Silent Hill: Townfall Codes: Safe, Door, Locker, and Terminal Passwords
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Silent Hill: Townfall Codes: Safe, Door, Locker, and Terminal Passwords

NowGame 21.09.2026 19:48 0
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In Silent Hill: Townfall, almost every major location has locked doors, safes, employee lockers, and terminals. The developers usually leave a clue somewhere nearby. You might find the combination in a note, an email, on a computer screen, through the CRTV, or by piecing it together from CCTV footage.You don't have to solve a familiar puzzle all over again, though. In this guide, we've collected the main codes, passwords, phone numbers, and equipment IDs in Silent Hill: Townfall and arranged them in the order you'll encounter them.

All Silent Hill: Townfall Codes: Quick List

Shorefront District

  • Otherworld door: 18 / January / 1996;
  • organ transport box in Zoe's house: 956 / 133;
  • Family Clinic Reception: 2896;
  • Pharmacy locker: 6539;
  • Community Gardens shed: 1993.

St. Amelia Medical Centre

  • security phone: 496 0556;
  • phone puzzle answers: 3 → 2 → 2 → 1;
  • door near Surgery: 7103;
  • Records Room: 2605;
  • Storage phone: 5353.

Clara Woods

  • Lost and Found: 772;
  • Locker 75: 184;
  • safe at 5 South Brae: 956;
  • Locker 17: 575;
  • safe at 6 North Brae: 736;
  • safe at 5 Upper Brae: 129;
  • Locker 204: 971;
  • Locker 94: 490;
  • locker at the Clara Woods facilities: 147.

CEG Headquarters

  • Security Room: 4895;
  • Employee ID: 00007820518;
  • Finance Department: 2709.

SWDP

  • FIX THIS: A5D7;
  • FIX THIS: E3E3;
  • AUX locker: 0825;
  • Valve B: 254;
  • Filter A: 103;
  • Aux Line B: 246;
  • Regulator: 781;
  • Valve F door: 592;
  • Clamp Connection: D71.

New Game+

  • secret puzzle for the Sci-Fi ending: 21, 17, 9, 21, 12, 24, 24, 5, 3, 9, 1, 14.
If you only need a password, the list above is enough. Below, we'll go through each combination in story order and explain where to find the clues, which locks are required for progression, and what you can get behind optional doors.

Shorefront District

The first combination locks appear almost immediately after the game begins. The puzzles in Shorefront District are still fairly simple. Sometimes all you need is a note with the code written on it, while others require you to connect environmental clues or carefully watch a CRTV broadcast.Most combinations in Silent Hill: Townfall are not randomly generated, so the codes below should work on any playthrough. However, some doors only become accessible after you obtain the required item or complete a specific story action. If the correct combination isn't being accepted, you've most likely reached the lock too early.

Otherworld Door Code

One of the first unusual puzzles appears in the Otherworld. Instead of a standard keypad, the door uses a three-part rotating lock.Set it to:
  • top section: 18;
  • middle section: January;
  • bottom section: 1996.
The clues come from the Room Service Card and one of the CRTV broadcasts.

Zoe's House Organ Transport Box Code

There is an Organ Transport Box inside Zoe's house. To open it, you need to enter two separate combinations.
  • Left: 956.
  • Right: 133.
Once both combinations are correct, the box will open.

Family Clinic Reception Code

Once you obtain Zoe's Lanyard, you'll be able to enter the Shorefront Family Clinic. The Reception door code is 2896. If you want to find the code yourself, walk down the corridor and locate the office marked Z Ellis. Check the computer inside. A note attached to it shows the digits 2896. Return to the Reception door and enter the combination. Inside, you'll find a phone for manual saves, a document with the nurse's rounds schedule, and an answering-machine message that points you toward the Pharmacy.

Pharmacy Locker Code

There is a blue locker with a four-digit lock in the back room of St. Amelia Pharmacy. The code is 6539. If you want to work it out yourself, use the CRTV and four images found inside the building:
  1. The first digit is 6. The handwashing poster shows six fingers.
  2. The second digit is 5. It appears on the medication information notice.
  3. The third digit is 3. The gauge needle points to it on the blood pressure poster.
  4. The final digit is 9. That's how many red pills remain in the blister pack shown near the back room.
Inside the locker is the Prescription Dosage Error note. You'll need it later for one of the clinic puzzles.

Community Gardens Shed Code

You can find a locked shed in the Community Gardens. Use the combination 1993. Enter the code and the door will open.

