Part 4: Clara Woods — 100% Walkthrough

Last updated: 2026-09-22 · 12 min read

Part 4 covers Chapters 9 to 11 and it is the most structurally complex section in the game: a barcode system that generates locker PINs, four houses whose safes chain off each other, and a tape mechanic that changes which doors are open. It is also, more importantly, where the save point that decides your ending route lives. Read that section before you start the estate.

Part 4 at a glance

Chapters: 9–11 · Area: Clara Woods and the CEG estate · Key items: Boltcutters, three Barcodes, the Ammonite Disk, three Mechanical Parts, the Constructed Mechanical Device, Lockbox Key, Back Door Key · Critical: make a manual save at the point described below. It is what turns three more endings into a reload instead of a playthrough.

Chapter 10: Missing Parts

Clara Woods is the biggest explorable region in the game, split into a ground level and an upper level, with the CEG estate buildings threaded through both. It rewards systematic movement: almost every puzzle here depends on a barcode you find somewhere else, so the efficient approach is to treat the area as two sweeps — ground level, then upper level — collecting every barcode before you start feeding the locker scanner.

The estate's central mechanic is the CEG Employee Lockers building. There is a barcode scanner on the counter, and scanning a barcode prints the PIN for a specific locker. Each locker contains a key item you need elsewhere. This is the engine that drives the whole section, and understanding it saves a lot of walking.

A fogged road through Clara Woods in Silent Hill: Townfall

FIG. 01 — Clara Woods splits into a ground level and an upper level. Sweep each fully before feeding the locker scanner.

The Ending Save Point

Make a manual save at the end of Chapter 10

Once you have completed all the progression steps up to the point where you create the Constructed Mechanical Device used to open the gate to CEG Tower, stop and make a manual save. This is the branch point that the endings guide uses to reach Abandoned and Forever by reloading rather than replaying.

Manual saving means calling 100 from a phone. Do it deliberately at this exact point, not a room earlier or a room later — the route depends on what is still ahead of you.

Why here specifically: at this moment you have collected essentially all the Documents available so far, which puts you in the high-Discoveries band, but you have not yet locked in the kill count for the endgame. Reloading this save lets you finish the run multiple ways — collecting a few more documents and avoiding kills for one ending, then killing heavily from this point for another. Without the save, each of those is a fresh playthrough.

A street scene in the CEG estate area of Clara Woods

FIG. 02 — Save here, before the gate to CEG Tower. Everything after this point is still ahead of you on the reload.

The CEG Employee Lockers and the Barcode System

The locker building works on a single loop: find a barcode, scan it, get a PIN, open the locker. There are several barcodes and several lockers, and the order you do them in is flexible — but each locker's contents are needed for something specific, so it is worth knowing what you are collecting for.

The first locker: Barcode (CEG Lockers) — Locker 75

The barcode is on the counter opposite the computer, by the barcode scanner itself. Scan it to get the PIN for locker 75 and open it. Inside is the Flare Gun.

While you are in this building, note the Lost and Found clues: interact with the computer and read the two notes to pick up Lost and Found and the CEG Employee Locker List. In the back office there is a LOST AND FOUND locker with its own code — enter 772 (from the note on the computer) to open it and take the South Brae House Key.

Also in this building: a Resource Container in the back office on a table, unlocked with the Lockbox Key you may already be carrying from earlier. And on the top left corner of the Locker Barcode clues there is a phone number, 496 0993 — CEG Lockers.

Field Note — the Flare Gun unlocks an awkward trophy

One trophy asks for a headshot with the Flare Gun from over 10 metres. The flare gun's shots veer off course, so this is partly luck. There is a hanging body on a light on the upper level you can aim at from directly below — a convenient target for the attempt. Expect to try it a few times.

Barcodes, lockers and what they unlock

BarcodeWhere to find itLockerContents
Barcode (CEG Lockers)On the counter opposite the computer, by the scanner75Flare Gun
Barcode (South Brae)In the opened safe at 5 Brae Street, upper level17Boltcutters
Barcode (North Brae)In the opened safe at 6 North Brae, upper level204Mechanical Part
Barcode (Upper Brae)In the opened safe in the tape room, upper level94Mechanical Part

The three Mechanical Parts combine into the Constructed Mechanical Device that opens the Strange Gate. Note that two of the three come from safes that themselves require solving a puzzle in the Brae houses, which is why this section chains.

Warning — do not guess locker PINs

The locker PINs are printed by the scanner from the barcodes, not derived by you. If you are standing at a locker without its PIN, you have not scanned the matching barcode yet. The scanner will also give you a different PIN depending on which barcode you use, so a number that "should" work from a guide without the corresponding barcode in hand will not behave as expected.

The Brae Houses

Three houses on the upper level hold the safes whose barcodes you need. Each has a puzzle in front of it, and one of them runs on a tape mechanic that changes which version of the house you are standing in.

