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Spoilers: In the Clinic’s Z Ellis office, place the Broken Stethoscope on the left scale, the Prescription Dosage Error Note in the middle, and Zoe’s ID card or lanyard on the right. The puzzle matches each object to a failing described in Zoe’s note; it is not a weighing challenge or keypad puzzle. Completing the placement advances the story.
What goes on each scale?
- Left: Broken Stethoscope
- Middle: Prescription Dosage Error Note
- Right: Zoe’s ID card or lanyard
This left-to-right solution is reported by GamesRadar’s scales puzzle walkthrough and matches the order in the independent Townfall puzzle index. The final placement triggers a short cutscene and moves the game forward.
Why that order is correct
The note asks you to show that you understand Zoe’s failings. Its underlined lines connect to the objects as follows:
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- “I didn’t listen closely enough” matches the Broken Stethoscope.
- “I made mistakes and couldn’t focus on the task at hand” matches the Prescription Dosage Error Note.
- “I’m not fit to work in this role any longer” matches Zoe’s ID card, also described as a lanyard.
The note ends with “Please show me you understand.” These clue lines are transcribed by the walkthrough as in-game text; they are not attributed to a named speaker. Place the objects in the corresponding left-to-right order rather than trying to balance them by weight.
#1 Best Overall
- Experienced entirely in first person, explore, evade, and survive using a limited set of weapons and tools, including a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged.
- SILENT HILL: Townfall is a full-length, self-contained psychological horror set against the cold, isolated backdrop of Scotland, 1996
Where to find the three objects
Zoe’s ID card or lanyard
You should already have this when you first reach the scales: the walkthrough says it is obtained through the organ-box puzzle.
Broken Stethoscope
Find it on a bed in Jess’s flat. To reach the flat, use the scalpel to open the gate to St Amelia’s Park, then collect Jess’s back-door key from the upstairs flat at number 16.
Rank #2
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- Returning to an island town to ‘put things right’, Simon Ordell descends into a world of tense evasion, explosive confrontations, and mind-bending puzzles that slowly surface the truth of St. Amelia
- Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest
- Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface
- Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged
Prescription Dosage Error Note
Get it by solving the pharmacy locker sequence. The walkthrough describes using numbers from posters and a TV signal to determine the combination, but the scales guide does not provide the exact code. Follow the separate GamesRadar walkthrough for the route and its linked pharmacy instructions rather than guessing a combination.
Unlock the two locations you need
If Jess’s flat and the Pharmacy are not on your map, return to the scales room and check the available clues there. Read the “Where are you” email on the computer to add Jess’s flat; check the reception answerphone to add the Pharmacy. These objectives can be completed in either order.
Rank #3
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- When Simon Ordell is called back to the island of St. Amelia to "put things in order", he meets a city lying quietly in dense fog, seemingly abandoned, yet anything but dormant
- After venturing further to understand his connection to this place and its inhabitants, he gradually discovers fragments of the past rising to the surface
- Simon must explore, evade and survive from a first-person perspective. It uses a limited arsenal of weapons and tools, including the CRTV: a portable TV to receive unstable signals
- The dodging is tension, the battles are hectic and the story-based puzzles reveal a truth that does not want to remain hidden
If the scales do not advance the game
The independent field guide advises inspecting the note and all three objects, then interacting with the scales again. This troubleshooting tip is not separately confirmed by GamesRadar. The puzzle index also identifies the scales as an object-placement puzzle, not a keypad challenge. See the independent Silent Townfall field guide for its walkthrough advice.
Quick Recap
Best Value
Rank #4
- RE-PLAYABLE NARRATIVE BOARD GAME: Tile by tile, terror by terror, build their own haunted mansion and then try to escape it alive. The game is for 3-6 players and takes about 60 minutes to play
- MODULAR BOARD PIECES: The Betrayal at House on the Hill tabletop game features 50 blood-curdling scenarios. Each trip to the house promises fresh horrors and a new story is created every time you play
- HAUNTED HOUSE TRAITOR GAME: Players must work together to survive the nightmare…but beware! The house turns one player against the others in this cooperative strategy game
- MINIATURES BOARD GAME: This second edition of Betrayal at House on the Hill includes 6 pre-painted plastic explorer figures, 80 cards, 149 tokens, 44 room tiles, 2 haunt books, and more
- IMMERSIVE NARRATIVE: Get ready for an unpredictable and thrilling exploration of the haunted house. Encounter witches, dragons, zombies, and other spooky and bizarre B-movie horror clichés
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