St. Amelia Medical Centre

After Shorefront District, the puzzles gradually become more complicated. At St. Amelia Medical Centre, simply finding another locker code is no longer enough. Some combinations arrive through the pager, one sequence revolves around a phone call, and the code for the Records Room has to be found on another floor.
Because of this, even if you already know the correct code, you may still need to complete a required story step first. If a keypad or phone doesn't respond as described below, continue exploring the Medical Centre and come back a little later.

Security Phone Number

To contact Medical Centre security, dial 496 0556. Making the call isn't enough, though. You'll also need to choose the correct responses during the conversation.The correct sequence is:
  1. 3;
  2. 2;
  3. 2;
  4. 1.
After that, the sequence will continue.

Door Code Near Surgery

The code for one of the doors near Surgery arrives on the pager. The combination is 7103. Enter it on the keypad beside the door.

Records Room Code

St. Amelia Medical Centre also has a locked Records Room. The code is 2605. If you want to find the clue yourself, take the stairs to the left of Patient Bay A. Enter the office in the northwest section of the floor, near the Private Room. A note with the combination is pinned to the board beside the computer. After opening the Records Room, check the metal cabinet on the left. Inside is 3 mg of Hydroxalene, one of the drugs required for the local puzzle.

Storage Phone Number

Later, you'll need another number: 5353. Use it on the phone at the Medical Centre Reception desk when the story sends you looking for Storage.

Useful Phone Numbers

The Medical Centre and other locations also use several standard service numbers:
  • 100: save the game;
  • 900: Emergency Services;
  • 010: Operator;
  • 496 0556: Medical Centre security;
  • 5353: Storage.

Clara Woods

Clara Woods is one of the most code-heavy sections in Silent Hill: Townfall. You'll encounter residential safes, CEG Employee Lockers, and several optional rooms with useful items. Not every lock is required for story progression.
If you want to get through this section faster, prioritize the lockers containing Mechanical Parts and the Bolt Cutters. The others are still worth checking, though. Locker 75 contains the Flare Gun, for example, while an optional locker at the Clara Woods facilities lets you restock healing supplies before the next sections.

Lost and Found Code

The Lost and Found locker opens with 772. Enter the three digits on the lock.

Locker 75 Code

Locker 75 uses 184. It's especially worth opening because it contains the Flare Gun, which is useful both in later fights and near the end of the game.

5 South Brae Safe Code

There is a three-digit safe inside 5 South Brae. The code is 956.

Locker 17 Code

Locker 17 opens with 575. Inside are the Bolt Cutters and a Mechanical Part required for further progression through Clara Woods.

6 North Brae Safe Code

The next safe is inside 6 North Brae. Enter 736.

5 Upper Brae Safe Code

Use 129 for the safe in 5 Upper Brae. If you're solving the puzzle yourself, the combination is determined through tapes showing the room at different points in time.

Locker 204 Code

Enter 971 for Locker 204. One of the Mechanical Parts is inside.

Locker 94 Code

The next locker you need uses 490.It is also tied to the search for Mechanical Parts.

Clara Woods Facilities Locker Code

During Part 5 as Richard, you can find a construction trailer with a visitor and employee sign-in sheet. There is an optional locker inside. The code is 147.
To get the combination normally, first turn on the generator and restore power. Then return to the trailer, switch on the computer, and open DONTREAD.DOC. The file contains the PIN you need. The locker contains a Medkit. There are no collectibles or mandatory story items inside, so opening it is optional.

CEG Headquarters

After Clara Woods, simple three-digit locks gradually become less important. At CEG Headquarters, passwords are tied to the company's internal systems. You'll need access cards, the Employee Database, and documents from rooms that are initially locked themselves.Because of this, knowing a combination isn't always enough to skip the entire chain. The Finance Department, for example, requires more than just its code. You'll first need the appropriate Access Card before you can use the keypad.

Security Room Code

The Security Room door opens with 4895.Enter the code on the keypad and head inside.

CEG Employee ID

The Employee Database uses a long identifier instead of a standard PIN. Enter 00007820518. Then activate the printer. The resulting Access Card is required to continue exploring CEG Headquarters.

