Silent Hill Townfall Part 2 Zoe walkthrough
How to reach – and escape – Mr Stewart's house in Part 2 Zoe.
Following the events of Part 1 in Silent Hill Townfall, Part 2 sees you step into the shoes of an entirely new character: Zoe Ellis, a district nurse in St. Amelia, and her day-to-day life in the town. Tasked with navigating the ever-changing town and checking in on Mr. Stewart, below you'll find my Silent Hill Townfall Part 2 Zoe walkthrough to help you out with the next part of Simon and Zoe's stories.
Need more help navigating St. Amelia? Here's our Silent Hill Townfall tips, tricks, and guides.
Silent Hill Townfall Part 2 Zoe walkthrough
Townfall's Part 2 is made up of two sections. For the first half, you'll play as Zoe as she tries to reach both Mr. Stewart and the Medical Centre, then for the second half, you'll play as Simon as he also tries to reach the Medical Centre.
Below, you'll find all main objectives during the Part 2 of Silent Hill Townfall, as well as exactly how to complete them.
- 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.
1. Unlock Jane's garden shed and the Community Gardens.
Now playing as Zoe Ellis in her home, explore the area. A few things have changed, and you'll be able to interact with the following:
- The bathroom counter has Gauze.
- The hallway photograph is of a holiday photo now, rather than of Simon.
- The lounge contains the Water Warning document, which explains that tap water isn't safe for drinking or washing unless boiled.
While you rummage around Zoe's house, you'll also receive a Pager alert; a home visit is required for Mr. Stewart on No. 10 Church Avenue.
If you open up the St. Amelia Shorefront Map now, you won't see anywhere called Church Avenue. However, look at the Community Gardens on the right-hand side of the map, and you'll notice a path branching off it leading further into the Shorefront. You can also flip your map over to see exactly where Church Avenue – and Mr. Stewart's house – are located.
Make your way to the Community Gardens, and you'll find that the eastern gate is locked. Next, investigate Jane's garden shed, which needs a code. Fortunately, this code is also located in the garden.
Take a careful look at all of the garden plots and the plaques on them in this area. Soon enough, you should find one for Jane Chalmers, stating that she won the 'Community Spirit Award' in 1993.
Believe it or not, the code for Jane's shed is as simple as that; it's the same year she won the award. Input 1993 into the shed's lock and head inside to grab Jane Chalmers' Obituary, some Alcohol (which you can combine with Gauze in your inventory), and most importantly, the Community Garden Key.
You can now use the key to exit the Community Gardens via the eastern exit on your map.
2. Go to Mr. Stewart's house.
You'll shortly receive a second Pager alert asking you to come to Mr. Stewart's house, so continue heading over there. When you arrive, you'll find that he isn't home.
Instead, go around the back of the houses on Church Avenue and enter the back garden for No. 12. Inside, there'll be a large hole in the fence that you can go through to reach Mr. Stewart's back door finally, which is fortunately unlocked.
Inside Mr Stewart's house, you'll find the following:
- His bedroom contains some Empty Medication Packets.
- The kitchen contains Gauze and a Radio that can be used as an enemy distraction.
- The lounge has 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 (which is a note from Zoe with her phone number on it). The answer machine also has a message from Zoe explaining that she can't do house visits for a while.
When you're done exploring, enter the bathroom of the house. During the following cutscene, we see Mr Stewart in quite a bad state (to say the least) and Zoe is seemingly transported to the Otherworld. You now need to flee Mr Stewart's house, but a word of warning; the back door that you used to enter the property is now locked.
3. Escape Mr. Stewart's house.
When it comes to escaping Mr. Stewart's house, my first recommendation is hiding in the kitchen cupboard until the route to the bathroom is clear. Once Mr Stewart starts lingering somewhere else in the house, run into the bathroom and lock the door behind you.
Fortunately for us, Mr Stewart's Key is on the counter in the bathroom, and with the door locked behind you, you can enjoy safety for a moment.
Don't get too comfortable however. Once the hallway is clear, beeline for the back door, unlock it, and head outside.
Next, start making your way to the St. Amelia Medical Centre via Commercial Road and Station Road. Along the way, you'll be introduced to Throwing Items which can be used to stun or distract enemies in your way.
4. Call Dr. Glenn.
Upon reaching the Medical Centre, you'll find the Medical Security Note outside which explains that nobody is being let into the building, and staff needing access should call Dr. Glenn directly on 496-0556.
Go to the phone box on Station Road and call Dr. Glenn's number. He'll then task you with answering some questions, and I answered as followed:
- '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.
5. Enter the Medical Centre and go to Surgery.
There'll be a cutscene now, and following it, you'll receive another Pager alert asking all staff to report to the Medical Centre immediately. Head there again; the gate leading into the car park will now be open.
