Silent Hill: Townfall Walkthrough: All Chapters, Puzzles, and Secrets
Walkthroughs

Silent Hill: Townfall Walkthrough: All Chapters, Puzzles, and Secrets

NowGame 25.09.2026 22:44 0
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This guide covers the complete walkthrough of Silent Hill: Townfall, including every chapter, puzzle, code, key item, and secret. We have also prepared a step-by-step route from the beginning of the game all the way to the finale.

Prologue

At the beginning of Silent Hill: Townfall, Simon wakes up on the St. Amelia pier. The prologue is fairly short, but it introduces the core mechanics, the CRTV, and the save system, while also throwing in the first puzzle. Climb the nearby stairs and move forward. The gate ahead of Simon is locked, so head down the stairs on the right and use the ladder to make your way into town.Once you reach the St. Amelia sign, head toward the flashing streetlight. Continue along the road until a flare is fired ahead, then climb the stairs on the right. Keep to the right on the cobbled street, then turn left at the next staircase. This takes you to the pharmacy, although you cannot enter it yet.Go around the building on the left and head toward the red light. After a short cutscene, Simon will receive the Shorefront Map.

How to Save Using a Phone

A phone booth will start ringing in Town Square. Pick up the receiver and the unknown caller will almost immediately hang up. You can also dial three numbers here:
  • 900 - Emergency Services, the number is not recognized;
  • 010 - Operator, service has been suspended;
  • 100 - Save Yourself. After a cryptic message, you can use this number to save the game.
If you are collecting achievements, it is best to call every available number right away. The game has a separate reward for making these calls, so keep an eye out for any phone numbers you find later. Once you leave the booth, a cutscene will begin, after which Simon finds himself in a dark room.

How to Get the CRTV

Open the door ahead and follow the corridor. At the end, crawl into the vent. Once you reach the flooded ruins, you can examine the body on the left, then keep to the right, climb the stairs at the end of the corridor, and enter the door.Here Simon obtains the CRTV, a pocket television that can pick up unstable signals, provide story information, and help locate nearby enemies.Use the device immediately in the hotel room. Two signals are available. In the first, a woman tells Simon they cannot stay here forever and that he has important work to do. The second is much more useful for progression: the footage shows a calendar with the date January 18.

How to Open the Door in the Haldane Hotel

In the hotel room, you can examine Simon's vest on the bed, some medical equipment, a painting, and the Haldane Hotel Room Service Card from 1996. The last item, combined with the second CRTV signal, gives you the solution to the bathroom door puzzle.
  • Correct combination: 18 → January → 1996.
Set the top dial to 18, the middle dial to January, and the bottom dial to 1996. The door will open. Inside, pick up the Room 204 Key and the Hotel Room Note.Use the key to open the main door, follow the corridor, and call the elevator. In the hotel lobby, you can examine the Hotel Reception Notice at the front desk, but there is nothing else important here. When you are ready, leave through the main doors and watch the cutscene.

Part 1: Arrival

After the events at the hotel, check the CRTV. A new signal shows a house on West Shore Lane, which is your next destination. Enter the alley to the left of Fergusons and look to the right. The building you need is here.There is a phone in the hallway for saving. In the living room, read the delivered letter and examine the computer, which currently does not work because the house has no power. In the kitchen is a Human Organ Box with two three-digit combination locks, but you cannot open it yet either.Take the flashlight without batteries from the kitchen drawer. Then head upstairs. You can find gauze in the bathroom, AA batteries in the spare room, and an organ transplant card in the other bathroom. The document explains that the codes for the container should have been sent by email.Combine the batteries with the flashlight. Then head back downstairs and crawl into the small space beneath the stairs. Here you will find the electricity meter and instructions for topping up the Power Card. You do not have the card yet, so leave the house and head back toward the main street.

How to Restore Power to Zoe's House

After the cutscene, a newsagent will be marked on the map. The front entrance is locked, so go around through The Mariner and use the rear door. An enemy patrols nearby, so it is better not to attract its attention.Pick up the board and the Shop Note near the counter, then open the cash register and take the prepaid Electricard.Before heading back, you can leave through the shop's front entrance and turn left. At the end of the street is Video Star, where the first Strange Postcard is lying on the counter.Now return to Zoe's house and crawl back under the stairs to the electricity meter. To restore the power:
  1. Insert the Electricard into the slot.
  2. Press button A until Card Credit appears on the display.
  3. Press button B to transfer the credit from the card.
  4. Switch the main power switch to the on position.
Power will be restored to the house, and the computer in the living room will finally work.

How to Open the Human Organ Box

Turn on the computer in the living room and read Zoe's emails. A message to the attending surgeon explains that the container code is made from the first and last three digits of the relevant ET code.Now open the organ transplant card you found earlier. It lists two ET codes, but you need the second one: 956234692133. The first three digits are 956, and the final three are 133.
  • Correct container codes: 956 - 133.
Return to the kitchen and enter these values on the two locks. Inside is Zoe's Lanyard for the Shorefront Family Clinic. You can now check the CRTV again. The next signal shows the clinic and Zoe's office, so that is where we are heading next.

How to Enter Shorefront Family Clinic

Reach the clinic using the map and use Zoe's Lanyard at the entrance. An enemy patrols outside, so do not linger in front of the door and sneak around it if necessary.Before entering Zoe's office, you can explore several other rooms. Dr. Stevenson's office contains gauze and a Medical Records Note. Dr. Harford's office has more gauze and an Empty IV Bag. B. Macmillan's office contains IV Fluid, which can be combined with the empty bag.Your main objective is Zoe's office. There are three scales here, but you cannot solve this puzzle yet. Make sure to pick up Zoe's Resignation Letter, take the scalpel from the drawer, and examine the sticky note beside the computer.
  • The sticky note contains the Reception code: 2896.
Read the emails on the computer as well. Zoe's correspondence with Jessica reveals that she lives at 21 Farrow Street, north of the park. Another email says a message for Zoe has been left on the answering machine in Reception.

How to Open the Clinic Reception

  • Return to the locked Reception door and enter the code: 2896.
There is a phone inside, making this a good place to save. Listen to the answering machine. The staff found a prescription written by Zoe with a suspicious dosage and want her to check the records at the pharmacy. You can also pick up the Nurse Rounds Form here. Once you are done, leave the clinic and head to the pharmacy.

