Gaming Guide

Silent Hill Townfall: Every Act 6 Collectible and Puzzle Solution

Where to find all ten Discoveries, both CRTV signals, the final Strange Postcard, and every puzzle code in Act 6.

Where to find all ten Discoveries, both CRTV signals, the final Strange Postcard, and every puzzle code in Act 6.

Image: Screen Burn

Act 6 of Silent Hill Townfall moves from the SWDP facility to a fog-covered beach, delivering the final Discoveries and a connected run of machine puzzles. With neither chapter select nor backtracking available, every pickup and code is missable; follow the sequence below in one pass.

Quick answer: Act 6 holds ten Discoveries (Documents and Clues 76–85), two CRTV signals (Channels 42 and 55), the final Strange Postcard (15/15), and two Resource Containers (6/7 and 7/7), gated behind the Pipe Tower, AUX, and Clamp Release puzzles.


Act 6 collectible checklist

Documents and Clues share one 85-item Discovery counter that feeds into which ending Simon and Zoe reach, so collect both types on every run. Below is every tracked pickup in Act 6, with the short version of where each one sits.

Document 1/85: Boat Tour Cancelled Notice00:15Document 1/85: Boat Tour Cancelled Notice
Documents are read straight from desks, boards, and terminals and count toward the shared 85-item total. Shown at 00:15 in Game Guides Channel’s video. Image: Screen Burn
CollectibleTypeWhere to find
Ordell FileDocument 76/85Red-lit office desk
CEG Tower: What Did You Do?Document 77/85Office computer (RedSquares Email)
Reference SheetClue 78/85Workbench in the industrial chamber
Channel 42CRTV Signal 17/18Counter beside the Pipe Tower
SWDP: Ordell Site VisitDocument 79/85CRT monitor in the facility office
RCU Refit NoteDocument 80/85Bunk bed in the JOE room
Channel 55CRTV Signal 18/18Receiver under the bunks
Photo of Joe McKenzieClue 81/85Taped to a locked doorway
Remote Systems ControlClue 82/85Main control desk
Auxiliary LinesClue 83/85AUX terminal (after inserting the AUX Disk)
Clamp Release ProcedureClue 84/85Control room printer tray
Crew PatchDocument 85/85Overalls on the beach
Strange Postcard15/15End of the drainage pipe
Resource Container6/7Blue lockbox behind the card-reader shutter
Resource Container7/7Blue lockbox in room 621

Documents 76 and 77 and the Reference Sheet

The act opens in a pair of offices before you reach any machinery. Clear both rooms first, since the Reference Sheet you grab here is required for the Pipe Tower puzzle later.

Enter the red-lit office and take the file from the desk to log Document 76/85, the Ordell File. It sits next to the desk telephone.
Document: Ordell File00:07Document: Ordell File
Document 76/85, the Ordell File, waits on the desk in the first red-lit office. Shown at 00:07 in Gamer Guides’s video. Image: Screen Burn
Move to the adjoining office and use the RedSquares Email terminal to read the message titled “whatdidyoudo?” This records Document 77/85, CEG Tower: What Did You Do?
Document: CEG Tower: What did you do?00:24Document: CEG Tower: What did you do?
Reading the RedSquares email logs Document 77/85, CEG Tower: What Did You Do? Shown at 00:24 in Gamer Guides’s video. Image: Screen Burn
Take the elevator down into the dark industrial chamber and collect the Reference Sheet from the workbench. This is Clue 78/85, and it lists the alarm-to-clamp codes you need shortly.

Channel 42, the Controller Key, and the Pipe Tower puzzle

Before touching the tower, tune the CRTV receiver on the counter next to it to Channel 42. That logs CRTV Signal 17/18. The Pipe Tower itself needs the Controller Key plus two codes drawn from the Reference Sheet.

Ride the elevator platform up and take the Controller Key from the metal box on the shelf. Its description simply reads “A key for a control panel.”
At the alarm console, note the display showing Alarm Code: 77289. On the Reference Sheet, the entry 772-89 maps to A5-D7. Insert the Controller Key and type A5D7 to silence the alarm.
Move to the Command Console, enter E3E3, and confirm with OK. The screen reports the rotation clamps have been released.
Work up through Stack Sections 1, 2, 3, and 4, rotating each wheel until the vertical pipeline forms one continuous connection. Use the lift to reach each level.
Return to Console 1 and press Flow Test. Green lights confirm every section is connected. Then press Gas Flow, followed by IGNITE, to complete the tower.

Strange Postcard 15/15 and the drainage tunnels

Past the tower there is a second tuning point for Channel 42 inside a circular industrial duct. This is the same Signal 17/18, so it will not add to your count if you already tuned it at the counter.