In the car park, you should see the Trust Facilities Office and the Ambulance Service Building. Interact with the garage door beside the Ambulance Service Building to head inside.
Inside, you'll find the following:
- The garage has a first aid container that contains Gauze and Alcohol.
- The office here has a save phone and gate controls.
Interact with the gate controls (and save your game while you're at it), and the gate opposite the Ambulance Service Building will be opened. Sneak through that next, and finally enter the Medical Centre.
There'll be a cutscene now that shows Zoe entering Surgery and speaking with Simon. During this cutscene, Simon receives a Signal from the mysterious Richard saying that he needs Simon to get to Zoe, and that he has left something in the Town Square for Simon.
6. Collect Richard's gift.
You'll now find yourself playing as Simon again, and immediately, you'll have a Signal on your CRTV that features Zoe saying you shouldn't have come back. It'll also show the Medical Centre, which is where we need to go next.
In the Town Square, you can interact with the Vigil & Protest Flyer, and you'll find Richard's gift.
This is a small brown box containing a Pistol and four Pistol Rounds. Upon opening it, you'll also find yourself in the Otherworld again.
In New Game Plus, if you wish to get the game's sci-fi ending, enter Haldane Hotel here and input the 12-symbol code (revealed from the Strange Postcards in the game) into the door upstairs and collect the Strange Access Card from inside.
7. Enter the tenement buildings beside Flemington Street on your map.
Reaching the Medical Centre in this next section can be quite confusing, especially when there's enemies to sneak around or flee from that rob you of all sense of direction. On top of that, the map has changed quite dramatically…
I've bullet-pointed some instructions for reaching Station Road below to try and avoid too much confusion, but all in all, you're ultimately headed for the flats between Station Road and Commercial Road right now.
- Go along Main Street, and save your game in the Pharmacy if needed.
- The gate leading onto Merchant Lane (beside the Pharmacy) is now unlocked. Go along Merchant Lane.
- The gate at the end of Merchant Lane is locked, so go right and into the set of houses labeled '15' on the map. These are also known as The Wynds.
- Your goal is to get as close to the number 15 on your map as possible, as there's a phone box here. To do this, continue straight ahead along the alley and go right up the small staircase (an enemy will appear here). The phone box will be on your left.
- As you go along the alley on Merchant Lane and into The Wynds, there'll be a staircase on your right that you can go down towards the entrance of a house. Here, you'll find Strange Postcard 5 by some wellies.
- Save at the phone box, then go into the back garden on the right of the phone box. There's an enemy here to deal with, as well as some broken fence panels you can remove to create a passage forward. (There's a box containing some Pistol Rounds on the table directly following this.)
- On your right now, a gate leading to Commercial Road can be opened. Go left along Commercial Road.
- Go right onto Flemington Street next, and unlock the door on the right here using the Scalpel. The following back garden on your right contains a Radio that can be used to distract the nearby enemy.
- Go past the enemy while they are distracted and squeeze between the garden sheds up ahead.
- You'll arrive in an alleyway. Go down the alleyway (using nearby distractions to lure enemies away if needed) and enter the garden on the left.
- In the following set of gardens, press ahead and enter the building that has a working street light in front of it (shown below).
8. Exit onto Station Road, and go to the Medical Centre.
You're officially inside of the flats now, which means the Medical Centre isn't too far! You may freely explore Flat 1/1 and Flat 2/2 (first and second floor); these contain some items to loot and some lore, but nothing of note.
To continue progressing, go up to the third floor. There's a box here containing three more Pistol Rounds. Then, enter Flat 3/3, but be careful to not enter while the enemy is right behind the front door as I did…
Inside Flat 3/3, you'll find some Gauze in the bathroom cabinet and a Bottle in the kitchen. When you've grabbed those, climb out of the window in the lounge and take in the scenery for a short while.
Go down the ladder to your left when you're ready to continue, and at the bottom, enter the apartments via the window on your right. In here, the kitchen drawer contains a First Aid Kit.
Continue by entering the hallway of the apartments and going downstairs into Flat 1/1 again. Here, the bathroom cabinet contains some more Gauze, and in the lounge, there's a large hole in the floorboard to drop down into. Do that.
In the next flat, you'll find a Plank on the floor of the lounge, and more Gauze in the bedroom drawer. Finally, enter the hallway and save your game using the phone there, then head outside of the apartments via the back door. Fresh air, at last! If you can even call it that…
Loot the back garden sheds here. The east-most one on your map contains Strange Postcard 6.
With that done, go into the apartments and again and exit via the front door to find yourself on Station Road. Go into the Medical Centre's car park and enter Accident and Emergency.
A cutscene will play out showing a monster approaching Simon before he locks himself inside the building, and then we see him temporarily reunited with Zoe.
That marks the end of Part 2! To continue, take a look at my Silent Hill Townfall Part 3 walkthrough.
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