How to Open the Pharmacy and Find the Locker Code

The pharmacy's front door is locked, but Simon now has the scalpel. Use it to open the way inside. There is a phone for saving, a radio behind the main counter, and a locker with a four-digit combination lock. You can also collect a first aid kit from the back room. Tune the CRTV to the radio. During the signal, the device shows several posters inside the pharmacy. Each one points to a digit:
  • the handwashing poster shows six fingers;
  • the prescription medication poster shows the number 5;
  • the consultation service poster with the scales has an arrow pointing to 3;
  • the poster showing a pack of pills contains nine tablets in the blister pack.
The digits must be entered in the order the posters appear during the signal.
  • Correct code: 6539.
Open the locker and take the Prescription Dosage Error note. It reveals that Mr. Stewart's prescribed dose was much higher than his previous one and was probably a mistake. The document does not seem especially useful yet, but you will need it for another puzzle later. We recommend saving before leaving the pharmacy.

How to Get Into Jessica's House on Farrow Street

The route to Farrow Street runs through St. Amelia Park. The entrance is locked as well, so use the scalpel again.Once inside the park, you can first turn left and head south through a gap in the wall. The second Strange Postcard is lying beside a large black dumpster.After that, head northwest and exit onto Farrow Street. Turn right and continue toward Jessica's house. The final gate in the alley is locked, so enter the garden at the far right and squeeze through the gap beside the shed.There is a phone booth on the left. If you follow the road all the way to the end, you can pick up the third Strange Postcard from the high wall.Jessica's house itself is locked. However, you can enter nearby building No. 16. First, go upstairs to apartment 1/2. The bedroom contains a note about feeling unwell, the fourth Strange Postcard is beside the bed, and the living room dresser holds the 21 Farrow St. Back Door Key. There is also gauze in the bathroom. In apartment 0/1 downstairs, you can find a first aid kit and a locked blue box. You cannot open it yet, so remember where it is.Return to Jessica's house and use the key on the back door. As you pass through the gardens, you can pick up a board from a wheelbarrow. There is a phone in the hallway and an answering machine with a message from Zoe. In the kitchen, make sure to collect the Lockbox Key and the Assignment Document. Jessica's Legal Advice document is in the living room, while a Broken Stethoscope lies on the bed in the bedroom. You will need the latter very soon.Before returning to the clinic, go back to building No. 16 and use the key from Jessica's house to open the blue lockbox in apartment 0/1. Inside are an Empty IV Bag and IV Fluid.

How to Solve the Scales Puzzle in Zoe's Office

Return to Shorefront Family Clinic and enter Zoe's office. You now have all three items needed to solve the puzzle:
  • Broken Stethoscope;
  • Prescription Dosage Error;
  • Zoe's Lanyard.
The correct order can be worked out from Zoe's Resignation Letter. Each of her admissions corresponds to one of these objects. In order, she writes that she did not listen carefully enough, made mistakes, could not focus, and finally admits that she is no longer fit for the job.Place the items on the scales from left to right as follows:
  • Broken Stethoscope - Prescription Dosage Error - Zoe's Lanyard.
Once you solve the puzzle correctly, a cutscene begins. Simon looks at the CRTV, and control then switches to another character.

Part 2: Zoe

After solving the scales puzzle, control switches to Zoe Ellis. You begin in her house, which we already explored as Simon, but a few things have changed. You can pick up gauze in the bathroom, the photograph in the hallway looks different, and a water warning is lying in the living room. Tap water must not be consumed or used for washing unless it has first been boiled.After a while, Zoe receives a message on her pager. She needs to visit Mr. Stewart at 10 Church Avenue. This street is not shown on the main side of the map, but look at the Community Gardens on the right side of the Shorefront District. A road continues east from there. Flip the map over to see Church Avenue and Stewart's house.

How to Open Jane's Shed in the Community Gardens

Reach the Community Gardens. The eastern gate is locked, so first you need to deal with Jane's small shed. You do not need to search far for the code. Examine the flower beds and the plaques beside them. One says Jane Chalmers and notes that she received a community contribution award in 1993.The correct code is:1993.Open the shed. Inside are Jane Chalmers' obituary, alcohol, and most importantly the Community Gardens Key. You can combine the alcohol with gauze if needed. Return to the eastern gate and open it with the Community Gardens Key. Soon afterward, another pager message will arrive asking you to get to Mr. Stewart as quickly as possible.

How to Enter Mr. Stewart's House

When you reach No. 10 Church Avenue, you will find that the normal entrance does not work. Go around the houses from behind and enter the garden of No. 12. There is a large opening in the fence that leads to Stewart's back door. Fortunately, it is unlocked.There are empty medication packages in the bedroom. In the kitchen, you can pick up gauze and a radio, which can be used to distract enemies. The living room contains a phone for saving, another radio, a photograph of Mr. and Mrs. Stewart, an issue of the St. Amelia Standard, and a note from Zoe with her phone number. There is also a message on the answering machine in which Zoe says she will be unable to make home visits for a while.When you are done looking around, enter the bathroom. After the cutscene, the environment changes and Mr. Stewart himself becomes an immediate problem. You cannot simply escape through the back door you used to enter.

How to Escape Mr. Stewart's House

Do not immediately try to rush through the house. The safest option is to hide in the kitchen cupboard first and wait for Stewart to move away from the bathroom. As soon as the route is clear, quickly run into the bathroom and lock the door behind you. The Mr. Stewart Key is lying on the counter. Pick it up and wait for a moment. Zoe is temporarily safe here.Once the hallway is clear again, leave the bathroom and run to the back door. Use the Mr. Stewart Key to unlock it and escape outside.Your next destination is St. Amelia Medical Center. Head there via Commercial Road and Station Road. Along the way, the game introduces throwable objects. You can use them to stun enemies or lure them away from your route. This mechanic is genuinely useful in the sections ahead, so you do not always need to try sprinting past enemies at point-blank range.

How to Call Dr. Glenn and Enter the Medical Center

A Security Notice lies near the entrance to the Medical Center. It explains that nobody is being allowed inside and that staff members must contact Dr. Glenn directly.
  • His number is: 496-0556.
Return to the phone booth on Station Road and dial the number. Dr. Glenn gives Zoe a short test. To continue the conversation, choose the following answers in order:
  1. Zoe Ellis - 3.
  2. Zoe's profession, nurse - 2.
  3. Mr. Stewart's condition, death due to lack of proper care - 2.
  4. Who is responsible - 1.
  • If you only need the final sequence: 3 - 2 - 2 - 1.
Watch the cutscene after the call. Zoe then receives another message on her pager: all staff must report to the Medical Center.Head back there. The parking lot gates are now open. You will find the Facilities Office and the Ambulance Building here. Approach the garage door beside the Ambulance Building and go inside.The garage contains a container with gauze and alcohol. The adjacent office has a phone for saving and the gate controls. Save your game and activate the controls to open the gate opposite the Ambulance Building. Go through it and enter the Medical Center. After the cutscene, Zoe reaches Surgery and meets Simon. During their conversation, Simon receives a signal from Richard. He asks Simon to reach Zoe and says that he left a gift in Town Square.

