Part 1 · Arrival: chapters 1–4

This route contains story and puzzle spoilers. It follows required progression rather than every optional collectible. Keep manual saves before area transitions; a correct code can still need a document, powered device or access item first.

  1. 1 · Cold Open. Follow the town route into the red-fog sequence. Collect the Shorefront map when prompted and learn the CRTV. Read the telephone flyer: 900 and 010 are information calls, while 100 is the manual-save service. Follow the required signal and available passage rather than trying locked town entrances at random.
  2. 2 · Escape. Use the CRTV to trace the signal through the Otherworld. Set the date wheel to 18 January 1996. Inspect the Room Service Card and tune the CRTV to channel 60. The bathroom provides the Room 204 Key; use it to leave the hotel route.
  3. 3 · Connection. Enter Zoe’s house. Take the flashlight and fit the AA battery found upstairs. Inspect the bathroom organ-transplant card. Obtain the prepaid card from the Newsagent, use it at the computer and apply the account credit. Read the powered computer’s For Attending message. Open the organ box with 956 / 133, confirm and take Zoe’s Lanyard.
  4. 4 · Search for Zoe. Use the lanyard at the clinic reader. Take the Scalpel from the office’s green box and open the rusted pharmacy access. Read its broadcast/poster clue, open the locker with 6539 and take Prescription Dosage Error. Cut the park obstruction with the Scalpel. Find the Farrow Back Door Key upstairs in the apartment route, enter Jess’s rear bedroom and take the Broken Stethoscope. Facing the clinic scales, place stethoscope left, prescription note middle, lanyard right and complete the resulting interaction.

After Zoe’s house, your next progression items are the clinic access, Scalpel and pharmacy note; wandering the other locked houses does not substitute for that chain.

The organ box requires its clue and computer preparation. PowerPyx · 12:30 ▶

Reference: PowerPyx — full story & puzzle solutions, GamesRadar+ — organ box, GamesRadar+ — pharmacy locker clue, GamesRadar+ — clinic scales.

Part 2 · Zoe: chapters 5–6

  1. 5 · Rounds. In the community shed, use 1993 from Jane Chalmers’s clue and take the Garden Key. Continue through the gardens to Mr Stewart’s house. Complete the encounter, then collect the key beside the bathroom tub before leaving.
  2. At the Medical Centre security booth, read the note on its window. Dial 4960556 and choose 3 → 2 → 2 → 1. Return to the car park garage office and press its button to open the Medical Centre gates. The call and the physical gate switch are separate steps.
  3. 6 · Journey to the Medical Centre. As Simon, return to Town Square. Inspect the gift and accept the Pistol; the resulting transition advances this chapter. Use the Scalpel at the Flemington gate and continue through the streets toward the Medical Centre.

If the centre remains inaccessible, check the security-note call and garage button. If Simon’s route does not transform, check that you accepted the gift rather than simply inspecting it.

Reference: PowerPyx — full story & puzzle solutions.

Part 3 · The Patient: chapters 7–8

  1. 7 · The Patient: identify the readings. Go to Room C. Use blood pressure from the middle monitor’s right reading, pulse from the lower-right monitor and SpO₂ from the upper-left. Readings fluctuate; the guide’s sample is about 70/40, 160 and 80. Enter the pager destination 7103.
  2. Expose and print. For the skull set kV / mA / time to 3 / 7 / 1; for the chest use 7 / 3 / 1.2. Power the equipment and computer separately, align until confirmed, expose and print. Inspect both prints on the lightboard before progressing.
  3. Find medication. Get Tensobromide 11 mg from the Pharmacy’s green box, Dextracyclate 2.5 mg from Bay 6’s machine and Hydroxalene 3 mg from Records, reached with 2605. Inspect the patient’s 88 kg weight and set rates 8 / 15 / 7 respectively. Ready all three pumps, then press Start on the master controller.
  4. Finish treatment. Dial 5353 at Reception, take the lift to B and collect the kit from Storage. Use the Kitchen radio to distract the threat and return to G. For the insertion sequence select right → lower left → top, then hold the indicated control for each of the three pulsing prompts.

Reference: PowerPyx — full story & puzzle solutions, GamesRadar+ — vital signs, GamesRadar+ — X-ray settings, GamesRadar+ — medication locations, AllThings.How — patient treatment.

Part 3 continued · Many Into One

  1. 8 · Navigate the changed wards. Collect the altered map from the counter and inspect Zoe’s Patient List. Follow Alan’s vent route into SW and activate its switch. In SW room 05 take the lower-left route; obtain the WW Key in room 04. Unlock WW room 13, climb from room 12 to Lesley and use Lesley’s route into DP, including its switch.
  2. For Matthew, drop through the lift route from room 03 to 02 in Ward D. For George, use Ward P’s upper room 06 vent and drop into lower room 10 to collect the key. Return with that key to Matthew’s room 03 and collect his bag.
  3. Release the valves in upper Ward D rooms 05 and 10, avoiding The Weight rather than assuming this visit requires killing it. Return to the transfusion machine with the required bags.
  4. Insert Sarah Watson in the first left-side slot, Matthew Clark in the second left-side slot, and George McEwan on the right. Use the wall switch. In the donor puzzle, connect only TF, HM and SW to central Ordell A+, block other donors and activate the centre. Complete the ensuing sequence and use the Room 204 Key to leave.

