Автор: Online Games VIP Editorial
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IGN's Part 6 walkthrough follows Simon through the SWDP Control Room puzzle, The Weight boss fight, and the route to the Justice ending.
IGN's Part 6 walkthrough for Silent Hill: Townfall returns control to Simon and focuses on the SWDP Control Room sequence. The video tracks the required items, notes, signals, and machine puzzles before moving into a boss fight with The Weight.
IGN's listed route ends with the Justice ending. The source confirms that the playthrough met enough requirements for that outcome, but it does not identify every requirement or explain whether the ending depends on a single choice made in this part.
This guide is an analysis of IGN's walkthrough, not an OnlineGamesVIP hands-on guide. The codes and order below come from IGN's published video description and timestamps. If your game presents a different prompt or does not accept a listed code, use the video itself to check the relevant screen rather than assuming the code has been entered incorrectly.
IGN's video begins with Simon already back in control and then spends most of its runtime on the SWDP Control Room puzzle. The route is not presented as a short combination lock sequence. It is a chain of smaller tasks involving reference material, signal checks, keys, pipe connections, generator access, auxiliary systems, valves, and a final clamp-release procedure.
That structure matters when planning your progress. Analysis of IGN's timestamps shows that the part is divided into several stages rather than one puzzle with one answer. Early discoveries provide access to later systems, while the Control Room section eventually leads to the Valve F route and the Clamp Release Procedure. The boss encounter comes only after those control-room tasks are complete.
IGN also records several optional-looking or investigative objects during the route, including the Ordell File, the Strange Postcard, the SWDP Ordell Visit Site note, the RCU Refit Note, and the Photo of Joe McKenzie. The source lists these discoveries alongside key items and puzzle steps, so players following the video should avoid treating every document as irrelevant background.
IGN's first named discovery is the Ordell File at 05:27. At 08:40, the walkthrough highlights the Reference Sheet, followed immediately by a CRTV Signal at 08:45. The Controller Key appears at 10:30. These timestamps establish the opening order shown by the source: inspect the available information, collect the reference material, check the signal, and then obtain the key item needed for the next group of tasks.
The first explicit code in IGN's list belongs to the alarm-silencing puzzle. At 11:10, the walkthrough identifies the puzzle as “Silencing the alarm” and gives the code A5D7. The next listed code is for the Clamp Release code puzzle at 12:11: E3E3.
After those entries, IGN moves to the pipe-connection puzzle at 12:30. The source does not provide a diagram, a completed layout, or a written explanation of which pipe goes where. That means this article cannot safely recreate the visual solution. Use the timestamp as a checkpoint, and compare the arrangement on your screen with IGN's footage if the puzzle remains unresolved.
IGN marks another CRTV Signal at 18:08 and the Strange Postcard at 20:20. The generator is turned on at 23:37. The route then adds the JOE Key at 26:24, followed by the SWDP Ordell Visit Site note at 27:00, the RCU Refit Note at 29:24, another CRTV Signal at 29:45, and the Photo of Joe McKenzie at 30:35.
For players trying to keep their inventory and investigation organized, the useful distinction is between objects that IGN labels as key items and objects it labels as notes, postcards, or signals. Analysis of the source suggests that the key items mark progression, while the documents and signals provide part of the route's investigative context. The source does not confirm whether collecting every listed document is mandatory for Justice.
IGN's main Control Room sequence starts with the Remote Systems Control at 33:35. At 33:50, the walkthrough identifies the task as opening valve B and supplies the code 254. The next listed task starts Filter A at 34:45, using code 103.
The adjacent-room locker code appears at 36:15, and IGN lists it as 0825. The AUX Key is collected at 36:25, followed by the AUX Disc at 39:58. These two items appear before the Auxiliary Lines puzzle, which begins at 40:25.
The source provides the following continuation for the auxiliary section:
- 246 for the Flush AUX Line puzzle at 45:40.
- 781 for the Stop the Regulator puzzle at 46:35.
- 592 for unlocking the door to Valve F at 47:40.