Where to Find Richard's Gift

Control switches back to Simon. Immediately afterward, the CRTV picks up a signal from Zoe, who says that he should never have come back. The recording also shows the Medical Center, which is where we need to go.First, head to Town Square. You can examine the vigil and protest flyer here, and nearby is a small brown box, Richard's gift. Inside are a Pistol and four Pistol Rounds.After opening the box, the environment changes again. You now need to make your way toward the Medical Center through a heavily altered St. Amelia.

How to Reach the Apartments Near Flemington Street

This section is much more confusing than the previous ones. The streets have changed, enemies are roaming around, and some familiar routes no longer work. Your intermediate destination is the apartment buildings between Station Road and Commercial Road. Follow Main Street. If necessary, you can stop at the pharmacy and save. The gate beside the pharmacy leading to Merchant Lane is now open, so head through.The next gate at the end of Merchant Lane is locked. Turn right and enter the cluster of buildings marked No. 15 on the map. This area is also called The Wynds.Make your way toward the No. 15 marker, near the phone booth. An enemy blocks the way in one of the backyards. Use a radio to lure it away, then quickly run through the newly cleared gate.If you are collecting postcards, walk west from the phone booth, climb the stairs, and turn left. Then head down another staircase on the left. The fifth Strange Postcard is lying beside a pair of rubber boots.Return to the phone booth and save. Then enter the backyard on the right. There is another enemy here, and you can remove broken fence panels to clear the way forward. Immediately after squeezing through, you will find a box of Pistol Rounds on a table.You can now open the gate to Commercial Road on the right. Head through and turn left toward Flemington Street.Use the scalpel you found earlier to open the locked door. There is a radio in the next backyard on the right. Use it to distract the enemy. While it is occupied, slip past and squeeze between the sheds ahead.You will emerge in an alley. Keep moving, distracting enemies with any objects you find if necessary, then enter the garden on the left. Continue through the next backyards until you reach a building with a working streetlight outside. These are the apartments you need.

How to Reach Station Road

Exploring apartments 1/1 and 2/2 is optional. You can find consumables and minor story details there, but nothing required for progression.Go straight to the third floor. There is a box containing three Pistol Rounds. Then enter apartment 3/3. An enemy may be standing behind the door, so do not rush straight inside. Make sure it is not right at the entrance first.There is gauze in the bathroom and a bottle in the kitchen. Leave through the living room window. Go down the stairs on the left, then climb back into the building through the window on the right. There is a first aid kit in the kitchen drawer. Enter the hallway and go down to apartment 1/1. You will find more gauze in the bathroom and a large hole in the living room floor. Jump down.In the next apartment, you can pick up a Board in the living room and gauze in the bedroom. Head into the corridor, save at the phone, and leave through the back door. You can search the sheds in the yard. The easternmost one contains the sixth Strange Postcard. After that, go back into the apartment building and leave through the main entrance this time. You will emerge on Station Road.Head toward the Medical Center parking lot and enter Emergency. The monster that has been pursuing Simon spots him, but he manages to lock himself inside. After the next cutscene, he briefly reunites with Zoe.

Part 3: The Patient

After Simon and Zoe reunite, control returns to Zoe. Most of the first half of this part takes place inside St. Amelia Medical Center, where instead of normal exploration you will have to do some actual medical work: check a patient's condition, take X-rays, choose the correct medication, and even perform an intubation.Before speaking to Dr. Glenn, search Surgery. There is a first aid kit beside the sink, and the St. Amelia Medical Center Map is hanging on the wall near the board. Make sure to check the computer. It contains tables with X-ray settings and medication dosages that you will need very soon.

How to Answer Dr. Glenn Correctly

Dr. Glenn contacts Zoe over the intercom and asks for the patient's readings. Several monitors surround the bed, making it easy to choose the wrong one.For blood pressure, use the second monitor from the right when facing the patient. Next, the doctor asks for the pulse. Check the third monitor from the right, which shows 162. The final reading is blood oxygen saturation. Use the far-left monitor, or fifth from the right. It shows 80. After the correct answers, the doctor sends Zoe to take X-rays and sends the code for the neighboring room to her pager.
  • X-Ray room code: 7103.

How to Take the X-Rays Correctly

We already covered this puzzle in another Silent Hill: Townfall X-ray guide. Enter 7103 on the door beside Surgery. Dr. Glenn first asks you to take an X-ray of the patient's head.The correct settings are shown in the table on the computer in Surgery, but you can enter the final values immediately:
  • kV - 3;
  • mA - 7;
  • time - 1.
Then use the computer and align the camera with the patient's head. Once everything is positioned correctly, start the scan.Next, you need an X-ray of the chest. The settings are different this time:
  • kV - 7;
  • mA - 3;
  • time - 1.2.
Align the camera with the correct part of the body again and start the procedure. Collect both completed X-rays from the printer and pin them to the board beside the intercom in Surgery.Discuss the results with Dr. Glenn. Your next task is to find three medications and set up the correct dosages for the patient.

Where to Find All Medication for the Patient

You need:
  • Dextracyclate 2.5 mg;
  • Hydroxalene 3 mg;
  • Tensobromide 11 mg.
You do not need to search every room in the hospital. Supplies are common, but only a few specific rooms are required for the story.Tensobromide 11 mg is in the Pharmacy Store on the ground floor, east of Surgery.For Dextracyclate 2.5 mg, head up to Chapman Ward and search Room 6.While you are here, check the northern office in the ward to find the code for the Medical Records Room:2605.Now return to the lower floor of Chapman Ward and open the Medical Records Room using 2605. The final medication, Hydroxalene 3 mg, is in the cabinet.Once you have all three medications, return to Surgery.

How to Set Up the IVs Correctly

Simply attaching the medication is not enough. You need to set the flow rate for each drug based on the patient's body weight of 88 kg.The correct values are:
  • Dextracyclate 2.5 mg - 15;
  • Hydroxalene 3 mg - 7;
  • Tensobromide 11 mg - 8.
On each machine, select the flow-rate setting, enter the required value, and confirm. Once all three systems are configured, interact with the main pump on the left side of the bed and begin administering the drugs. Dr. Glenn then asks Zoe to intubate the patient. The required equipment is not in Surgery, so you need to head down to the basement.

Where to Find the Intubation Kit

First, go to Reception and use the phone. Dr. Glenn has provided the internal number for the storeroom:5353.Call it. After the conversation, use the elevator near Reception and select the basement. Make your way to the storeroom marked on the map and pick up the Medical Intubation Kit from the shelf.Return to Surgery and interact with the patient. A short minigame begins. You need to position the tube correctly. Watch the indicator in the bottom-right corner of the screen. When you are close to the correct position, it begins to shake and glow white. If you make several mistakes, the game will also show arrows indicating which direction to move the instrument. After the successful intubation, Dr. Glenn asks for a median sternotomy. During the next cutscene, you discover that the patient was Simon all along.