Do not confuse two left-side machine slots with a straight left/middle/right layout. If activation fails, check both the physical bags and the donor paths.

Reference: PowerPyx — full story & puzzle solutions, GamesRadar+ — blood transfusion.

Part 4 · Clara Woods: chapters 9–11

  1. 9 · Begin Again. Take the Clara Woods map from the sign beside the route and follow the accessible branch to the new settlement. Check the map legend and street names before searching the houses.
  2. 10 · Missing Parts: begin the locker chain. At Lost and Found, read the computer clue and use 772 to get the South Brae Key. Scan locker 75’s barcode and open it with 184 for the Flare Gun. In 5 South Brae, take the Disk Case Key from the upstairs bedroom drawer. Collect the floppy disks beside its computer. Use the key at Atlas Computers storage to obtain Fix A Disk.
  3. Repair the disks in the correct order. On 5 South Brae’s PC, load Fix A Disk and wait for Insert a disk to scan. Back out without cancelling the operation, eject the software, insert disk 2 and select Repair Volume. Eject it, use disk 1 to Unzip to RAM, then disks 2 and 3. Power the printer and print MANUAL.EML. The resulting compression clue leads to safe 956, then locker 17 at 575 for Boltcutters and a Mechanical Part.
  4. North Brae component. Cut the North Brae gate. In 6 North Brae, reach the upstairs chair for Lamenting Poem and interpret the paintings for safe 736. Take the locker 204 barcode.
  5. Upper Brae time tapes. Reach 5 Upper Brae through the staff parking/Overpass route with the Boltcutters. Take Today and the Yesterday tape from the upstairs bedroom box. Play Yesterday to find Tomorrow downstairs in a black box and inspect Code Before in the kitchen. Play Tomorrow to obtain Code After in the living room and Do Not Play in the kitchen box. Play Do Not Play to obtain the Back Door Key. Return to Today, open the rear door and enter the alley room available in this time state for the Ammonite Disk. In Yesterday, use the disk at the computer and inspect Current Count. Return to Today and open safe 129 for the locker 94 barcode.
  6. Return to the lockers: locker 204 → 971 and locker 94 → 490 provide the remaining Mechanical Parts. Combine the two disc-shaped pieces first, then the cylinder. Fit the Constructed Mechanical Device to the Strange Gate mechanism and open the route. A locker code alone is not a substitute for having its barcode.
  7. 11 · Inside the CEG. Collect the lobby map and read Maintenance’s whiteboard. Open Security with 4895. Read both Grid of Codes halves and the employee box identifiers; box 3 opens with 6486. Inspect its Employee File Cover Note. Enter employee ID 00007820518 in the database, preserving leading zeros. Power the printer, print and take the Access Card for the lift.
Time tapes change which objects are reachable; return to Today for the final safe. PowerPyx · 69:10 ▶

Reference: PowerPyx — full story & puzzle solutions, TownfallGuide — walkthrough.

Part 5 · Richard: chapters 12–13

  1. 12 · Getting Inside. Use the security-booth button to open the exterior gate. Take the Generator Key from the manager’s cabinet. At the generator’s rear, set the left and middle switches vertical/off and the right diagonal. At its front, insert the key and pull the red starting lever. The restored supply enables the lift.
  2. 13 · Another Attempt. Collect the Shotgun on floor 2. Reach the floor-5 boardroom sequence and obtain the level 3/4 Access Card. On floor 3, scan into the PR route and use the stairs to reach floor 4 Media. Take the Storeroom Key from the body and use it at General Storage for the Projector Bulb.
  3. On floor 3, scan into Finance, inspect the checkout clue and use 2709. Get the Projector Lens from the CFO’s drawer. Return to the floor-5 projector, fit bulb and lens at the front, and use its red switch. Take the Maintenance Key from the body’s hand; maintenance access now connects the floors.
  4. Retrieve the slides from the Mezzanine Meeting Room. Return to floor 5 and arrange them according to the Agenda: D → F → B → C → E → A. Use the top Play control, collect the CEO Card and take the lift to the floor-10 office. Complete that office sequence to return to Simon.
Use floor names and stairs to connect the bulb, lens and projector routes. PowerPyx · 84:00 ▶

Reference: PowerPyx — full story & puzzle solutions.

