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SILENT HILL Townfall Shorefront Walkthrough

Docks to tenement — rooms and systems from the official 18-minute trailer, without ending plot.

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Shorefront Walkthrough

This is not a 14-hour chart. SILENT HILL: Townfall is still upcoming — September 24, 2026 on PlayStation 5, Steam, and the Epic Games Store — and Konami has only shown two slices of campaign in public: the Shorefront houses and apartments of St. Amelia, then a drop into the Otherworld. The official 18-minute gameplay trailer (embedded here from Konami’s upload) is the spine. Chapters in that video are Opening; exploring St. Amelia with the CRTV; Zoe’s House; First Encounter; Otherworld with a pistol; tenement. We follow that order and stop before anyone’s ending.

If you have not learned why Simon is fragile, read getting started first. If a room is a radio or a scale, jump to puzzles. If a creature already sees you, use how to survive. This page is geography and systems, not a plot dump.

Opening — Simon in the water

The trailer and PlayStation Blog’s hands-on disagree on the poetry and agree on the body. One moment Simon seems to drift toward the dock on a boat. The next, he bursts out of the water and hauls himself onto Shorefront as if he woke there. He has an IV bag, a medical wristband, and a voice — Richard in the wider wiki, a man on a tape in the footage — asking him to come back and put things right. The details of arrival are meant to be unreliable. Do not wait for a cutscene to certify them.

You cannot sprint at the very start. Running is handed over during the prologue. Walk. Listen. Interactables mark when you are close. The streets look abandoned; shouting and flashes suggest a protest that is not there when you reach the square. Answer the ringing pay phone when you find it. A voice pushes you toward a woman named Zoe. That call is also a door.

The structure, the apartment, the CRTV

Simon is pulled into an underground space washed in red — Otherworld lighting — and then, impossibly, into an apartment that has been used as a hospital or quarantine. This is where you pick up the CRTV. Polygon’s preview sat in that hotel-like room and watched the handheld set become radio, radar, and diary at once. You will need it to run an elevator that returns you to the actual streets of St. Amelia, as if the geometry were a dream you can still ride.

Tune before you leave. The CRTV guide is the manual; the walkthrough rule is simpler: lock the first signal that looks like a house or a person, then walk until the brickwork matches. If a prompt asks whether you are sure you want to open a door, that is the game telling you the next room is a commitment, not a loading screen.

Exploring St. Amelia with the CRTV

Shorefront is a harbour neighbourhood: terraces, parked cars, garden fences, fog that eats sightlines. Screen Burn photographed St Monans in Fife and then invented St. Amelia on top. Use the paper map. It is a physical sheet you flip for a legend, not a GPS ping. Follow CRTV static the way Game Informer described — as a compass toward the next interior.

Search houses that are ajar. Letters on a mat, a fuse board, a flashlight that still needs batteries: this is the 1996 loop. Scottish prepaid electricity cards show up as a real-world puzzle, not an occult one. A newsagent or similar shop sells the card; the front door may be locked, so look for a side route and peek (L1) before you commit to the street. Phone boxes save. If you see one, use it. Japanese coverage had Simon dial 100 on the receiver. Do that before you pick a fight you cannot finish.

Zoe’s House

The trailer’s third chapter is the first time the investigation has a name. Letters addressed to Zoe Ellis, a nurse. A flashlight, then batteries. A human organ transplant card. A photograph of Simon in a stranger’s house. Gaming Trend’s hands-on lingered on that photo; it is the moment the island stops being “someone else’s town.”

Power may be out. Restore it with the electricity card and the breaker, then use whatever machine the house was hiding — a PC, a tape, a signal the CRTV can finally hold. Do not speedrun the drawers. McKellan has said endings care how completely you search, not which dialogue stub you clicked. Take the ID badge when you find it. It is how the clinic later recognizes you as someone who was paying attention.

Zoe’s workplace, shown in the PlayStation Blog session if not beat-for-beat in the trailer, extends this: pharmacy dosage, coworker’s bag, three scales that want the objects she treated as failures. If you are in that cluster, the puzzles page is the logic; this walkthrough will not list the placements as if they were a Master Lock.

First Encounter

The fourth chapter is the first creature that will not be walked around forever. Faceless, strapped, a blade where a face should be — the street type PlayStation Blog described. You may already have a 2x4 from a house. You may not. If you have wood, remember it lasts about two scraps. Block L2, swing R2, then leave. If you do not have wood, you still have closets, cars, and the CRTV silhouette.

This is the encounter that teaches the rule the rest of the game will quote: fighting is how you get out of a jammed doorway, not how you clean a neighbourhood. Bottles and bricks exist to make a noise somewhere you are not. After the creature, save at the next phone. Heal from the inventory; it is not a bumper shortcut in the preview.

Otherworld with a pistol

Around the trailer’s 11-minute mark, Shorefront stains red. This is the first public Otherworld for Townfall: oppressive light, yards and alleys, a new creature that fires tentacles from its chest and can grab you if your health is already low. You have a revolver by here in the footage. It is loud. It reloads one cartridge at a time. Three or four rounds is a typical pocket. Headshots matter; gyro aim helps. Every shot is an invitation.

Evasion is still the correct default. Konami has said some enemies cannot be fought. If a silhouette does not react like the street blade-face, stop feeding it bullets. Hide, broadcast CRTV noise, or take a fence. The pistol in the chapter title is a tool at the threshold, not a promotion to action game.

Tenement in the Otherworld

The last trailer chapter is an apartment building that does not want you. Closets you can lock. A creature that works the door and then loiters. Hallways that punish sprinting. This is where you spend the stealth you practiced on Shorefront. Scan with the CRTV through walls, peek, move to the next threshold. If you must fire, assume the floor just heard you.

Search rooms anyway. First-aid and spare rounds hide in the same drawers as story junk. A first clear of the full game is 10 to 14 hours; this tenement is a slice, not the credits. When the trailer ends, so does this walkthrough. The rest of St. Amelia is still behind the September 24 launch. Come back after you can leave a closet without swinging at the door.

FAQ

Frequently Asked Questions

Quick answers for launch week and first-person survival.

Does this walkthrough spoil the five endings?

No. It follows rooms and systems from the official trailer — docks through the Otherworld tenement — and stops before ending plot. Structure without outcomes is on the endings page.

Where does Simon start?

He wakes in the water at Shorefront with an IV and a wristband. Arrival is deliberately unclear. Getting started covers the first-hour mindset.

When do I get the CRTV?

In the opening apartment after the red-lit structure, before the elevator that returns you to the streets. Use the CRTV guide as soon as it is in your hands.

Is Zoe’s house required?

The trailer treats it as the first named investigation. Letters, power, and her ID are how later clinic rooms make sense. Puzzle logic is on puzzles.

What should I do when the Otherworld starts?

Same loop, worse lighting: scan, peek, hide. The pistol is scarce and loud. If health is low, do not take a grab from the tentacle creature. How to survive is the short version.