How to Enter Medical Center - Different

After the cutscene, control switches to Simon. Before moving on, you can return to the X-Ray room by entering 7103 again. The seventh Strange Postcard is lying on the table.A ladder has now appeared in Surgery. Climb down and go through the door marked with the familiar scratches. Follow the corridor to the locked door, turn right, and squeeze through the opening beside the wooden pallets. In the room ahead, tune the CRTV to the radio signal. The recording features a nurse saying the hospital can no longer accept patients.When you are ready, crawl through the vent into the bathroom. In the corridor on the left, you can replace your Board with the Pipe propping up the gate. Then go through the door opposite. Make sure to pick up the Medical Center - Different Map in the next room. There is also a phone on the wall for saving.This begins one of the longest puzzles in this part. Several blood transfusion machines are installed in the central hall, with patient records beside them. You need to find several blood bags and match them with the correct patients.

Where to Find Alan Duncan's Blood Bag

From the central hall, follow the eastern corridor and enter the last room on the south side. There is a vent here leading into the adjacent room. Pick up Alan Duncan Blood Bag beside the bed. The Zoe's Patient List is lying on the nearby table, so make sure to read it.Four more patients will now be marked on the map:
  • Sarah Watson - Room S05;
  • Lesley Greer - Room S12;
  • Matthew Clark - Room D01;
  • George McEwan - Room P10.
You can also listen to Zoe's recording about Alan Duncan here. Return to the central hall and place Alan Duncan Blood Bag beside the machine near the western gate. The route to Wards S and W will open.

Where to Find Sarah Watson and Lesley Greer's Blood Bags

Head downstairs. Lesley Greer's room on the right is currently blocked from the other side, so first enter Room 11 and crawl through the vent into Room 10. From there, head south to Room 05, Sarah Watson's room. Sarah Watson Blood Bag is lying beside the bed. You can also listen to another message from Zoe on the table.Now take the western stairs down to Ward W. The large monster that pursued Simon before he entered the Medical Center appears here again. You do not need to fight it, so moving stealthily is the better option.Reach Room 04 and pick up the Ward W Master Key. Then head to Room 13. Climb the ladder to reach Lesley Greer's previously inaccessible room. Lesley Greer Blood Bag is beside the bed. You can now open the vent in Room 13, return through it to Room 11, and make your way back to the central hall. If you are collecting postcards, the eighth Strange Postcard is in Room 06 of Ward W.

How to Enter Wards D and P

You need another blood bag to open the eastern gate. You cannot simply use any of the ones you have found, because some are required later for the main puzzle.At this point you have:
  • Lesley Greer Blood Bag - B-;
  • Sarah Watson Blood Bag - A+.
The note on Sarah's bag mentions a normal rhythm and a head injury, while one of the patient records in the central hall describes a woman with a head injury. This means Sarah's bag is needed later. Use Lesley Greer Blood Bag to open the eastern passage.In Ward D, enter Room 03. The passage at the far end leads to Matthew Clark's Room 02. His Blood Bag is inside the elevator. Interact with the mechanism to send the bag down one floor into Room 03 of Ward P.Then head toward the eastern staircase. Slightly to the south is a vent leading into Rooms 06 and 07. From Room 07, drop down into George McEwan's room, Room 10 in Ward P.Pick up George McEwan Blood Bag and the Ward P Master Key. Leave the room and use the Ward P Master Key to open Room 03. You can now collect Matthew Clark Blood Bag from the elevator.As soon as you pick up the final bag, all the gates close and the large monster begins roaming the ward again. Go to Room 05 and turn the valve. If the enemy gets close, hide in one of the cupboards and wait for it to leave, then finish the interaction. Once the gate opens, run to the stairs and return to the central hall.If you want to collect everything, you can use the Ward P Master Key to check the other rooms before leaving. The ninth Strange Postcard is in Room 08.

How to Place the Blood Bags Correctly

We recommend saving after you return to the central hall. You now need to place the three remaining Blood Bags beside the corresponding patient records.You should have:
  • Sarah Watson - A+;
  • Matthew Clark - B+;
  • George McEwan - AB+.
Each bag includes a short clue describing the patient's condition. Use these to determine the correct placement:
  • Place Sarah Watson Blood Bag beside the patient record mentioning a normal pulse and a head injury.
  • Matthew Clark Blood Bag belongs to the patient who follows commands.
  • Place George McEwan Blood Bag beside the patient record mentioning second- and third-degree burns.
Then interact with the blood transfusion machine. If everything has been placed correctly, the nearby door will open.

How to Solve the Blood Type Puzzle

The next room contains a large circular mechanism with ORDELL in the center. Patient initials are arranged around the outer rings, while blood compatibility charts hang on the walls. You can also examine Simon's Medical Wristband in your inventory.
  • His blood type is: A+.
To create a compatible combination, the following blood types can flow to Simon:
  • O-;
  • O+;
  • A-;
  • A+.
Simon himself already represents A+, so you need to connect the appropriate patients to the center of the diagram.The correct initials are:
  • HM - O-;
  • TF - O+;
  • SW - A+.
Rotate the rings so continuous lines from HM, TF, and SW connect to ORDELL in the center. Make sure no other initials are connected to the center.
Once the pattern is complete, press ORDELL.
The door opens. Follow the corridor and use the Room 204 Key, which you found all the way back in the prologue, on the door at the end. After the cutscene, Simon wakes up on the waterfront again, almost exactly where the game began. You can run here now, although the surrounding water is filled with bodies of patient-like creatures. Follow the same route along the pier as at the beginning and reach the St. Amelia sign. This time, the name has disappeared from it.

Part 4: Clara Woods

After the events at the Medical Center, Simon reaches a new area near St. Amelia called Clara Woods. CEG employees used to live here, and your ultimate goal in this part is to reach the company's headquarters. First, however, you need to collect several Mechanical Parts, solve the employee locker puzzles, and visit three houses in different parts of the neighborhood.

How to Get the Clara Woods Map

Follow the road ahead and turn left at the fork toward Clara Woods. The street is literally covered in bodies, and some of them are not quite dead. If Simon gets too close, an enemy can grab him, forcing you to complete a QTE. It is not always possible to avoid these attacks completely, so keep an eye on bodies lying in the road and give them a wide berth whenever possible.At the end of the street, turn right and keep to the right until you see a path into a garden. Go through the first yard into the next one. The tenth Strange Postcard is inside the shed.Then return to the main road and continue toward the entrance to Clara Woods. Pick up the Clara Woods Map from the sign.Before moving on, turn around and check the Locals store opposite. The main room contains alcohol and two gauze, while behind the counter you can find three Pistol Rounds and a Staff Note. There is also a radio here with another CRTV signal. You can pick up a Board through the emergency exit at the back of the shop. Now head outside and continue into Clara Woods.

