Part 6: Simon — 100% Walkthrough

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

Part 6 covers Chapters 14 to 17 and contains the two save points that determine how many times you have to play this game. It also contains the Sci-fi ending's keypad, which ends the story early and skips the final boss entirely — useful if you know it is there, and confusing if you trigger it by accident. Save before the sequences described below.

Part 6 at a glance

Chapters: 14–17 · Areas: CEG HQ and SWDP · Key items: Controller Key, Strange Keycard, Gold Coin, Bronze/Silver coins (NG+ only) · Critical: two manual saves — one at the end of Part 4 (already taken) and one at Chapter 15's red crank. Those two saves deliver four of the five endings.

CEG HQ

You regain control of Simon on the tenth floor. The opening here is dense with documents, so sweep before moving on:

ItemLocationType
Ordell FileOn the desk as soon as you gain controlDocument
CEG Tower: What did you do?On the computer outside the office — read the single emailDocument
Reference SheetIn the main room of the next area, on a desk to the rightClue
CRTV Channel ~42In the main room on entering — interact with the radioCRTV signal
Controller KeySecond floor, in a box on the console to the left of the red clamp wheel (take the elevator up)Key item

The Reference Sheet matters more than it looks. It supplies both codes for the alarm panel puzzle below, and it is easy to walk past because it is simply on a desk in the middle of a room you are crossing.

Puzzle: The Alarm Panel and Tower Rotation

Go back to ground level and interact with the alarm panel beside the red clamp wheel. This is a multi-stage puzzle and the order is not optional.

Stage 1: Unlock the panel

  1. Interact with the keyhole and use the Controller Key to unlock the buttons.
  2. Enter A5D7 — the Alarm Code from the Reference Sheet — and hit OK.
  3. Interact with the panel on the right side and enter E3E3 (from the top of the Reference Sheet) and hit OK.

Stage 2: Route the pipe, floor by floor

Now you need to use the crank on each floor to rotate the middle tower so the red pipe runs all the way to the top. Work through the floors in order:

FloorRotationWhat you should see
Floor 1Rotate left or right twiceThe pipe is going up and then to the right
Floor 2Rotate left onceThe pipe goes up on the left side and connects on the side near the elevator
Floor 3Rotate left or right twiceThe pipe connects on the left and runs straight across in front of you
Floor 4Rotate left or right twiceThe pipe connects to the top in front of you

Stage 3: Ignite

Return to ground level and interact with the right side panel. Press in this order: Gas Flow, then Flow Test (all lights should go green), then IGNITE.

There is a second CRTV Channel ~42 once you exit the pipes: when you drop out and are crouching through, look on the left instead of going to the ladder, and interact with the radio. Classic missable — it is off the critical path.

The CRTV picking up an unstable signal

FIG. 01 — CEG HQ holds two separate CRTV signals at the same frequency. The second one is off the main route.

A corridor in the CEG facility

FIG. 02 — CEG HQ is the last area with a dense document sweep before the ending is calculated.

SWDP and the Clamp Release

SWDP is the final area and it is where the remaining collectibles concentrate. Sweep it properly — this is your last chance to add to the Discoveries count before the ending is calculated.

The progression here runs through the ROC and Clamp Release puzzles. Completing the ROC and Clamp Release steps has a useful side effect: it despawns the enemies in the area. If you are trying to finish with a low kill count, that is worth doing before you go exploring rather than after.

Two additional notes for this section:

  • When you reach the step where you need to unlock the door to the valve using the panel, you can also unlock door 793 in the lower area. That room contains the Gold Coin, which is a New Game Plus item for the Dog ending.
  • At the same step, unlock door 621. Inside is Strange Book #3, one of the three books for the Sci-fi ending.

Both of those doors are easy to leave locked because nothing forces you to open them. If you are running New Game Plus, open both.

The Final Save Points

Save at Chapter 15, at the red crank

In Chapter 15: Trying Again, progress until you reach the point where you need to turn the red crank to release the container, and make a manual save there. This is the second of the two saves that let you reach four endings without a third playthrough.

At this point you should hold two manual saves:

SaveWhereWhat it unlocks
Save AEnd of Part 4, Chapter 10, before opening the gate to CEG TowerReload to adjust your kill count for Abandoned or Forever
Save BPart 6, Chapter 15, at the red crankReload to split into Sci-fi, Dog and Justice

Branching the Endings

From Save B, the three outcomes split as follows. Full detail, including the ending names and trophies, is on the endings page — this is the practical order to do them in.

