SILENT HILL: Townfall Speedrun Route — Under 4 Hours
A six-part Fleeting Visit route: mandatory items and clues, puzzle links, optional detours to skip, timer rules and the final encounter boundary.
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Before you start
This is a main-objective route for Fleeting Visit, not a collection run. Use the 100% completion route if you want every collectible. Read the next part while paused, then use the ordered checkpoints below; each puzzle link opens the detailed inputs and locations. Route familiarity matters more than memorizing every number.
Watch the route by Part
Story and ending spoilers: PowerPyx’s full-game video follows mandatory progression and skips optional collectibles. These links use the creator’s chapter timestamps; they are navigation aids, not time targets for your run. Use the written checkpoints below alongside the footage.
Recommended run setup
PowerPyx’s roadmap permits Story combat and Hinted puzzles for the trophy. Enable Game Options → Show Time Played. The pause menu stops the timer; other menus and cutscenes do not, so skip scenes you have already seen. There are no per-part time requirements here and no claim of a site-tested finish time.
NG+ is optional. It resets gameplay equipment rather than importing a full inventory. The Axe becomes available after a clear; Pistol-3000 needs a prior Sci-fi clear. Picking either up is a routing decision, not proof that every NG+ run is faster. See NG+ unlocks and resets.
What you can skip — and what you cannot
Keep completion and ending attempts on a separate plan. The ending save-planning diagram explains why a late checkpoint cannot recover an earlier missed prerequisite.
Skip optional postcards, collection-only broadcasts, supply-room detours and combat counters when they do not serve your immediate survival. Do not skip a puzzle’s clue, barcode or key because its answer is on this page. Some interactions remain locked until the associated evidence is collected. If an input fails, check the linked prerequisite chain before trying random variations.
The key-item index explains what each object unlocks. Keep mandatory items until used. The per-part checkpoints below separate progression from optional collecting; they do not require you to duplicate the 138-item checklist.
Part 1 — Arrival
Objective: reach the clinic scales with all three objects.
- Complete the opening phone/Otherworld sequence. At the hotel door, inspect the Room Service Card and CRTV clue, set 18 / January / 1996, then take the Room 204 Key. Use the hotel door guide if the clue interaction is missing.
- At Zoe’s house, combine the Flashlight + AA Batteries, collect the Organ Transplant Card and meter instructions. Get the Prepaid Power Card from Peters Newsagent, restore power and read the email. The organ-box chain leads to Zoe’s Lanyard; it is not just a six-digit shortcut.
- Enter the clinic with the lanyard and collect the Scalpel. Use it at the pharmacy, follow the CRTV/poster clue and open 6539 for the Prescription Dosage Error note.
- Reach Jess’s house through the park/residential route. Take the 21 Farrow St. Back Door Key from apartment 1/2, enter Jess’s rear door and collect the Broken Stethoscope.
- Clinic scales: stethoscope left, dosage note middle, lanyard right. Finish the sequence before moving to Zoe’s rounds.
Skip: unrelated shoreline collecting. Keep: every named object and its required clue. The Arrival route handles local navigation if you lose the park or clinic entrance.
Part 2 — Zoe
Objective: open the Medical Centre approach, then complete Simon’s return.
- Read Jane Chalmers’ flower-bed year and open the garden shed with 1993. Take the Community Garden Key and use the gate.
- At Mr. Stewart’s house, complete the encounter; collect Mr. Stewart’s Key beside the bathtub and leave through the back door.
- Read the Medical Security Note outside the Medical Centre. Call 496 0556 → 3 → 2 → 2 → 1; open the rear garage and use the office gate control. See the security phone puzzle.
- Chapter 6 returns to Simon. Accept the Town Square box/pistol prompt to trigger the town change, then use the Scalpel on the Flemington Street door and continue toward Medical.
Skip: the optional apartment collection sweep if pursuing time alone. Keep: the security note and both keys. The Part 2 route distinguishes the character switch from Zoe’s earlier rounds.
Part 3 — The Patient
Objective: finish treatment, then open the altered ward’s exit.
- Read the surgery monitors and answer the vitals questions. Use the pager’s 7103 at the surgery door. Align the skull/chest images and take both printed films back to surgery: X-Ray steps.
- Collect all three medicines, including the one behind Records Room 2605. Return to the patient, configure and ready every pump, then start the bedside console: medicine locations and rates.
- After the instruction from Dr. Glenn, dial 5353 at Reception. Use the basement elevator, pass the Storage locker gap, collect the Medical Intubation Kit and return to surgery for the intubation procedure.
- In Medical Center – Different, collect Alan Duncan’s bag + Zoe’s Patient List. Open S.W.; gather Sarah’s bag and the Ward W Master Key to reach Lesley’s bag. Open D.P.; drop Matthew’s bag by elevator, take George’s bag and the Ward P Master Key, then retrieve Matthew’s bag.
- Operate Ward D’s exit valves when the patrol is away, complete the blood wall and line puzzle, and use the Room 204 Key at the final door.
Skip: optional ward containers. Keep: the patient list, master keys, all five bags and the wristband clue. Do not use a generic “O-type only” shortcut: the detailed page lists the actual accepted lines.