What to Find in Clara Woods Before Visiting the CEG Employee Lockers

As Simon moves deeper into the neighborhood, he receives a signal from Richard asking him to answer the phone. The nearest booth starts ringing almost immediately. During the call, Richard asks Simon to help him put everything right.You can now explore the area freely. The CEG Employee Lockers are the main objective, but there are several useful locations along the way.Stenhouse in the shopping precinct contains gauze and IV Fluid. Apartments 1A and 1B are open in Building No. 1. Apartment 1A contains an Atlas Square Resident Note and a locked box. The key can later be found in the cash register at the postal service building. Inside the box are an Empty IV Bag and two Pistol Rounds. Apartment 1B contains gauze and the eleventh Strange Postcard.Near Building No. 1, you can also smash the shop window and collect the twelfth Strange Postcard. Make sure to remember the Atlas Computers store. Inside are an Empty IV Bag, alcohol, and a locked Disk Case. You cannot open it yet, but you will be coming back very soon.The Strange Gate leading toward CEG HQ is also located on Atlas Way. You cannot open it yet. Examining it triggers another signal from Richard.

How to Reach the CEG Employee Lockers

Head north along Prosperity Way and turn left toward the CEG employee parking lot. Go through the automatic doors and out to a small playground. Another set of automatic doors is directly opposite. The company's employee lockers are behind them.There is an instruction sheet behind the counter. It explains that each locker opens after its corresponding barcode is scanned. The first barcode is right here and belongs to Locker 75. Scan it.Locker 75 code:184.Inside are a Flare Gun and two Flares. It is best to save the ammunition for now, as it will be useful later. Next, check the computer behind the counter. The emails reveal that lost keys were placed in the Lost and Found locker, which has the code:772.Another email lists employees who never collected the contents of their lockers:
  • Locker 17 - 5 South Brae;
  • Locker 204 - 6 North Brae;
  • Locker 94 - 5 Upper Brae.
Enter the staff room and open the Lost and Found locker using 772. Inside is the South Brae House Key. The same room contains a phone for saving, a CEG Locker Manager Note, a medical kit with alcohol and IV Fluid, and another locked box. You now need to visit the three houses one by one and find the barcodes for their respective lockers.

How to Open Locker 17

Return to the statue in Atlas Square and climb the stairs toward the entrance to the neighborhood. Your destination is 5 South Brae. Open it using the South Brae House Key. There is a radio with a CRTV signal in the living room. In the recording, Richard talks to Brian and tries to gain access to a file, but Brian refuses.The kitchen contains a box with one Flare and two Pistol Rounds. There is a Pipe in the backyard shed, gauze and antibiotics in the bathroom, and a gaming magazine from Atlas Computers in the small bedroom.The most important room is the office. It contains a computer, printer, locked Disk Case, locked box, and a phone for saving. Pick up the Disk Case Key from the main bedroom.Return to the office and open the case. Inside are the Grouped Floppy Disks. If you try to load them on the computer, you will discover that the second disk is corrupted.The clue is in the gaming magazine you found earlier: Atlas Computers repairs disks. Head there and use the same Disk Case Key to open the case in the store's staff room. Inside is Fix-A-Disk!. Return to the office at 5 South Brae.Now repair the data:
  1. Insert Floppy Disk 1 and confirm the load.
  2. Insert Floppy Disk 2.
  3. After the error message, use Fix-A-Disk! and start the repair.
  4. Insert Floppy Disk 2 again and select Repair Volume.
  5. Load Floppy Disk 1 and confirm.
  6. Load Floppy Disk 2 and confirm.
  7. Load Floppy Disk 3 and confirm.
  8. Turn on the printer.
  9. Open Manual.eml on the computer and send it to the printer.
The printed Reciprocating Compressor diagram highlights the part number: 956.
Enter 956 on the locked box in the office. Inside is the Barcode for Locker 17. Return to the CEG Employee Lockers and scan it.
Locker 17 code: 575.
Open the locker and take the Boltcutters, first Mechanical Part, and three Pistol Rounds.

How to Open Locker 94

After leaving the lockers, head north toward the stairs. Climb up and use the Boltcutters to cut the chain on the gate. This opens a shortcut to North Brae and Upper Brae.Near No. 9 Upper Brae, you can find a condolence card. Then head east across the overpass. Before entering No. 5, you can continue a little farther along Upper Brae to find the thirteenth Strange Postcard.Now enter No. 5. The kitchen contains two Pistol Rounds and one Flare. There is a phone for saving in the living room, along with an answering machine containing messages from Zoe and Richard. You can find alcohol and gauze in the bathroom.The most important area is the upstairs office. There is a transcription player here, along with a note saying, Today my number was..., but the number itself has been erased. A locked box with a three-digit combination is also in the room.

How to Solve the Tape Puzzle at 5 Upper Brae

First, take Tape: Today from the player.Then follow these steps:
  1. Take Tape: Yesterday from the drawer in the child's bedroom.
  2. Insert Tape: Yesterday into the player. The house changes.
  3. Pick up Tape: Tomorrow in the living room.
  4. Find the note with the number 192 in the kitchen.
  5. Insert Tape: Tomorrow. The environment changes again.
  6. Pick up Tape: Do Not Play in the kitchen.
  7. Find the second note with the number 125 in the living room.
  8. Insert Tape: Do Not Play.
  9. Pick up the 5 Upper Brae Back Door Key in the kitchen.
If you are collecting postcards, play Tape: Tomorrow and check the shed in the yard. The fourteenth Strange Postcard is inside. To continue, insert Tape: Today and return to the shed. You will find the Ammonite Disk here. Then play Tape: Yesterday, return to the computer, and insert the Ammonite Disk into the drive. Open the Current Count email.Using the two notes you found and the information in the email, you can determine the required value.
Box code: 129.
Put Tape: Today back into the player and open the box using 129. Inside is the Barcode for Locker 94. Return to the CEG Employee Lockers. On the way, you can unlock the staircase northwest of the overpass, creating a convenient shortcut directly to the employee parking lot. Scan the Barcode for Locker 94.
Locker 94 code: 490.
Inside are two gauze, three Pistol Rounds, and the second Mechanical Part.

How to Open Locker 204

Now head to No. 6 North Brae. The front door is locked, so go around the building and enter through the back.The kitchen contains a phone for saving and a box with one Flare and two Pistol Rounds. You can pick up gauze and an Empty IV Bag in the bathroom. The main bedroom contains a Lamenting Poem, next to another box with a three-digit lock.