  1. Reload Save B and take the Sci-fi ending first. Head down the ladder to the exit door and use the Strange Keycard on the panel on the left wall. The ending triggers immediately once the door opens, and it skips the final boss — which is why it is worth doing before the others rather than after.
  2. Reload Save B again and take the Dog ending. After the ladder, head down the red hallway and give the Gold Coin to the Guide Dog at the door, then complete the boss fight. The Dog ending plays in the final cutscene.
  3. Reload Save B a third time and take Justice. Do not give the Guide Dog a coin and do not use the card reader at the exit door. Go through as normal and defeat the final boss. With a high Discoveries count and a low kill count, you get Justice.
Warning — the Sci-fi keypad ends the game early

Using the Strange Keycard on the keypad before the doorway triggers the Sci-fi ending immediately and skips the final boss battle. If you are not deliberately going for Sci-fi, do not interact with that keypad. If you are, note that this is exactly what makes it the cheapest ending to collect — it takes minutes from Save B.

For Forever and Abandoned, reload Save A from Part 4 instead. At that point, count your total Clues and Documents, then:

  • Reload Save A and start killing every enemy you see from there to the final boss. If you pass roughly 60 kills, you get Abandoned even with 80+ Discoveries.
  • Reload Save A and aim to have only a small lead in Discoveries over kills at the final boss — kill some enemies but keep Discoveries ahead — and the final cutscene gives you Forever. If you land Abandoned again, reload and collect a couple more documents in the area while avoiding kills during the final boss.
An interior in Silent Hill: Townfall

FIG. 03 — New Game Plus resets weapons and documents, but keeps cumulative trophy progress.

New Game Plus

New Game Plus is required for two of the five endings, so a minimum of two full playthroughs is unavoidable. A few things worth knowing before you start it:

  • NG+ does not carry anything gameplay-wise. You re-collect all weapons from scratch, including the axe and any firearms.
  • What it does add is access to the two NG+ exclusive endings, plus the Axe and the Pistol-3000. The Pistol-3000 is only obtainable after you have completed the Sci-fi ending once — look in the row of houses with "For Sale" signs along the railing, the same place you picked up the Axe.
  • Strange Postcards do not reappear in NG+. If you collected them on run one, they stay collected and are absent from the world. This is the one collectible category that behaves this way.
  • Clues and Documents reset and must be re-collected, because they are what the ending calculation reads on each run.
  • Cumulative trophies carry over, so combat, stealth, distraction, phone-call and CRTV-signal progress all persist.
Field Note — the NG+ collectibles you must not miss

The Dog and Sci-fi endings depend on items that only exist in New Game Plus. The three coins (Bronze, Silver, Gold) for the Dog ending and the three Strange Books plus the Strange Keycard for the Sci-fi ending are all NG+ only. On your second run, open doors 621 and 793 in SWDP even though nothing requires you to.

Part 6 Trophies

TrophyHow it triggers hereMissable?
Key To The CastleUnlock the path to CEG TowerNo — story
Find YourselfMake it back to the office on the 10th floorNo — story
Can't Change ThingsExhaust the options in the Alternate FacilityNo — story
EraserDefeat the final bossNo — but skipped entirely on the Sci-fi route
Sci-fi-lent HillReach the Sci-fi ending via the Strange Keycard keypadYes — NG+ only
Let's Talk This OutReach the Dog ending via the Gold Coin and the Guide DogYes — NG+ only
For St. AmeliaReach the Justice endingYes — ending dependent
Here To StayReach the Forever endingYes — ending dependent
Just Making Things WorseReach the Abandoned endingYes — ending dependent
Reliving A NightmareComplete New Game Plus (any difficulty)Yes — needs a second run

Note the interaction between Eraser and the Sci-fi route: because Sci-fi skips the final boss, taking that ending does not award the boss trophy. That is precisely why the recommended order takes Sci-fi first and then reloads — the other branches still fight the boss.

Part 6 Checklist

ItemSource
Ordell File10th floor desk, CEG HQ
CEG Tower: What did you do?Computer outside the office
Reference SheetDesk to the right in the main room
Controller KeySecond floor, box on the console left of the red clamp wheel
CRTV Channel ~42 ×2Main room, and off-route after the pipes
Strange Book #3Room 621, SWDP — NG+ Sci-fi item
Gold CoinRoom 793, SWDP — NG+ Dog item
Strange Postcard 15CEG HQ, behind a door after a crouch section

Manual save at the red crank, Chapter 15 · doors 621 and 793 unlocked on the NG+ run

Did this answer it?

Related Guides