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Silent Hill: Townfall

Silent Hill: Townfall Part 2 Zoe Walkthrough — Chapters 5–6

Townfall Part 2 walkthrough — Zoe's playable rounds, the Pager and Axe, the garden shed code 1993, Mr. Stewart's house, the Medical Security call and the pistol.

10/5/2026 3 min read
Silent Hill: Townfall Part 2 Zoe Walkthrough — Chapters 5–6

FAQ

Is Zoe playable in Silent Hill: Townfall?
Yes — Part 2 hands you Zoe for her clinic rounds. She has her own equipment (the Pager, which detects enemies like the CRTV does for Simon) and her own no-heal trophy window.
What is the Community Gardens shed code in Townfall?
1993 — the year on the flower bed bearing Jane Chalmers's name. The shed contains the Community Garden Key and her obituary.
How do you open the Medical Centre route in Townfall?
Inspect the paper on the Medical Centre security booth window for the Medical Security Note, call 496 0556 at the phone booth, and work the menu 3 → 2 → 2 → 1.

What happens in Part 2?

Part 2 (chapters 5–6) hands you a second playable character. Zoe has her own equipment and her own stretch of story — her clinic rounds through Shorefront — and two things that are easy to squander: a chapter where healing breaks a trophy, and the Axe.

Official render of Zoe, the Shorefront Family Clinic caregiver

What should you do in Zoe’s house?

The chapter opens at home, and three pickups leave easily once you follow the street route: the Water Warning on the living-room table, a call to 0163 296 0595 from the house phone, and the “Coming Back” email on the computer. The Pager is granted automatically — it’s Zoe’s counterpart to Simon’s CRTV, detecting enemies the same way rather than acting as a story device.

Where are the Axe and the garden shed?

Just before Mr. Stewart’s house, check the shed in the adjacent backyard — the Axe is leaning against its door, and it’s Zoe’s melee weapon through both of her chapters. In the Community Gardens, the locked shed opens with 1993 — the year on Jane Chalmers’s flower bed. Inside are Jane Chalmers’s Obituary and the Community Garden Key, which opens the gardens’ gate onward.

What’s in Mr. Stewart’s house?

Shorefront District north — a rounds patient. The house holds the St. Amelia Standard document, Zoe Ellis’s number 496 0103 (inspect the phone, then the folder right of the answering machine), and the Mr. Stewart’s House Key used to exit through the back door. Turn on the two radios — they count toward the cumulative radio-distraction trophy, and from here bottles and bricks join the distraction kit (see beginner tips).

How does the phone booth sequence work?

Outside the Medical Centre, inspect the paper on the security booth window for the Medical Security Note — it gives 496 0556. Call it from the phone booth down the street and answer the menu: 3 → 2 → 2 → 1. That opens the route to Medical — and it’s one of the few puzzles where the input is a menu path, not a fixed code.

What else matters before the district closes?

  • The pistol — the “Richard’s Gift” crate in Town Square is the game’s first firearm; the full list is on all weapons.
  • No healing — the trophy covering Zoe’s Rounds and the Patient sections fails silently; treat all of Chapter 5 as a no-heal zone.
  • Car alarms — Chapter 6 (“Journey to Medical”) introduces them: melee a car to set off its alarm and pull enemies. One scripted alarm triggers on the route back toward the clinic.
  • Final sweep — the Medical Centre approach is the last pass through Shorefront; finish the documents first.

A dark interior lit only by flashlight

Inside, the story hands things to Dr. Glenn — continue to the Part 3 walkthrough.

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