IGN's timestamps place these codes after the AUX Key, AUX Disc, and Auxiliary Lines puzzle rather than at the start of the Control Room section. That ordering is useful if you are backtracking. Entering a later code before collecting the associated item may not be possible, and the source does not claim that these numbers can be used out of sequence.
At 53:25, IGN turns Valve V. The Clamp Release Procedure is then collected at 57:00, followed by the Clamp Release Procedure puzzle at 57:40. This is the final major machine sequence identified in the source before the encounter with The Weight.
- A5D7: silence the alarm.
- E3E3: Clamp Release code puzzle.
- 254: open valve B.
- 103: start Filter A.
- 0825: locker in the adjacent room.
- 246: flush the AUX Line.
- 781: stop the regulator.
- 592: unlock the door to Valve F.
These are the codes explicitly listed by IGN in the source record. The list does not include a code for every interaction in the video. In particular, the pipe-connection puzzle, Auxiliary Lines puzzle, and final Clamp Release Procedure puzzle are described as visual or procedural tasks rather than given a single written answer.
IGN's timeline places the boss fight against The Weight at 1:16:25. The source confirms the encounter and its position after the Control Room work, but it does not describe The Weight's attacks, weaknesses, arena layout, or a recommended combat strategy. This guide therefore does not assign an unverified tactic to the fight.
After the encounter, IGN records the Crew Patch at 1:24:15. The Justice ending appears at 1:25:16, and the results screen follows at 1:30:10. The sequence gives players a clear set of progression markers: finish the Control Room chain, reach The Weight, complete the post-fight section, and check the ending presentation.
The important decision context is that IGN says the playthrough met “enough” requirements for Justice, rather than stating that the ending is automatically awarded for completing the Control Room puzzle. That wording leaves open several possibilities. The ending may track earlier investigation, collected information, actions outside this part, or a combination of conditions. None of those systems is confirmed by the supplied source.
The most practical risk is losing track of the route's dependencies. IGN's timestamps show a progression from the Reference Sheet and Controller Key to the generator, JOE Key, Remote Systems Control, AUX items, valves, and the Clamp Release Procedure. A player who treats the listed numbers as an independent code sheet may miss the item or machine that makes the next step available.
A second risk is assuming that every named puzzle has a number solution. IGN supplies codes for the alarm, clamp release code, valve B, Filter A, the locker, the AUX Line, the regulator, and the Valve F door. It does not supply written solutions for the pipe-connection, Auxiliary Lines, or final Clamp Release Procedure puzzles. Those sections should be followed visually in the video rather than solved from this text alone.
A third point concerns the Justice ending. Because the source does not publish a complete checklist of ending requirements, do not treat the Control Room route as proof that every Justice condition has been satisfied in another playthrough. Analysis of IGN's result can tell us that this particular run reached Justice after meeting enough requirements. It cannot establish which earlier actions were decisive.
For a clean attempt, note each newly acquired item, keep the codes in the order IGN presents them, and use the video timestamps as recovery points. If you are already at the Control Room, begin with the Remote Systems Control at 33:35. If you are still working through the opening, the Reference Sheet at 08:40 and Controller Key at 10:30 are the first major checkpoints in the published route.
What remains unconfirmed
IGN's source record is detailed enough to map the sequence and list the named codes, but it does not establish several pieces of guide information. It does not state whether all notes, signals, and the postcard are required for Justice. It does not identify the full ending-condition checklist. It does not provide written layouts for the pipe or auxiliary puzzles, and it does not explain the combat solution for The Weight.
The source also does not confirm whether the ending can be changed by revisiting a particular decision in Part 6, whether the Crew Patch affects the outcome, or whether the results screen records additional completion criteria. Those questions remain worth watching for a later guide or a more complete breakdown.
For now, the reliable takeaway from IGN's walkthrough is the route itself: gather the early investigation items, work through the SWDP Control Room systems, follow the AUX and valve sequence, complete the Clamp Release Procedure, defeat The Weight, and check the result shown at the end of the video. The Justice outcome is confirmed for IGN's playthrough, while the exact requirements behind it remain unconfirmed.