Part 4 — Clara Woods
Objective: construct the Strange Gate device and print CEG access.
- CEG Employee Lockers: read the office note, open Lost and Found 772 for the South Brae House Key. Collect/scan locker 75’s barcode and take the Flare Gun from 184; keeping this detour provides a tool for the later stalker section.
- At 5 South Brae, take the Disk Case Key and grouped disks. Use the same key at Atlas Computers for Fix-A-Disk!. Back at the house, repair disk 2, load 1–2–3 and print MANUAL.EML. Safe 956 yields locker 17’s barcode; scan it for 575, then take Boltcutters + Mechanical Part.
- Cut the upstairs gate; inspect the Lamenting Poem and paintings at 6 North Brae. Safe 736 yields locker 204’s barcode.
- At 5 Upper Brae, collect and use the time tapes in the tape route’s order. The Back Door Key and Ammonite Disk are part of the clue chain. Return to Today for safe 129, then take locker 94’s barcode.
- Scan the two remaining barcodes: locker 204 → 971, locker 94 → 490. Combine the three parts and open the Strange Gate.
- Inside CEG, follow the Maintenance whiteboard, Security 4895 and employee file chain; print the access card with 00007820518 and use the elevator. See CEG access.
Skip: NG+ books/coins when following this standard route, collection-only house visits and throw/shoot trophy practice. Keep: barcodes before returning to the scanner; a known PIN does not replace the pickup.
Part 5 — Richard
Objective: power CEG, assemble the projector, then reach the CEO floor.
- Open the exterior gate; retrieve the Generator Key in the Manager’s Office and restore generator power.
- Enter the tower and reach the Boardroom. Take Access Card – Level 3/4. Through P.R., reach the 4F Media Department for the CEG Storeroom Key and Projector Bulb. Read the Checkout Sheet; Finance 2709 leads to the Projector Lens in the CFO drawer.
- Boardroom: install Bulb → Lens → red switch. Now take the CEG Maintenance Key from the body; it opens the route to the Mezzanine’s Projector Sliders. Collect them and return upstairs.
- Match the agenda D–F–B–C–E–A, press Play, take the CEO Access Card and continue to 10F. The projector guide separates assembly from slide playback so you do not look for slides too early.
Skip: optional P.R. Records, Operations Storage and Administration Storage unless you need supplies. Keep: the Checkout Sheet and distinct Storeroom/Maintenance keys. Avoid grinding Widows on a time-focused run.
Part 6 — Simon
Objective: complete the two facility chains, final encounter and return.
- CEG HQ – Different: take the Reference Sheet and 2F Controller Key. Unlock the alarm controls, enter A5D7 / E3E3, connect the floor pipes and run Gas Flow → Flow Test → IGNITE. Follow the FIX THIS sequence.
- SWDP – Different: restore power with the generator handle; take the JOE Key, then Access Card, and enter the control room. Route around the spawned stalker; a stun is an escape window, not a kill.
- Remote Systems: Valve B → Filter A → locker 0825 for the AUX Key. In AUX, take the AUX Disk and read Auxiliary Lines before setting switches. Return for Flush Aux Line B → Stop Regulator → Valve F door. The reviewed guide explains why the Regulator’s painted 781 differs from the reported input 178.
- Turn Valve F, collect the printed Clamp Release Procedure, configure the clamp panel, press Release and turn the lower crank. Stop optional room searches before this transition.
Skip: NG+ ending rooms on this standard route and optional supply collecting. Keep: AUX Disk, control-room clues and the printed procedure.
Final encounter and Fleeting Visit completion check
The normal route continues to Chapter 16’s The Weight encounter, then Chapter 17’s return sequence. Read the survival guide’s final-encounter section before starting: the boss is a different task from the earlier escape sections. We have source-reported tactics, but no site-played boss timings or verified frame-by-frame attack phases.
Finish the ending sequence and check the run’s recorded time and trophy notification. The objective is under 4:00:00, not reaching the boss door before four hours. This route makes no guarantee about a particular build’s trophy notification timing. If it does not unlock, record the platform, version, ending and displayed playtime before diagnosing the cause.
The NG+ Sci-fi route can skip the boss, but requires a separate book/card setup and does not earn Eraser. It is not an automatic faster replacement for the standard route above; use the ending guide only if you have deliberately planned that variant.
Common time-wasters and save strategy
- Wrong menu: pause before reading; leaving the inventory or map open is not the same timer state.
- Answer without prerequisite: revisit the clue, key or scanner named in the relevant row, rather than brute-forcing the input.
- Repeated room searches: finish the current objective’s pickups before changing areas; the location index distinguishes similarly named clinic, hospital and CEG rooms.
- Combining incompatible goals: do not grind combat counters or detour for every collection on this route. Use a collecting pass for those.
- Risky recovery: use phone saves as checkpoints unless you deliberately chose the separate no-manual-save challenge. We have not tested reload-time accounting, so reloading is not presented as a clock-reset exploit.
This is a source-checked navigation route assembled from the linked site guides. It does not claim a world-record route, glitch strategy or personally completed run. The Fleeting Visit page keeps the short trophy checklist.
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