Silent Hill: Townfall Part 4 Clara Woods Walkthrough — Chapters 9–11
Townfall Part 4 walkthrough — the barcode-to-locker loop, the three Brae house safes, the Constructed Mechanical Device, the Strange Gate and the endings save point.
FAQ
What chapters are in Part 4 of Silent Hill: Townfall?
Where is the endings save point in Townfall?
How do you open the Strange Gate in Townfall?
What happens in Part 4?
Clara Woods (chapters 9–11, spanning “Begin Again” and “Missing Parts”) is the biggest explorable region in the game — the union estate that fought the CEG — and the most structurally complex Part: a barcode system that prints locker PINs, three houses whose safes chain off each other, and a tape mechanic that changes which doors are open. Grab the estate map off the Clara Woods sign where the road splits, then treat it as two sweeps: ground level, then upper level.
How does the barcode-to-locker loop work?
The CEG Employee Lockers building is the engine: a barcode scanner on the counter prints a PIN for a specific locker. Find a barcode → scan it → get a PIN → open the locker. The locker PINs are printed, never derived — a code from a guide won’t behave without the matching barcode scanned first.
| Barcode | Found at | Locker | PIN | Contents |
|---|---|---|---|---|
| Barcode (CEG Lockers) | On the counter by the scanner itself | 75 | 184 |
Flare Gun |
| Barcode (South Brae) | Safe at 5 Brae Street (956) |
17 | 575 |
Boltcutters |
| Barcode (North Brae) | Safe at 6 North Brae (736) |
204 | 971 |
Mechanical Part |
| Barcode (Upper Brae) | Safe in the tape room (129) |
94 | 490 |
Mechanical Part |
Also inside the building: the computer’s two notes give the Lost and Found clue and the locker list — the LOST AND FOUND locker 772 in the back office holds the South Brae House Key, and a Lockbox Key opens the resource container on the table. The Flare Gun is worth the detour alone — it staggers the big invulnerable enemies; see all weapons.

How do the three Brae houses work?
| House | Puzzle | Safe | Yields |
|---|---|---|---|
| 5 Brae Street | The floppy repair: “Fix-A-Disk!” → Repair Volume on Disk 2 → unzip 1/2/3 → print MANUAL.EML | 956 — the part number from the printout |
Barcode (South Brae) |
| 6 North Brae | The Lamenting Poem — count the matching items in the house’s paintings | 736 |
Barcode (North Brae) |
| The tape house | Swap tapes to change which doors open: Do Not Play → kitchen Back Door Key; Tomorrow → shed and Strange Postcard 14; Today → Ammonite Disk; Yesterday → read the Current Count file | 129 — the in-between number |
Barcode (Upper Brae) |
Watch the 956 overlap: it’s the organ box’s left dial in Part 1 and the 5 Brae Street safe — unrelated numbers that happen to repeat.
How do you finish — and where is the save?
Lockers 204 and 94 hold two of the three Mechanical Parts; the third sits behind the South Brae House Key from the Lost and Found locker. Together they combine into the Constructed Mechanical Device.
Stop: this is the save point. Once all three parts are in hand and the device can be built — before inserting it into the Strange Gate — call 100 at a phone and make a manual save. At this moment your Discoveries are high and your kill count isn’t locked; reloading here lets you finish for Abandoned (kill heavily from this point — past roughly 60 kills you get it even with 80+ Discoveries) or Forever (keep a small Discoveries lead) without replaying the front half. The full split is on the endings page.
The Boltcutters (locker 17) open two gates — the north-east stairs gate and the one behind the Post Service store, where the laundromat holds another Lockbox Key. Insert the device into the Strange Gate’s pipe structure for Key To The Castle, and Chapter 11 carries you out of the estate.
What else should you sweep?
- Enemy pressure — the estate is where the game starts testing: Lunger rushes and Fallen ambushes in numbers. Ammunition spent here is ammunition gone from the tower, and kills feed the ending ratio — the stealth and distraction kit pays for itself.
- Strange Postcards 12 and 14 — the store window opposite Atlas Computers (break it) and the tape-house shed.
- Pinpoint Inaccuracy — a Flare Gun headshot from 10m+; the hanging body on the upper-level light is the convenient target.
Next stop: the tower — the Part 5 walkthrough puts Richard in the player’s hands inside CEG HQ.
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