upper Brae part from Locker 94
- At 5 Upper Brae, take the Yesterday Tape from the upstairs box and play it in the tape player.
- In the changed state, collect the Tomorrow Tape and the note that says, “Today my number was 192.” Play Tomorrow and collect the note giving 125.
- Get the Ammonite Disk from the shed behind the house; use the back-door key obtained during this sequence to reach it.
- Switch to Yesterday and use the disk at the computer to read the Current Count file. The walkthrough’s sequence is 192 for yesterday, 129 for today, and 125 for tomorrow.
- Restore the Today tape state and enter 129 in the box to get the barcode.
- Scan it at CEG and enter PIN 490 at Locker 94 to take the final Mechanical Part.
If the Upper Brae box rejects 129, check the tape state: use Yesterday to access the clue, then restore Today before interacting with the box.
Quick Recap
Best Value
Rank #4
- RE-PLAYABLE NARRATIVE BOARD GAME: Tile by tile, terror by terror, build their own haunted mansion and then try to escape it alive. The game is for 3-6 players and takes about 60 minutes to play
- MODULAR BOARD PIECES: The Betrayal at House on the Hill tabletop game features 50 blood-curdling scenarios. Each trip to the house promises fresh horrors and a new story is created every time you play
- HAUNTED HOUSE TRAITOR GAME: Players must work together to survive the nightmare…but beware! The house turns one player against the others in this cooperative strategy game
- MINIATURES BOARD GAME: This second edition of Betrayal at House on the Hill includes 6 pre-painted plastic explorer figures, 80 cards, 149 tokens, 44 room tiles, 2 haunt books, and more
- IMMERSIVE NARRATIVE: Get ready for an unpredictable and thrilling exploration of the haunted house. Encounter witches, dragons, zombies, and other spooky and bizarre B-movie horror clichés
Rank #3
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- When Simon Ordell is called back to the island of St. Amelia to "put things in order", he meets a city lying quietly in dense fog, seemingly abandoned, yet anything but dormant
- After venturing further to understand his connection to this place and its inhabitants, he gradually discovers fragments of the past rising to the surface
- Simon must explore, evade and survive from a first-person perspective. It uses a limited arsenal of weapons and tools, including the CRTV: a portable TV to receive unstable signals
- The dodging is tension, the battles are hectic and the story-based puzzles reveal a truth that does not want to remain hidden
Rank #2
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- Returning to an island town to ‘put things right’, Simon Ordell descends into a world of tense evasion, explosive confrontations, and mind-bending puzzles that slowly surface the truth of St. Amelia
- Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest
- Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface
- Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged
Assemble the device and open the gate
- Combine the three Mechanical Parts in your inventory to make the Constructed Mechanical Device.
- Return to the Strange Gate on Atlas Way and place the device in its slot.
- Go through the opened route to continue toward CEG Headquarters.
All Clara Woods codes and PINs
| Location | Code or PIN | Use |
|---|---|---|
| CEG Lost and Found locker | 772 | Gets the 5 South Brae key |
| 5 South Brae black box | 956 | Gets the barcode for Locker 17 |
| CEG Locker 17 | 575 | Mechanical Part and boltcutters |
| 6 North Brae black box | 736 | Gets the barcode for Locker 204 |
| CEG Locker 204 | 971 | Mechanical Part |
| 5 Upper Brae box | 129 | Gets the barcode for Locker 94 |
| CEG Locker 94 | 490 | Mechanical Part |
| CEG Locker 75 | 184 | Optional flare gun; not a gate part |
If a CEG locker PIN does not work
- Confirm you scanned the barcode from the matching house box at the CEG terminal; the house code and employee-locker PIN are different numbers.
- Match the PIN to its locker: 575 opens Locker 17, 971 opens Locker 204, and 490 opens Locker 94.
- For the Upper Brae box, restore the Today tape state before entering 129.
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