How to Solve the Poem Puzzle

The clue is hidden directly in the Lamenting Poem. Pay attention to three images mentioned in it:
  • boats;
  • arches;
  • children.
Now inspect the paintings and photographs around the house. One bedroom painting shows seven boats. Another bedroom painting shows three arches. The photographs in the living room show a total of six children.
Put the numbers in the same order as the images appear in the poem to get: 736.
Open the box using 736 and take the Barcode for Locker 204. Simon then receives a signal from Richard, who asks him to meet on the tenth floor of CEG HQ. Return to the lockers and scan the Barcode for Locker 204.
Locker 204 code: 971.
Inside are two Pistol Rounds, one Flare, alcohol, gauze, and the third Mechanical Part.

How to Open the Strange Gate

You now have all three Mechanical Parts in your inventory. Combine them to create the Assembled Mechanical Device. Return to the Strange Gate on Atlas Way and install the Assembled Mechanical Device into the mechanism. This opens the route to CEG HQ. After the cutscene, Simon discovers Richard's body near the building and then receives another signal from Zoe.

How to Find the CEG HQ Map

Enter the building through the main doors. A CEG Information Notice is lying on the reception desk. It explains that employees require special access passes issued by Security. Behind the desk, pick up the CEG HQ First Floor Map and the investigation preparation document. There is a First Aid Kit in the lounge.Make sure to visit the auditorium as well. There are numerous locked black cases here, and a document listing names and numbers reveals that Richard's is Case 36. Finally, check the Maintenance Room. A 4 and several arrows are drawn on the board, while the first half of the Case Codes sheet is in the trash bin.

How to Open CEG Security

The clue on the board in the Maintenance Room effectively shows a route across a numeric keypad. The starting digit is already given as 4. From there, follow the directions indicated by the arrows.
The resulting code is: 4895.
Enter 4895 on the Security door. Inside is a phone for saving and a radio with a CRTV signal. The emails on the computers are not required for progression. Make sure to check the trash bin and collect the second half of the Case Codes sheet. Combine the two halves. You can now determine the password for Richard's case:486.

How to Open Richard's Case

Return to the auditorium and find Case 36.
Enter the code: 486.
Inside is Richard's Personnel File Cover. The document lists his employee ID as 00007820518. You need this number to create an access pass.

How to Get an Access Pass and Reach the Tenth Floor

Return to Security and approach the access-pass computer. First, turn on the card printer beside the computer. Then start the terminal and select the employee search.
Enter Richard's ID: 00007820518.
Once his profile is found, choose the option to create a pass and confirm. Collect Richard's Pass from the printer. Now head to the elevator and use Richard's Pass to activate the panel.Go up to the tenth floor. Only one room is accessible here, the illuminated office. Enter and watch the cutscene, in which Zoe tries to convince Simon that Richard is not helping him.

Part 5: Richard

The story now switches to Richard. CEG HQ looks completely different from Simon's previous visit. The main entrance is blocked by scaffolding, enemies fill the building, and Richard's own corpses are scattered throughout the floors. It is always worth checking them, as ammunition and healing items are often lying nearby.

How to Restore Power and Enter CEG HQ

At the start, enter the yellow booth in front of CEG HQ and use the control panel to open the parking lot gates. The main entrance is inaccessible, so you need to use the construction elevator on the side of the building, but first you must restore power. On the left side of the parking lot, find the house with the brown door and open the garage to its left. Inside, you can read the CEG Kiosk Note, while a phone for saving is located in the corridor.Go upstairs to the manager's office and collect the Generator Key along with the CEG Memo. Return to the parking lot and head to the generator on the northern side of the area. Insert the Generator Key and try to start the unit. The system reports a pump error. Go around the back of the generator. There are three pumps here, but you only need to turn the third one, on the far right. Start the generator again. Power will be restored.Before using the construction elevator, check the visitor and employee registration building in the parking lot. Turn on the computer and open DONTREAD.DOC. One of the listed combinations is a locker code:147.Enter 147 and take the first aid kit from the locker. Now return to the construction elevator. Turn on the power and press the up arrow. On the upper platform, climb the scaffolding and turn left toward the ladder.At the next level, reach the second ladder, climb down, and enter through the open window. Richard is finally inside CEG HQ.

Where to Find the Shotgun and CEG HQ Maps

Leave the room through the door on the left. After a short cutscene, Richard finds his own body, with a Shotgun lying beside it.You will encounter more of these bodies throughout this section. They often have ammunition or healing supplies nearby, so they are worth checking.Go through the cafeteria and follow the corridor toward the elevator. Climb the stairs to its right. Beside another of Richard's bodies is a set of CEG HQ Maps. The set contains six maps in total: floors one through five and a separate mezzanine map.

How to Reach the Fifth-Floor Boardroom

After climbing the stairs, you arrive on the third floor. Use the southern staircase shown on the map to reach the fourth floor. From there, head to the southwest staircase and climb to the fifth.You can explore rooms and collect supplies beside Richard's bodies on the way, but there are no mandatory items yet. On the fifth floor, approach the elevator. After the cutscene, it stops working, but the nearby Boardroom becomes accessible. On one of the tables is the Level 3/4 Access Card. Make sure to take it.There is a projector in the middle of the room. You cannot solve its puzzle yet. The device says that both the lamp and lens are broken. A clue on the projector directs you to the Media Department storeroom on the fourth floor.

Where to Find Richard's Note and the Storeroom Codes

First, return to the third floor. Use the Level 3/4 Access Card to open the western part of the building and head into Public Relations.Use the southernmost entrance beside the stairs. The other doors are currently inaccessible. There is a phone for saving in the first office on the left. Then head to the office in the lower-right section of the department on the map. Richard's Note is lying beside one of his bodies.It lists the codes for three supply rooms:
  • first-floor storeroom - 4512;
  • second-floor storeroom - 1306;
  • third-floor archive - 1607.
You do not need to search all of them. If you already have enough ammunition and healing supplies, you can continue along the main route.

Where to Find the Projector Lamp

From Public Relations, take the stairs up to the Media Department on the fourth floor. The storeroom you need is locked. Head to the western part of the department and inspect another of Richard's bodies. The CEG Storeroom Key is lying nearby. Return to the storeroom and unlock it. Inside are alcohol and gauze, a photograph of the board of directors, and three Pistol Rounds.The shared storage locker contains two important items:
  • Projector Lamp;
  • CEG Issue Sheet.
The sheet reveals that the Projector Lens was checked out by F. Sloan from the Finance Department on the third floor. It also lists the entrance code: 2709.