Keep going and crawl all the way through the winding concrete drainage pipe to reach the 15th Strange Postcard. This is the final postcard in the game, and picking it up unlocks the Blur Your Eyes trophy. Strange Postcards do not reappear in New Game Plus, so do not skip it.


SWDP facility: keys, the JOE room, and Channel 55

The SWDP map is added automatically as you enter the facility corridor, so there is nothing to pick up for it. From here you collect a run of Documents, Clues, and key items that open the control rooms.

Key Item: Shorefront Map00:25Key Item: Shorefront Map
District maps drop straight into your inventory; the SWDP map appears the moment you reach the corridor. Shown at 00:25 in Game Guides Channel’s video. Image: Screen Burn
Head upstairs and search the room for a Lockbox Key on a counter drawer. Then use the CRT monitor in the office to read the email “RE: Ordell Site Visit,” which logs Document 79/85, SWDP: Ordell Site Visit.
Grab the JOE Key from the folding table beside the office computer. Use it on the JOE room door, then squeeze through the gap behind the metal cage bars.
Read the handwritten note on the bunk bed for Document 80/85, the RCU Refit Note. The receiver on the floor under the bunks tunes to Channel 55, which logs CRTV Signal 18/18, the last signal of the act.
Take the Access Card from the back shelf behind the partition. Then collect the photograph taped to the locked doorway, inscribed “THE FIRST TO GO,” to record Clue 81/85, Photo of Joe McKenzie.
Use the Access Card on the electronic reader to raise the roll-down shutter. Inside, open the blue lockbox with a Lock Box Key to claim Resource Container 6/7.

SWDP Control Panel #1 and the AUX room

Inspect the main control desk and collect the Remote Systems Control diagram, which registers Clue 82/85. That note lists the Auxiliary Line IDs you will need at the terminal later.

Document 62/85: CEG Kiosk Note01:04Document 62/85: CEG Kiosk Note
Handwritten notes and printed memos both register as Discoveries once picked up. Shown at 01:04 in Game Guides Channel’s video. Image: Screen Burn

Power on the console and enter the two button-and-code combinations below to flush the auxiliary lines. Press enter after each numeric code.

ButtonsCode
1-1 + 3-2245
1-2 + 4-3130

Next, open the rusty locker with combination 0825 to grab the AUX Key and shotgun ammo. Enter the AUX room, open the wall cabinet, and take the pink AUX Disk floppy.

Locker Code: 14703:25Locker Code: 147
Combination lockers open to reveal ammo and healing items; the Act 6 locker uses code 0825. Shown at 03:25 in Game Guides Channel’s video. Image: Screen Burn

Insert the AUX Disk into the external floppy drive on the green-screen LetterPlus+ terminal. Reading it logs Clue 83/85, Auxiliary Lines, and displays the valve diagram for the pipe room.

In the adjacent pipe room, rotate the valve handles along the walls to match the terminal diagram until every indicator light turns green. The Auxiliary Line IDs from the Remote Systems Control note are your reference.

Aux LineID
A135
B246
C357
D468
E579
F680

SWDP Control Panel #2 and the door codes

Return to the main control terminal and run the three combinations below to bring the rest of the system online.

ButtonsCode
2-2 + 4-4246
1-4 + 3-4781
2-4 + 3-1592

Using the button combination 2-4 + 3-1, enter the override codes 621, 047, and 793 to unlock the surrounding facility doors. Inside room 047, take the Lockbox Key from the counter beside the stool. Inside room 621, open the blue lockbox with that key to claim Resource Container 7/7.

Check the printer tray in the control room and collect the printed Clamp Release Procedure flowchart. This is Clue 84/85, and it maps out the final panel.


Clamp Release puzzle and the Crew Patch

The Clamp Release panel is the last obstacle before the beach. Follow the printed flowchart in order rather than pressing controls at random.

Turn on Master Power, then balance the tension knobs so the switches sit level.
Set the numeric dials to the sequence 1771.
Press the illuminated indicator buttons (such as RS and Z5), set the Intricate Flow and Pressure switches, then push the green RELEASE button.
Descend to the foggy beach and examine the discarded overalls lying on the stones. Retrieve the Crew Patch to log Document 85/85, the final collectible of Act 6. Its patch reads S.W.D.P. CHAPMAN ENERGY GROUP MCKENZIE.

Once the Crew Patch is in your inventory, the act’s Discovery count reads 85/85 and both CRTV signals show 18/18, which confirms Act 6 is fully cleared. With no backtracking available, verify those totals before the story moves you on.