Silent Hill: Townfall Part 4 Walkthrough: Clara Woods and the CEG Lockers
Simon washes ashore in Clara Woods and must crack three house puzzles, scan CEG locker barcodes and build a mechanical device to force open the Strange Gate into CEG Headquarters.
Simon confronts St. Amelia's fogbound town square, where protest signs against CEG cover the old monument. Image: Konami.
Chapter 4 of Silent Hill: Townfall switches perspective from Zoe back to Simon Ordell, and it trades the medical center's tight corridors for the open, fog-choked streets of Clara Woods, a residential district on the edge of St. Amelia. The chapter is built around three locked houses, a wall of employee lockers belonging to a company called CEG, and a device you have to build piece by piece before the game lets you move on. None of it is combat-heavy, but every puzzle gates the next one, so a wrong code means backtracking through the fog to check your notes again. This walkthrough covers every code, locker and item location in order, as of the game's September 2026 launch build.
Washing Up in Clara Woods
Simon comes to on a pier at the edge of St. Amelia and follows the coast road into Clara Woods on foot. The district opens with a detour through the town square, where a fogged-over monument is buried under hand-painted protest signs aimed at a company called CEG. Read a couple of them before moving on; the game uses this scene to establish CEG as the chapter's real antagonist rather than any single monster, and the signs name the ferry service and "this town" specifically enough that it is worth slowing down to take in the details rather than jogging past.
From the square, head toward the CEG Staff Parking building. The automatic glass doors near the reception entrance are a reliable spot for a creature encounter, so approach with a melee weapon ready rather than walking in blind. Inside, the reception desk holds the barcode scanner you will return to repeatedly this chapter, plus a lost-and-found locker. Check the nearby computer for a note before you leave; it will save you a walk back later once you start bouncing between the three houses on Brae Street.

Tuning the CRTV Through the Fog
Clara Woods is the first district where the CRTV, Simon's handheld television set, earns its keep as a navigation tool rather than just a puzzle prop. Fine-tune the dial while standing at a street corner and the static resolves into a live picture of whatever the antenna is pointed at, which is the fastest way to confirm a house number through fog thick enough to hide a building until you are almost on top of it. It also doubles as an early-warning system: a burst of static and distorted audio on the screen usually means something is closing in from off camera, well before it is visible on foot.
Get comfortable with the tuning dial here, because the game leans on it again in later chapters. Hold the device steady and adjust in small increments rather than sweeping across the whole VHF and UHF range at once; the picture only locks in within a narrow window around the correct channel, and overshooting past it resets the search. The DualSense's haptics telegraph creature footsteps through the controller independently of whatever the CRTV screen is showing, so on PS5 it is worth treating the two as complementary senses rather than relying on the television picture alone to tell you what is nearby.
The Three Houses on Brae Street
Each house on Brae Street hides a numeric code that unlocks a small strongbox holding a CEG locker barcode. The three houses and their solutions:
- 5 South Brae: a computer in the study has three corrupted floppy disks. Use the "Fix-A-Disk!" repair utility on each one, load all three, and print the resulting file. It shows a diagram for a "Reciprocating Compressor" labeled Part ID 956. Enter 956 on the strongbox to get the South Brae barcode.
- 6 North Brae: a framed poem in the hallway references three recurring images. Walk the house counting them in the paintings on the walls: seven boats, three arches and six children. Read the totals in that order for code 736, which opens the strongbox for the North Brae barcode.
- 5 Upper Brae: a cassette player and four tapes labeled Today, Yesterday, Tomorrow and Do Not Play shift the house between different time periods when played. Find "the code before" written on a note in an earlier state and "the code after" in a later one, then load the Ammonite Disk to display a running total. The number it settles on, 129, is the strongbox code for the Upper Brae barcode.
Ignore the Do Not Play tape on your first pass through 5 Upper Brae; it exists to punish curiosity rather than progress anything, and it is easy to lose track of which time period you are in if you play it out of sequence. None of the three houses require you to fight anything to finish their puzzle, but all three back onto streets where the district's roaming creatures pass through, so clear a room before you settle in to solve its puzzle rather than after.
The CEG Employee Lockers
With all three barcodes in hand, go back to the reception scanner in the CEG Staff Parking building. Scanning each barcode returns a PIN for a specific numbered locker:
- Barcode from South Brae scans to PIN 575, opening Locker 17, which holds a pair of boltcutters and the first Mechanical Part.
- Barcode from North Brae scans to PIN 971, opening Locker 204 for the second Mechanical Part.
- Barcode from Upper Brae scans to PIN 490, opening Locker 94 for the third Mechanical Part.

Building the Device and the Strange Gate
Once all three Mechanical Parts are in your inventory, open it and combine them. The game assembles them automatically into a single Constructed Mechanical Device the moment all three pieces are present, so there is no separate crafting puzzle to solve here. Carry the device to the end of Atlas Way, where a Strange Gate has been welded shut since you first passed it. Fit the device into the gate mechanism to open it, which leads directly into CEG Headquarters and closes out the exploration half of the chapter. Nothing forces you to explore the three houses or the wider district again after this point, so pick up any collectibles or supplies you noticed on the way in before committing to the gate.
Clara Woods introduces a faster, low-crawling enemy type that closes distance quickly across open street sections, so keep to doorways and covered walkways where you can when moving between the three houses. A melee weapon or a couple of gunshots put them down without much trouble; the danger is mostly in getting cornered in the open rather than in their individual toughness. Save your ammunition for the stretch around Atlas Way itself, since the approach to the Strange Gate is the most exposed stretch of the chapter and the least forgiving place to run out of options.
Quick Checklist
- 5 South Brae: repair 3 floppy disks, print file, code 956.
- 6 North Brae: count 7 boats, 3 arches, 6 children, code 736.
- 5 Upper Brae: use the tapes and Ammonite Disk, code 129.
- Locker 17: PIN 575, boltcutters + Mechanical Part.
- Locker 204: PIN 971, Mechanical Part.
- Locker 94: PIN 490, Mechanical Part.
- Combine all 3 parts, then use the device at the Strange Gate on Atlas Way.
For the chapter before this one, our Part 3 walkthrough covers St. Amelia Medical Center in full, and our beginner tips page breaks down the difficulty and accessibility settings worth adjusting before a chapter this puzzle-heavy. Silent Hill: Townfall is out now on PlayStation and on Steam for PC. The Wikipedia entry covers the wider development history, and the game carries an M rating from the ESRB for blood, strong language and violence.