Where to Find the Projector Lens

Return to the third floor and head to Finance. You need the Level 3/4 Access Card and the code 2709 to get inside.Once inside, find the CFO's office on the map. The Projector Lens is in the desk drawer. You can also collect three Shotgun Shells from Richard's body here, while healing items are lying on the desk.Return to the Boardroom on the fifth floor and install the Projector Lamp and Projector Lens. The room will change, and Richard's bodies will appear in the seats around the meeting table. Take the CEG Maintenance Key from one of them. The projector screen also displays the Meeting Agenda. You will need it shortly for the main puzzle.

How to Open the Shortcut Between Floors

Leave the Boardroom and use the CEG Maintenance Key to open the maintenance door on the right. Inside is a network of ladders leading all the way down to the second floor. This route makes moving around the building much faster. When you are ready to continue, climb down to the second floor.

Where to Find the Projector Slides

On the second floor, enter Operations and leave the department through the western exit. Take the stairs down to the first floor, turn left, and pass through IT. Leave the department through the eastern door. Now head to the staircase in the lower-right corner of the first-floor map and descend to the mezzanine.The Gallery Boardroom is here. You can pick up four Shotgun Shells and a first aid kit, but the most important item is on the table: the Projector Slides. Take them and return to the fifth-floor Boardroom by the same route.

How to Solve the Projector Puzzle

To solve the puzzle, match the Projector Slides to the entries on the Meeting Agenda you found earlier.The correct order is:
  1. Latest Headlines - D.
  2. External Demonstrations - F.
  3. Company Hierarchy - B.
  4. Financial Projections - C.
  5. Public Inquiry - E.
  6. Counterarguments - A.
Final sequence: D → F → B → C → E → A.
Insert the slides into the projector in this exact order. Solving the puzzle triggers a cutscene showing a meeting about Richard's future at CEG. You also learn that Simon was the main witness against him. After the scene, Richard receives the CEO Access Card.

How to Reach the Tenth Floor

Open the map. The required elevator is now marked north of the Boardroom. Approach it with the CEO Access Card and select the 10th Floor. Only one office is accessible upstairs, so there is no chance of getting lost. Enter and watch the cutscene where Simon, Zoe, and Richard finally come together.

Part 6: Simon

The final part puts you back in control of Simon. After the events on the tenth floor, he finds himself in a distorted version of CEG HQ. Ahead are several interconnected engineering puzzles, a lengthy pursuit sequence, and the final battle.

Where to Find the Ordell File

After the cutscene, Simon once again has Richard's Shotgun. Before leaving the office, pick up the green Ordell File from the desk. The document reveals that Simon was an informant who arrived from the United States. You can also read an email on the computer outside the room, but it is not required for progression.When you are ready, head to the elevator and descend. The ride does not exactly go according to plan, as the elevator drops into the lower section of the complex. Once it stops, tune the CRTV to the new signal. In the recording, an engineer reports problems with the equipment and alarm systems but is ordered not to tell anyone. Continue down the corridor until you reach a large technical room.

How to Disable the Alarm

Search the room first. There is a phone for saving on the left. The cabinet in the far-right corner contains alcohol and gauze, while the table on the right holds an Empty IV Bag, IV Fluid, a radio, and most importantly the Reference Sheet.Two combinations are highlighted on the document:
  1. 77289 → A5D7
  2. E3E3.
You need both to start the system.There is a small elevator beside the phone. Ride it to the next level, turn left, and open the box near the valve, which cannot yet be turned. Inside is the Controller Key.Return downstairs. Facing the elevator panel, turn left and climb the stairs to Valve 1. An Alarm Status panel is beside it. Insert the Controller Key. The display shows the alarm code 77289. On the Reference Sheet, this corresponds to:A5D7. Enter A5D7 and confirm. The alarm will shut down.

How to Rotate the Four Valves Correctly

Now interact with the command console to the right of Valve 1. The second code from the Reference Sheet, E3E3, releases the rotation lock. Enter it and confirm. The central structures beside the valves on all four levels can now be rotated. Your goal is to connect the red pipe sections into one continuous line from bottom to top.The easiest method is to start with Valve 1 and work your way upward. Rotate the structure on each floor, then walk around it and check that the red pipe is actually connected to the sections above and below.Once all four levels are aligned, return to the command console downstairs.
Activate the following in order: Gas Flow → Flow Test → Ignite.
Simon then receives a new CRTV signal, and a passage opens opposite the console through a door illuminated in yellow. Go through it, crouch, turn left, and head down the stairs.

How to Escape the Tunnel Maze

The next area contains a large pipe that you can crawl into while crouched. A Pipe that can be used as a weapon is lying nearby. Follow the first tunnel straight toward the ladder, but do not climb down immediately. Turn left first and tune the CRTV to the radio signal, then return to the ladder.At the bottom, follow the long corridor to another descent. Head down and crawl into the vent beside the door. A small maze begins here. There are plenty of dead ends, with enemies hiding around some corners, so it is easier to follow the exact route:
  1. At the first intersection, turn right.
  2. At the second, go straight.
  3. If you are collecting postcards, turn left at the second intersection first and pick up the fifteenth Strange Postcard, then return.
  4. At the third intersection, turn right.
  5. At the fourth, go straight.
  6. At the final intersection, turn left.
After leaving the maze, continue along the long corridor and climb the stairs at the end.

How to Get the SWDP - Different Map and Restore Power

At the top, Simon receives the SWDP - Different Map. The location spans several levels, and most of its equipment currently has no power. There is a large red valve in the center of the main room that cannot yet be turned. A nonfunctional elevator is located in the southern section, with gauze nearby. The locker room to the north contains alcohol. If you climb the stairs beside the locker room, you will find a card reader, but it is useless without power.There is another staircase north of the elevator. The door on the left is locked, while the room on the right contains the Lockbox Key, gauze, and an IV Bag. To continue, head to the stairs in the upper-right corner of the map and go down. On the lower level, find the square room in the lower-left section of the map. The Backup Generator is here, and there is a first aid kit in the cabinet. Activate the Backup Generator and immediately get ready to hide.Once the lights come on, enemies appear throughout the complex, including The Weight, the huge monster you encountered earlier. You cannot kill it yet, and a successful attack from it can end the attempt almost immediately, so do not try to fight. Distract it and move toward your next objective. Return to the elevator, which is now working, and ride it to the first floor. A new part of the complex becomes available on the map.

How to Enter the JOE Room

The room you need is marked JOE, but its door is locked. Head to the northeasternmost room in the newly opened area. The JOE Key is lying on the table. You can also read emails on the computer here. Take the JOE Key and head to the JOE room. Inside, you can collect gauze and alcohol. There is a narrow opening in the wall in the corner. Squeeze through it. The adjacent room contains a Pipe, Access Card, RCU Refit Note, and a photograph of Joe Mackenzie. There is also a radio here for another CRTV signal. Make sure to take the Access Card, as it is required to continue.

