Silent Hill Townfall walkthrough Part 2 following Zoe through the game
Silent Hill Townfall Part 2 shifts control to Zoe Ellis, a district nurse in St. Amelia. This walkthrough covers all main objectives: unlocking Jane's garden shed using the 1993 code, visiting Mr. Stewart's house on Chur…
Source: Eurogamer Guides
Silent Hill Townfall Part 2 Walkthrough: Zoe's Route Through St. Amelia
After the events of Part 1, Silent Hill Townfall Part 2 puts you in control of a brand-new character: Zoe Ellis, a district nurse living in St. Amelia, as she goes about her daily rounds. Your job is to make your way through the shifting town and pay a visit to Mr. Stewart. This walkthrough covers every main objective in Part 2 of Simon and Zoe's story, so you can push forward without getting stuck.
Need more help finding your way around St. Amelia? Check out our Silent Hill Townfall tips, tricks, and guides hub.
What happens in Part 2
Part 2 splits into two halves. You'll first play as Zoe, attempting to reach Mr. Stewart and the Medical Centre, before switching to Simon, who is also trying to get to the Medical Centre.
Here are the main objectives in this section:
- Unlock Jane's garden shed and the Community Gardens
- Go to Mr. Stewart's house
- Escape Mr. Stewart's house
- Call Dr. Glenn
- Enter the Medical Centre and go to Surgery
- Collect Richard's gift
- Enter the tenement buildings beside Flemington Street on your map
- Exit onto Station Road and go to the Medical Centre
- Unlock Jane's garden shed and the Community Gardens
You start this chapter playing as Zoe Ellis in her own home. Take some time to look around, as a few details have changed. You can pick up Gauze from the bathroom counter, and the photograph in the hallway now shows a holiday snapshot instead of Simon. In the lounge, there's a Water Warning document explaining that tap water is unsafe to drink or wash with unless it's boiled first.
While exploring, a Pager alert comes through: Mr. Stewart at No. 10 Church Avenue needs a home visit.
Open the St. Amelia Shorefront Map and you won't spot Church Avenue anywhere at first. Instead, look at the Community Gardens on the right-hand side of the map — a path branches off it leading deeper into the Shorefront. Flipping the map over also reveals exactly where Church Avenue and Mr. Stewart's house are located.
Head to the Community Gardens and you'll discover the eastern gate is locked. Your next stop is Jane's garden shed, which requires a code — and luckily, that code is hidden in the garden itself.
Examine the garden plots and their plaques closely. One of them belongs to Jane Chalmers, who won the 'Community Spirit Award' in 1993.
That's your code. Enter 1993 on the shed's lock, head inside, and collect Jane Chalmers' Obituary, some Alcohol (which can be combined with Gauze in your inventory), and the all-important Community Garden Key.
Use that key to leave the Community Gardens through the eastern exit.
- Go to Mr. Stewart's house
A second Pager alert will soon arrive, again directing you to Mr. Stewart's house. When you get there, he's not home.
Instead, head around the back of the houses on Church Avenue and enter the rear garden of No. 12. There's a large hole in the fence you can slip through, bringing you right to Mr. Stewart's back door — thankfully unlocked.
Inside, you can find the following:
- Bedroom: Empty Medication Packets
- Kitchen: Gauze and a Radio, handy for distracting enemies
- Lounge: a save phone, another Radio, a photograph of Mr and Mrs Stewart, a copy of the St. Amelia Standard Newspaper, and Mr Stewart's Index Note — a note from Zoe with her phone number on it. The answering machine also holds a message from Zoe saying she can't do house visits for a while.
When you've finished searching, step into the bathroom. The following cutscene shows Mr Stewart in a pretty grim state, and Zoe appears to be pulled into the Otherworld. You'll now need to flee the house — but be warned: the back door you came in through is now locked.
- Escape Mr. Stewart's house
My top tip for the escape is to hide in the kitchen cupboard until the path to the bathroom is clear. Once Mr Stewart moves elsewhere in the house, sprint to the bathroom and lock the door behind you.
Mr Stewart's Key is sitting on the bathroom counter, and with the door locked, you have a brief moment of safety.
Don't linger too long, though. When the hallway is clear, head straight for the back door, unlock it, and get outside.
From there, make for the St. Amelia Medical Centre via Commercial Road and Station Road. Along the route, you'll be introduced to Throwing Items, which can stun or distract enemies blocking your way.
- Call Dr. Glenn
When you reach the Medical Centre, you'll find the Medical Security Note posted outside. It explains that no one is being let into the building, and that staff requiring access must call Dr. Glenn directly on 496-0556.
