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    Walkthrough

    SILENT HILL: Townfall Part 4: Clara Woods Walkthrough

    Part 4 through all three Mechanical Parts: South Brae and Atlas disks, North Brae and Upper Brae safes, the Strange Gate, then the CEG access-card chain.

    9/23/2026 Last updated: 9/24/2026 3 min read
    Source-reviewed Minor spoilers
    Location:
    Clara Woods, Upper Brae, Atlas Computers, CEG HQ
    Part:
    Clara Woods
    Chapter:
    Part 4 — Chapters 9-11: Begin Again, Missing Parts, Inside CEG HQ

    Next: Finish the area sweep, then continue to Part 5: Richard

    Chapters 9–11: three branches, one gate

    After The Patient, the route crosses Clara Woods in Chapter 9, investigates the Brae houses in Chapter 10, and enters CEG HQ in Chapter 11. Take the Clara Woods map before the house circuit. The objective is three Mechanical Parts, not just the Upper Brae safe.

    The continuous main route

    1. Lost and Found → 5 South Brae. At the CEG Employee Lockers office, open Lost and Found, 772 and take the South Brae House Key. In 5 South Brae, take the Disk Case Key from the bedside drawer. It opens both the house’s disk case and the case holding Fix-A-Disk! at Atlas Computers.
    2. South Brae / Atlas → Locker 17. Collect the three floppies and Fix-A-Disk!. Repair disk 2, insert 1 → 2 → 3, confirm each load, then print MANUAL.EML. Follow the floppy-disk chain to the black-box safe 956, its barcode, and Locker 17, PIN 575. Take Boltcutters and the first Mechanical Part. The Boltcutters open the onward upstairs gate at the lockers.
    3. 6 North Brae → Locker 204. Read the poem and solve safe 736. Scan the barcode for Locker 204, PIN 971, then collect another Mechanical Part.
    4. Upper Brae → Locker 94. Work through Today, Yesterday, Tomorrow, Do Not Play and the back-door sequence. Take the Back Door Key, use Today for the Ammonite Disk, Yesterday to read Current Count, then Today for safe 129. Its barcode points to Locker 94, PIN 490 and the remaining part.
    5. Strange Gate. Combine the two discs and cylinder in inventory. Use the assembled device at the Strange Gate. A completed locker code alone does not replace taking its actual part.
    6. CEG access. At Security, 4895 opens the office. Follow the whiteboard, case-code and employee-ID chain to print the access card using 00007820518. Keep every leading zero. Use this card to continue; it is distinct from the CEO card in Part 5.

    Optional equipment and 100% planning

    The Flare Gun in Locker 75, PIN 184 is optional for opening the Strange Gate, but matters for the flare-headshot and seven-weapon trophies. It can also provide a reported stun opportunity against The Weight.

    Use Part 4 collectibles through each branch: 20 documents, 3 phone numbers, 7 CRTV signals, 5 postcards and 2 containers. Visit each required tape state and collect the relevant items while there instead of assuming the next tape preserves the room’s state.

    On NG+, the Dog and Sci-fi checklists add their own pickups. An all-collectibles route and an under-four-hour route have different priorities; choose at the route hub.

    Next Part and evidence

    Before taking the next transition, finish the Clara Woods sweep and make a manual save unless your chosen challenge forbids it. Continue to Part 5: Richard.

    This route is source-checked from the Part and speedrun guides. Linked puzzles retain their own verification status; the two PowerPyx pages count as one publisher chain, not independent confirmation.

    Collectible progress — Part 4

    Track this Part without leaving the walkthrough. These grouped lists share saved ticks with the full collectible guides; they are not a claimed shortest route.

    Documents & clues · 20 items

    Locations are available below. Enable JavaScript to use the manual progress tracker.

    Manual notes only. This does not read a game save, sync with Steam or PlayStation, or verify a trophy. Saving is optional and stays in this browser.

    Open the full collectible guide
    CRTV signals · 7 items

    Locations are available below. Enable JavaScript to use the manual progress tracker.

    Manual notes only. This does not read a game save, sync with Steam or PlayStation, or verify a trophy. Saving is optional and stays in this browser.

    Open the full collectible guide
    Strange postcards · 5 items

    Locations are available below. Enable JavaScript to use the manual progress tracker.

    Manual notes only. This does not read a game save, sync with Steam or PlayStation, or verify a trophy. Saving is optional and stays in this browser.

    Open the full collectible guide
    Resource containers · 2 items

    Locations are available below. Enable JavaScript to use the manual progress tracker.

    Manual notes only. This does not read a game save, sync with Steam or PlayStation, or verify a trophy. Saving is optional and stays in this browser.

    Open the full collectible guide
    Open phone clues and completed-call tracker

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