How to Enter the CCTV Room

Return to the main floor using the elevator. The card reader that did not work earlier now has power. Use the Access Card on it and enter the CCTV room. After the cutscene, an unknown voice over the intercom asks Simon to reconstruct the events of that night step by step.Search the room first. You will find the Remote Systems Control Note. It highlights: Aux Line B - 246. The document also explains the basic structure of commands on the console: Command → Equipment → ID.If you picked up the Lockbox Key earlier, use it here. Inside are a Flare, Shotgun Shell, and antibiotics. The medical kit contains IV Fluid and gauze. There is a phone for saving on the wall. Both doors can be locked, giving Simon at least a brief safe area. Turn on both parts of the CCTV system and move to the command console.

How to Open Valve B

The first recording describes a fault in the reciprocating compressor unit and says Valve B must be opened. On the CCTV system, switch to Camera ID 5. It shows Valves A-C. Zoom in on Valve B and check its ID:254.Now enter the following on the command console:
  1. Open.
  2. Valve.
  3. 254.
  4. Enter.
If you make a mistake, the puzzle simply resets the current command, so you do not need to restart the entire section.

How to Start Filter A

After opening the valve, the next recording appears. This time you need to start Filter A. On the CCTV system, select Camera ID 0. It shows the filtration unit. Its ID is 103.Enter the following on the console:
  1. Start.
  2. Filter.
  3. 103.
  4. Enter.
A new message appears after the command. It explains that the auxiliary lines must be opened manually to continue. It also provides a locker code: 0825. Open the locker beside the console and take the AUX Key and three Shotgun Shells.

How to Solve the Valve Puzzle in the AUX Room

Take the elevator upstairs and find the AUX room. Open it with the AUX Key. Inside are a computer, several rows of valves, and the AUX Disk. Take the AUX Disk, insert it into the drive beside the computer, and open the Auxiliary Lines file.The document uses two symbols:
  • I - the valve must be open;
  • _ - the valve must remain closed.
The valves are not arranged in perfectly straight rows, so use the arrows on the walls and the white lines on the pipes for orientation. Start from the wall near the cabinet: bottom row first, then the middle and top rows.The final configuration is:
  • bottom row - I _ I I _ I _ I I;
  • middle row - I _ _ _ I _ _ I I;
  • top row - _ I I I _ I _ I.
When a row is set correctly, its indicator turns green. Once all three indicators are green, return to the CCTV room.

How to Flush Aux Line B

The next command requires you to flush Aux Line B. You already know its ID from the Remote Systems Control Note: 246.Enter:
  1. Flush.
  2. Aux.
  3. 246.
  4. Enter.
The system then reports that the regulator is overheating.

How to Stop the Regulator

Switch to Camera ID 2, which shows the regulator system. The equipment ID is 781.Enter the following on the command console:
  1. Stop.
  2. Regulator.
  3. 781.
  4. Enter.
The next recording appears after the correct command. The system now requires you to unlock the door leading to Valve F.

How to Unlock the Door to Valve F

Select Camera ID 4 on the CCTV system. It shows Valves D-F. You do not need the number on the valve itself, but the ID displayed above the door: 592.Enter the following on the console:
  1. Unlock.
  2. Door.
  3. 592.
  4. Enter.
The console now tells you to open Valve F manually.

How to Open Valve F Manually

You need to leave the safe room again. Go downstairs, then descend another level and return to the area with the Backup Generator. A previously inaccessible door in the lower-left section of the map is now open, leading to the room containing Valves D-F. Go inside and turn Valve F.Do not rush straight back out. Make sure The Weight or other enemies are not blocking the nearby corridor, then return to the CCTV room.

How to Solve the Clamp Release Puzzle

A final recording about the accident appears on the command console. Opening Valve F caused a chain reaction, and the only way to evacuate the employees was to release the large clamps.You no longer need the command console.Collect the Clamp Release Procedure from the printer on the left and interact with the panel opposite. It has a huge number of controls, but there is no need to experiment.Set the following options:
  1. Pressure Control - SET.
  2. Both Notify switches - ON.
  3. For the 920CEG panel, set Tension and Balance to INT / INT.
  4. Run Off - DISENGAGED.
  5. Intubate Flow - NONE.
  6. Clamp ID - D71.
  7. In the Report section, turn on the first, third, and final switches.
  8. Battery 1 - B.
  9. Battery 2 - C.
If everything is configured correctly, the Release indicator lights up. Press it. The large clamp mechanism disengages and the container drops down. The most unpleasant control panel in the game is finally behind you.

How to Escape SWDP

Head down to the lower level and approach the large red valve in the center of the room. You can finally turn it. The container drops even farther, and the previously closed gate on the right opens. Go through and descend the stairs.Follow the corridor to another staircase and continue downward. An announcement will play over the intercom in one of the rooms, after which the route continues along another corridor. Soon the path splits.The red corridor is straight ahead, while the blue one is to the right. The door at the end of the red corridor cannot be opened on your first playthrough. It is intended for New Game+. Turn right into the blue corridor.Open the door at the end and watch the series of cutscenes. Afterward, Simon finds himself in another corridor. Continue to the elevator and ride it up to the main floor of CEG HQ. Another CRTV signal appears here. You can now leave the building.

How to Defeat The Weight

Outside, the enormous creature in the sky appears again and begins dropping bodies. Do not stop. Run forward. Near one of the flower beds along the way, you can spot a brown box, Richard's final gift. Opening it is optional, as there is nothing inside. Shortly afterward, the final battle with The Weight begins.The fight has three phases. Each time you deal enough damage, The Weight drops to its knees. Run up to the monster and pull a metal rod out of its body. You need to do this three times over the course of the battle.During the first two phases, The Weight mainly tries to close the distance and attack in melee. If the monster grabs Simon, you will need to complete a QTE quickly. Do not stand still and try to unload all your ammunition into the boss. Keep moving around the arena and collect supplies from lockers and the floor as you go.The Flare Gun works best here. Its hits temporarily stun The Weight and give you a few safe seconds for additional attacks. If you are running low on flares, use the Shotgun.Regular enemies begin appearing in the arena as you progress through the phases. If they become too disruptive, quickly deal with the closest ones, but do not waste all your ammunition on them.In the third phase, The Weight gains a ranged attack and starts striking Simon with an IV tube. Use the walls as cover. Stay behind them until the attack ends, step out to fire a few shots, then reposition again. Keep dealing damage until The Weight drops to its knees for the third time. Run up and pull out the final metal rod.

How to Finish the Game

Watch the cutscene after the fight. Simon returns to the waterfront where the game began. Follow the shoreline and head out onto the pier. Keep going until Simon meets Richard again. After the following story scenes, the main Silent Hill: Townfall walkthrough is complete.

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