5 Brae Street — the printer and the safe (code 956)

Go to the upper floor with the computer. The sequence is deliberately fiddly, and the order matters:

  1. Turn the computer on.
  2. Put the "Fix-A-Disk!" Software floppy into the drive in the middle.
  3. Interact with the screen until it reads "Insert a disk to scan."
  4. Back out without selecting Cancel, and interact with the drive again to retrieve the disk.
  5. Insert Floppy Disk (2 of 3) and select Repair Volume to fix the disk.
  6. Retrieve it again, then insert the disks in order: (1 of 3), confirm Unzip to RAM, then (2 of 3), then (3 of 3).
  7. Interact with the printer to the left of the table to turn it on, then interact with the computer to print MANUAL.EML.
  8. Pick the printout up from the printer to obtain the Reciprocating Compressor clue.
  9. Interact with the safe to the right of the computer and enter 956 — the part number from the printout.
  10. Take the Barcode (South Brae) — Locker 17 from the opened safe.

Note: 956 appears twice in this game as an unrelated code. It is the left dial value on the organ transport box in Part 1, and it is the safe code here. They are not connected — do not let the earlier number make you think the puzzle is solved.

6 North Brae — the paintings safe (code 736)

Enter through the back door and go upstairs. In the second bedroom, on a chair, is the Lamenting Poem clue. In the same house, interact with the safe on the table and enter 736 — the number hinted at by the note, corresponding to the number of each item depicted in the paintings around the house. Take the Barcode (North Brae) — Locker 204.

The tape room — Barcode (Upper Brae), code 129

This house runs on a tape machine, and switching tapes changes which doors are accessible and what the computer shows. Work through it in this order:

  1. Collect the tape from the black box.
  2. Go upstairs and switch the machine to Tape: Do Not Play. Go into the kitchen — the Back Door Key is on the counter beside the door.
  3. Switch to Tape: Tomorrow, go downstairs and out the back door with the key. Walk down the alley, crouch into the shed, and take Strange Postcard 14 from the table.
  4. Switch to Tape: Today. Go back out the back door; a doorway that is only open in this version holds the Ammonite Disk on a table.
  5. Switch to Tape: Yesterday and use the computer, inserting the Ammonite Disk into the reader to the left of it. Read the Current Count file.
  6. Switch back to Tape: Today, interact with the safe on the table and enter 129 — the number in between the two from the other notes in the Current Count file.
  7. Take the Barcode (Upper Brae) — Locker 94 from the safe.

Assembling the Mechanical Device

With all three barcodes in hand, return to the CEG Employee Lockers building and scan each one to get its PIN:

BarcodeLockerPINTake
Barcode (South Brae)17575Boltcutters
Barcode (North Brae)204971Mechanical Part
Barcode (Upper Brae)94490Mechanical Part
Stop: this is your save point

If you have not already saved, do it now — with all three mechanical parts and the device constructible, you are at the branch point the endings route depends on. Save before you insert the device into the gate.

The Boltcutters open two gates: the one at the top of the stairs in the north-east corner near the locker building, and the one behind the Post Service store.

Behind the Post Service store, in the laundromat at the end of the alley, the Lockbox Key sits on the left on top of a washing machine. From the locker building you already have the Flare Gun and the South Brae House Key by now; from the safe containers you should have both Mechanical Parts. Go to the Strange Gate, interact with the pipe structure, and insert the Constructed Mechanical Device to open it. That awards the Key to the Castle trophy.

Two CRTV channels worth noting in this area: around 62 at the Strange Gate (tune when you interact with the metal pipe structure), around 67 in the building to the left of CEG Staff Parking, around 29 as you leave the tape house, and around 65 after you have all three mechanical parts.

An interior detail room in the CEG estate

FIG. 03 — The locker building is the hub of Part 4. Every barcode you find elsewhere ends its journey at this scanner.

Chapter 11 and Leaving Clara Woods

Passing through the Strange Gate ends the estate and carries you into the back half of the game. Note that there is one more Strange Postcard to be aware of here: Postcard 12 is in the Clara Woods Estate ground level, in the store window opposite Atlas Computers. Break the window and take it from the table inside.

Before you leave, confirm your collectible sweep. Clara Woods has the highest document density of any area so far, and because the estate is genuinely large it is the easiest place in the game to leave half a dozen Documents behind without noticing.

Part 4 Trophies

TrophyHow it triggers hereMissable?
Key to the CastleOpen the Strange Gate with the Constructed Mechanical DeviceNo — story
Pinpoint InaccuracyFlare Gun headshot from over 10 metres — aim at the hanging body above you from belowYes — needs the Flare Gun
Blur Your EyesCollect all Strange Postcards — Postcard 12 and 14 are both hereYes — cumulative
ResourcefulUnlock all resource containers — one is in the lockers building back officeYes — cumulative
Cold Calling496 0993 — CEG Lockers keeps this one progressingYes — cumulative

Part 4 Checklist

ItemSource
Flare GunLocker 75, CEG Lockers
South Brae House KeyLOST AND FOUND locker, code 772
BoltcuttersLocker 17
Mechanical Part ×2Lockers 204 and 94
Constructed Mechanical DeviceAssembled from the three parts
Ammonite DiskTape room, Tape: Today
Back Door KeyTape room kitchen, Tape: Do Not Play
Lockbox KeyLaundromat, on top of a washing machine
Strange Postcards 12 & 14Store opposite Atlas Computers / tape room shed
Clues: Lost and Found, CEG Employee Locker List, Reciprocating Compressor, Lamenting Poem, Current CountLockers building and the three Brae houses
Phone number: 496 0993Locker Barcode clues, top left corner

Manual save taken at the end of Chapter 10, before opening the gate

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