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Silent Hill: Townfall

Silent Hill: Townfall Part 6 Simon Walkthrough — Chapters 14–17

Townfall Part 6 walkthrough — CEG floor 10, the alarm panel and tower rotation, the SWDP valve codes and clamp release, the Chapter 15 save and every ending branch.

10/5/2026 4 min read
Silent Hill: Townfall Part 6 Simon Walkthrough — Chapters 14–17

FAQ

What chapters are in Part 6 of Silent Hill: Townfall?
Chapters 14–17 — including Chapter 15 'Trying Again' (the red-crank save point) and Chapter 16 'Eraser' (the Weight's defeat). Simon resumes control on CEG HQ's tenth floor.
Where is the last save point in Townfall?
Chapter 15, at the red crank that releases the container — call 100 and make the manual save there. Combined with the end-of-Part-4 save, it turns four of the five endings into reloads.
How do you trigger the Sci-fi ending in Townfall?
From the Chapter 15 save, head down the ladder and use the Strange Keycard on the keypad on the exit door's left wall — the ending triggers immediately and skips the final boss. It's NG+ only.

What happens in Part 6?

Simon Ordell (chapters 14–17) is the payoff Part — named for the protagonist because the last act is finally about him. You regain control on CEG HQ’s tenth floor: the opening sweep holds the Ordell File, the “What did you do?” computer email, the Reference Sheet (it supplies both alarm codes — do not walk past it), a CRTV channel ~42 signal, and the Controller Key in a console box by the red clamp wheel.

How does the tower rotation work?

The alarm panel at ground level is a three-stage puzzle:

  1. Unlock — Controller Key on the keyhole, then enter A5D7 (the alarm code from the Reference Sheet), then E3E3 on the right-side panel (from the sheet’s top).
  2. Route the pipe — crank each floor to rotate the middle tower so the red pipe runs to the top: Floor 1 rotate twice, Floor 2 left once, Floor 3 twice, Floor 4 twice — check the pipe’s visible path at each step.
  3. Ignite — back at ground level on the right panel: Gas Flow → Flow Test (all lights green) → IGNITE.

There’s a second channel ~42 in the pipe crawl after you drop out — look left instead of going to the ladder. Classic missable. Back up top, returning to the office earns Find Yourself.

How does the SWDP sequence run?

SWDP is the final area — where the disaster physically happened and where the remaining collectibles concentrate. The (Different) map is granted on entry. Finishing the ROC and Clamp Release steps also despawns the area’s enemies — do it before exploring if you’re protecting a low kill count.

The command console inputs in route order:

Action Input
Open Valve B Open + Valve + 254
Start Filter A Start + Filter + 103
AUX Key locker 0825 — keep the leading zero
Flush Aux Line B Flush + Aux + 246
Stop Regulator Stop + Regulator + 781
Unlock door to Valve F Unlock + Door + 592
Clamp Connection D71 on the separate clamp panel

After the first two commands, take the AUX Key and clear the AUX Room’s valve puzzle, then work down the list. For the Valve F door, read the ID above the door, not the number on the valve itself — then operate Valve F manually downstairs. At that same step two extra doors matter in NG+: door 793 (the Gold Coin) and door 621 (Strange Book #3). Nothing forces you to open either — on a joke-ending run, open both. See key items and the NG+ endings.

For the Clamp Release panel (opposite the console): the printer’s Clamp Release Procedure gives the settings — Pressure Control to SET, Self and All notifiers ON, both tension controls Intermediate, Run Off DISENGAGED, Intubate Flow NONE — then the D71 connection, report switches 1, 3 and 6, battery switches until the ready light, and the flashing Release button. Exhausting the Alternate Facility’s options earns Can’t Change Things.

Where is the final save — and how do the endings split?

Chapter 15 “Trying Again”: at the red crank that releases the container — call 100 and save. That is Save B, the second of the game’s two manual saves:

  • Sci-fi (NG+): down the ladder, Strange Keycard on the keypad left of the exit door — triggers instantly, skips the boss. Do it first; it takes minutes.
  • Dog (NG+): reload, give the Gold Coin to the Guide Dog at the red hallway’s door, then finish the fight.
  • Justice: reload, don’t coin the dog, don’t touch the card reader — beat the Weight in Chapter 16 “Eraser” with Discoveries well ahead of kills.

A creature’s face emerging from darkness

  • Forever / Abandoned: reload Save A (end of Part 4) instead — kill heavily (~60+ kills gets Abandoned even at 80+ Discoveries) or keep a small Discoveries lead for Forever.

Full thresholds and trophies are on the all endings page — and if you’re going for platinum, the trophy roadmap layers the cleanup on this same route.

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