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Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Clear out junk files and repair common Windows errorsFree Scan →Scan for outdated or missing drivers - takes under a minuteDriver Scan →In Silent Hill: Townfall Part 1, “Arrival,” the reported answers are: Room 204 date dial — 18 January 1996; Human Organ Box — left 956, right 133; pharmacy locker — 6539; clinic scales — Broken Stethoscope on the left, Prescription Dosage Error Note in the middle, and Zoe’s Lanyard on the right. The organ box also requires restored power. Follow the prerequisites below so you do not mistake a locked door or missing item for a wrong answer.
Spoiler note: The solutions below reveal puzzle inputs and item placements, but avoid major story details.
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Part 1 begins with Simon landing at St. Amelia and ends when the story sends him back to the Main Street pharmacy, according to an unofficial walkthrough. KONAMI describes the game as a first-person psychological horror set in Scotland in 1996, where Simon uses tools including the CRTV to explore, evade threats, and solve puzzles. KONAMI’s official SILENT HILL: Townfall page
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Room 204 date dial: 18 January 1996
Enter 18 January 1996 on the date dial. The date entry reportedly yields the key for Room 204 at the Hallane Hotel; it does not directly unlock the hotel door. The walkthroughs are unofficial, and one identifies its date value as an observation from a single playthrough. If it does not work in your game, inspect the date clue again rather than assuming every playthrough uses the same value. Part 1: Arrival walkthrough · Puzzle solutions index
#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
Restore power and open the Human Organ Box
The box has two separate gates: it needs power, and its paired code controls must be solved. First obtain the Electricard and restore the house power; then make sure you have read the computer emails and obtained the Organ Transplant Card before entering the organ codes.
Electricard and master switch
- Insert the Electricard into the power control.
- Press A until the display reads Credit £5.00.
- Press B.
- Pull the master switch.
One walkthrough mentions 311 as the card-credit value seen in its playthrough, but that is not established as a universal code. Use the displayed credit instruction above and check the in-game clue if your control does not respond as expected. Part 1: Arrival walkthrough
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
Human Organ Box codes
| Control | Reported code |
|---|---|
| Left | 956 |
| Right | 133 |
These values are reported by unofficial launch-window guides. The box’s power requirement and the Organ Transplant Card are distinct prerequisites; entering the codes alone is not enough if either is missing. Puzzle solutions index
Pharmacy locker: 6539
Get Zoe’s Lanyard to enter the clinic, take the Scalpel, and use it to get into the pharmacy. Tune the CRTV to the relevant broadcast: it gives the order for the numbered posters. Use that order to enter 6539 on the rusty locker. The locker contains the Prescription Dosage Error Note needed for the scales. Pharmacy locker puzzle guide
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
Shorefront Clinic scales: place the three objects
This is a placement puzzle, not a numeric-code lock. Put the objects in these positions:
| Position | Object |
|---|---|
| Left | Broken Stethoscope |
| Middle | Prescription Dosage Error Note |
| Right | Zoe’s Lanyard |
Collect all three objects during the chapter. The pharmacy locker supplies the note; the other two are found elsewhere in Part 1. Puzzle solutions index
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
Using the CRTV when a clue does not appear
The CRTV is a pocket television that Simon tunes to pick up signals. A Part 1 walkthrough says confirmed signals are stored and can help with navigation and evasion; it also notes that a location that produces no signal on one pass may produce one later. Tune and check again when a clue seems absent. This signal-finding behavior is described by an unofficial walkthrough, while KONAMI’s official page also presents the CRTV as a tool for tuning into unstable signals. Part 1: Arrival walkthrough · KONAMI’s official SILENT HILL: Townfall page
The puzzles are intended to fit the place and its inhabitants, rather than function as disconnected challenges. Jon McKellan, Writer & Director at Screen Burn Interactive, said: “Each puzzle has been designed while writing the story, so rather than a separate, unconnected gameplay layer, they’re grounded in the world you’re exploring and contextual to it and the town’s inhabitants.” PlayStation.Blog announcement
Best Value
Where Part 1 ends
The chapter’s route hands off when the story sends Simon back to the Main Street pharmacy. That is the Part 1 endpoint described by the walkthrough; the rest of the game is outside this guide’s scope. Part 1: Arrival walkthrough
Quick Recap
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