Finance Department Code

You'll need 2709 to enter the Finance Department. You can't simply type in the numbers, though. First, use the Access Card on the reader, then enter 2709 and confirm with the OK button. Inside the Finance Department, you'll find a projector lens on the Finance Director's desk. It is required for the main story objective.
If you want to find the combination yourself, first reach the Boardroom and pick up the Access Card - Level 3/4 on the fifth floor. Then go down to the third floor and open the previously inaccessible door. Follow the corridor to Public Relations. Near Reception, head upstairs and pick up the CEG Storeroom Key. Open the Storeroom and check the GENERAL STORAGE cabinet. Inside is the CEG Checkout Sheet, which lists the combination 2709.

SWDP

In SWDP, the familiar pattern of finding a code, entering it, and opening a door mostly disappears. Here, terminals control individual systems throughout the facility, so a numerical ID is only one part of each command.For most operations, you need to choose the correct action, select the equipment type, and only then enter the ID. It's best to use this section as a step-by-step reference. If you simply pull three digits from the quick list and enter them on their own, the terminal won't accept them.

FIX THIS Codes

Part 6 introduces the FIX THIS system. First, restore power and obtain the Controller Key on Floor 2. Return to the Alarm Status panel, insert the key, and enter A5D7. Confirm the command to disable the alarm. Then use the Command Console.The second combination is: E3E3. It releases the rotation clamps.

AUX Locker Code

There is a locker containing the AUX Key near the Remote Systems Control console. The code is 0825. Take the key and move on to the Auxiliary Lines puzzle.

How to Open Valve B

Switch to camera 005 and find the room with Valves A-C. Valve B's ID is 254. On the terminal, select the command in the first column of the first row. Then select the equipment type in the third column of the second row. Enter 254 and confirm.

How to Start Filter A

Switch to camera 000. Filter A's ID is 103. The command is in the first column of the second row. The equipment symbol is in the fourth column of the third row. Then enter 103.

How to Flush Aux Line B

After restoring the Auxiliary Lines, return to the terminal. Aux Line B's ID is 246. Select the command in the second column of the second row. Then select the equipment in the fourth column of the fourth row and enter 246.

How to Stop the Regulator

You can see the Regulator through camera 002. Its ID is 781. The Stop command is in the first column of the fourth row. The Regulator symbol is in the third column of the fourth row. Enter 781 and confirm.

How to Unlock the Valve F Door

Switch to camera 004. You need the door leading to the Valves D-F section. Its ID is 592. The Unlock command is in the second column of the fourth row. The Door symbol is in the third column of the first row. Enter 592 and the passage will open.

How to Configure the Clamp Release Procedure

The final part of the industrial puzzle requires you to set several parameters correctly.Set them as follows:
  1. Pressure Control: Set;
  2. Notify: Self: On;
  3. Notify: All: On;
  4. Tension L: Intermediate;
  5. Tension R: Intermediate;
  6. Run Off: Disengaged;
  7. Intubate Flow: None;
  8. Clamp Connection: D71;
  9. Report: first, third, and sixth switches;
  10. Battery One: B;
  11. Battery Two: C.
Once every setting is correct, the Release button will start flashing green. Press it to complete the procedure.

New Game+ Codes

That covers the main code puzzles from the first playthrough, but New Game+ adds one more hidden sequence. It isn't required for normal story progression and is directly tied to one of the secret endings.
If you're planning to unlock every ending in Silent Hill: Townfall, you can't skip this door. You won't be able to return to it at the very end, so complete the requirement during the relevant chapter.

Sci-Fi Ending Combination

During Part 2, once you reach the alternate version of Shorefront District, enter the hotel and head upstairs. You'll find a door with a panel containing 25 symbols.Press them in this order:
  • Bird;
  • Tree;
  • Planet;
  • Bird;
  • three-legged triangle;
  • Satellite;
  • Satellite;
  • Fish;
  • Rocket;
  • Planet;
  • Dog;
  • Pillar.
If you number the buttons from left to right and top to bottom, the sequence is:
21, 17, 9, 21, 12, 24, 24, 5, 3, 9, 1, 14.
If you make a mistake, the panel simply resets, so you can try again immediately. Behind the door is the Strange Access Card. You won't be able to use it right away. The item is needed much later in SWDP to meet the requirements for the secret ending.
If this is your first Silent Hill: Townfall playthrough, you don't necessarily need to look up every combination right away. Many of the puzzles are integrated well into the environment and reveal small details about what is happening. On repeat playthroughs, while searching for missed items, or when going for the secret endings, however, having a complete code list saves a lot of time. Most familiar locks can be opened immediately without collecting the clues again.

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