Part 6 · Simon: chapter 14, Fix This

  1. Read the Ordell File and office email before leaving floor 10. On the ground floor, collect the Reference Sheet from the table. Go up one level and take the Controller Key from the box beside the control mechanism.
  2. Use the key at the alarm panel, match its alarm on the Reference Sheet and enter A5D7. At the command console enter E3E3 and confirm OK.
  3. Enter the flare stack and connect the red pipe continuously through floors 1–4. From the untouched starting positions, the walkthrough rotates them 2, 1 left, 2, 2 respectively. If you have already moved a section, inspect its connections instead of repeating those counts blindly.
  4. Return to the ground controls. Select Gas Flow, perform Flow Test and check all indicators are green, then IGNITE. If a level fails, revisit that section’s alignment and retest. Proceed through the opened tunnel route.
Return to the controls after aligning the pipe stack. PowerPyx · 95:10 ▶

Reference: PowerPyx — full story & puzzle solutions.

Part 6 · Trying Again: chapter 15

  1. Collect the SWDP map as the route introduces the plant. Get the JOE Key from the north-east room’s desk and open the JOE door on the south-west route. Squeeze through its rear gap, take the Access Card from the cabinet/counter near the bed and use it at the upper-east control room.
  2. Switch on both control-room power switches. Inspect Remote Systems Control. Each command needs its named equipment and three-digit ID, followed by ENTER. For Open Valve B, read its painted ID by aiming CCTV camera 005 right; for Start Filter A, read the desk ID in camera 000. This avoids transposed digits reproduced by some written guides.
  3. After those operations, open the CCTV locker with 0825 and take the AUX Key. Open the AUX room and retrieve the AUX Disk from its cabinet. Insert it at the PC and inspect Auxiliary Lines.
  4. Use the diagram’s line labels, numbered wall markings and arrows to orient the three auxiliary valve rows. In diagram order, open/closed patterns are: row 1 open, closed, open, open, closed, open, closed, open, open; row 2 open, closed, closed, closed, open, closed, closed, open, open; row 3 closed, open, open, open, closed, open, closed, open. Read each row from its diagram start, not whichever side you approach. Confirm the matching line indicator turns green.
  5. Return to Remote Systems Control and issue Flush Aux Line B — 246, Stop Regulator — 781 and Unlock door to Valve F — 592. Retrieve Clamp Release Procedure from the printer. The final door and printout are completion checks, not optional decorations.
Use numbered line markings to orient the valve diagram. PowerPyx · 105:50 ▶

Reference: PowerPyx — full story & puzzle solutions, TownfallGuide — walkthrough.

Part 6 · Clamp release, Eraser & Returning

Clamp settingRequired state
Tension / BalanceIntermediate / Intermediate
Self / All NotifiersBoth ON
Run OffDisengaged
Clamp Connection IDD71
Report switches1, 3 and 6 ON
Pressure ControlSET
Intubate FlowNONE
Battery 1 / Battery 2B (up) / C (right)
  1. Match the printed procedure at the clamp panel. When the green RELEASE control flashes, press it. Go downstairs and turn the red crank. Setting the switches without releasing and turning the crank does not finish the task.
  2. 16 · Eraser. Follow the red corridor and complete the IV interaction before the final fight. Reserve Flare Gun and Shotgun ammunition. Use flares to create shooting opportunities and keep moving when other enemies enter. At the end of each of the three phases, when the boss kneels, interact to pull out the metal bar. In the last phase, break sight lines against the long-range IV attack rather than staying exposed.
  3. 17 · Returning. After the fight and transition, inspect the Crew Patch on the overalls near the beach stairs before continuing to the pier. Complete Richard’s final encounter for the ending. The ordinary endings depend on earlier actions; the last dialogue is not a three-choice ending selector.
Match the procedure and use the flashing RELEASE control. PowerPyx · 110:50 ▶

On New Game Plus, the Sci-fi route can finish at the card reader before the final fight if all its required pickups are complete. Read the ending guide before passing that reader. The Dog route still goes through the boss.

Reference: PowerPyx — full story & puzzle solutions, PowerPyx — endings.

If the next interaction is missing

SymptomCheck
First-room route feels blockedFollow the CRTV signal; the date, room card, channel and Room 204 Key form the exit chain.
Code is correct but nothing happensInspect the matching clue, power, key/card and final confirm control.
Printed document is missingTurn on the printer and complete the computer operation before checking its output.
Time-tape object is absentReturn to the state named in the step; objects differ between Today, Yesterday and Tomorrow.
Machine is configured but exit remains shutComplete its test/start/release operation and collect any required output.
Objective still does not updatePreserve your save, reload an intact slot and reproduce the exact operation; record the build and trigger for a bug report.

The route above supplies the required progression chain. For every collectible or a no-save challenge, use the dedicated roadmap as well; those goals add conditions beyond reaching the ending.

Video walkthrough

Every ▶ time link plays in the player below. Choose another time to continue in the same player.

Watch the preceding context · 0:00 ▶

Full game walkthrough and puzzle solutionsPowerPyx · Watch on YouTube ↗

Sources & image credits

View sources and credits

Reviewed October 10, 2026. Written instructions were compared with the cited gameplay and current official information.

Gameplay frames: PowerPyx, at the captioned times. Diagrams: GameHelpBase. They explain the task and are not game screenshots or exact maps.