Go to the phone box on Station Road and dial the number. Dr. Glenn will then ask you a series of questions. Here's how I answered:
- 'Press 3 if you're Zoe Ellis' — Press 3
- 'What is your role?' — Zoe is a nurse, so press 2
- 'How would you describe Mr. Stewart's condition?' — Press 2, telling Dr. Glenn that he died from neglect
- 'Who is to blame?' — Press 1
- Enter the Medical Centre and go to Surgery
A cutscene follows, after which another Pager alert instructs all staff to report to the Medical Centre immediately. Head back — the car park gate is now open.
In the car park, you'll spot the Trust Facilities Office and the Ambulance Service Building. Interact with the garage door next to the Ambulance Service Building to get inside.
Inside you'll find:
- A first aid container in the garage holding Gauze and Alcohol
- A save phone and gate controls in the office
Use the gate controls (and save while you're there) to open the gate opposite the Ambulance Service Building. Sneak through it and finally enter the Medical Centre.
Another cutscene plays, showing Zoe entering Surgery and speaking with Simon. During it, Simon receives a Signal from the mysterious Richard: he needs Simon to get to Zoe, and he's left something in the Town Square for him.
- Collect Richard's gift
You're now back in control of Simon, and a Signal immediately arrives on your CRTV showing Zoe telling him he shouldn't have come back. It also shows the Medical Centre, your next destination.
In the Town Square, you can examine the Vigil & Protest Flyer and pick up Richard's gift.
It's a small brown box holding a Pistol and four Pistol Rounds. Opening it drops you into the Otherworld once again.
- Enter the tenement buildings beside Flemington Street on your map
Getting to the Medical Centre in this section can get confusing, especially with enemies to sneak past or run from throwing off your sense of direction — and the map has changed dramatically too.
Here are step-by-step directions for reaching Station Road. Ultimately, you're aiming for the flats between Station Road and Commercial Road:
- Follow Main Street and save in the Pharmacy if needed.
- The gate onto Merchant Lane (beside the Pharmacy) is now unlocked — go along it.
- The gate at the end of Merchant Lane is locked, so turn right into the houses labeled '15' on the map, known as The Wynds.
- Your goal is to get as close as possible to the number 15 on the map, where there's a phone box. I lured a lone enemy sitting in one of the back gardens away using a radio, then dashed through the gate he'd been guarding.
- Heading west of the phone box, up the stairs and left, then down the staircase on your left, you'll find Strange Postcard 5 next to some wellies.
- Save at the phone box, then enter the back garden to its right. There's an enemy to deal with here, plus broken fence panels you can remove to create a path forward. A box with Pistol Rounds sits on a table just past this spot.
- A gate to Commercial Road can now be opened on your right. Turn left along Commercial Road.
- On Flemington Street, use the Scalpel to unlock the door. The back garden on your right holds a Radio you can use to distract the nearby enemy.
- Slip past the distracted enemy and squeeze between the garden sheds ahead.
- You'll reach an alleyway. Go down it (using distractions if needed) and enter the garden on the left.
- Push through the next set of gardens and enter the building with the working street light in front of it.
- Exit onto Station Road, and go to the Medical Centre
You're now inside the flats, which means the Medical Centre is close! Feel free to explore Flat 1/1 and Flat 2/2 on the first and second floors — they hold some loot and lore, but nothing essential.
To progress, go up to the third floor, where a box contains three more Pistol Rounds. Then enter Flat 3/3 — just be careful not to walk in while an enemy is right behind the front door, like I did.
Inside Flat 3/3, grab the Gauze from the bathroom cabinet and the Bottle in the kitchen. Then climb out of the lounge window and enjoy the view for a moment.
When you're ready, take the ladder down to your left, and at the bottom, enter the apartments through the window on your right. A First Aid Kit is in the kitchen drawer here.
Head into the hallway, go downstairs and back into Flat 1/1. There's more Gauze in the bathroom cabinet, and in the lounge, a large hole in the floorboards — drop down through it.
In the next flat, pick up the Plank on the lounge floor and more Gauze from the bedroom drawer. Then save at the phone in the hallway and leave the apartments through the back door. Fresh air at last — if you can call it that.
Search the back garden sheds; the east-most one on your map contains Strange Postcard 6.
With that done, re-enter the apartments and exit through the front door onto Station Road. Go into the Medical Centre's car park and enter Accident and Emergency.
A cutscene shows a monster approaching Simon before he locks himself inside, and then he's briefly reunited with Zoe.
That wraps up Part 2! To keep going, check out our Silent Hill Townfall Part 3 walkthrough.
Source: Eurogamer
TagsSilent Hill TownfallWalkthroughZoe EllisHorror GameGame Guide




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