Where: CEG HQ (Different), from the 10th floor down into a plant of alarm panels, cranks and crawl-through pipes; SWDP – Different, the place the trophy list calls the Alternate Facility, with its control room, valves and coded doors; Clara Woods (Different) for the boss; and St. Amelia Shorefront for the last document. These are Chapters 14 to 17, the last four of the game's 17 sub-chapters.
Sub-chapters: Fix This, Trying Again, Eraser, Returning.
Watch for: ten Documents and Clues (Discoveries, all missable: no chapter select, no way back); Strange Postcard #15, the last of the fifteen, which decides Blur Your Eyes and, unlike everything else, does not reappear in New Game+; CRTV Signals #16, #17 and #18, the last three for Sweeping Signals; Resource Containers #6 and #7 with Lockbox Keys #6 and #7, the last two for Resourceful; two coded doors in SWDP – Different that matter twice, 621 (the room of Resource Container #7 and, on NG+, of the third Strange Book) and 793 (the Gold Coin on NG+; nothing in it on a first run); the manual save before the red crank, which is how the endings are farmed; and the Weight, the final boss, whose trophy is Eraser. Kills in the boss room count toward the ending like any other.
1. Fix This
Chapter 14 starts on the 10th floor of the tower, back in control of Simon, and quickly becomes an industrial puzzle: a Reference Sheet with two codes, an alarm panel that unlocks with a key, and four floors of cranks that rotate a central tower until a red pipe reaches the top. One CRTV Signal sits by the Reference Sheet; the other and the fifteenth Strange Postcard are in the pipes you crawl through afterwards, which start at a gap that is easy to miss. Three Discoveries here.
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10th floor. Documents: Ordell File and CEG Tower: What did you do?
The Ordell File is on the desk as soon as you are given control of Simon again; the email CEG Tower: What did you do? is on the computer outside the office, a single message. Two Discoveries before you have moved a step.
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The main room: Clue: Reference Sheet, and CRTV Signal #16
As soon as you enter the main room of the new area, the Reference Sheet is on a desk to the right; it carries both codes of the puzzle. The radio just left of it is Signal #16, labelled "CRTV Channel – 42~": tilt the CRTV with the right stick until the colours stop moving, then use the D-pad to fit the colours into all the boxes.
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Key Item: Controller Key
Take the elevator up to the second floor. The key is in a box on the console to the left of the red clamp wheel.
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Puzzle: A5D7, E3E3 and the four cranks
Puzzle #30, in this order. Back at ground level, use the alarm panel beside the red clamp wheel: the keyhole first, with the Controller Key, which unlocks the buttons; then enter A5D7, the Alarm Code from the Reference Sheet, and press OK. On the panel to the right enter E3E3, from the top of the Reference Sheet, and press OK. Now each floor has a crank that rotates the middle tower, and the aim is a red pipe that runs all the way to the top: on floor 1 turn it twice, either direction (the pipe goes up and then right); on floor 2 turn left once (the pipe climbs on the left side and connects on the side near the elevator); on floor 3 twice, either direction (connected on the left, running straight across in front of you); on floor 4 twice, either direction (connected to the top in front of you). Back on the ground floor, on the right-hand panel, press Gas Flow, then Flow Test, which should light every lamp green, then IGNITE.
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Out of the tower room: the gap beside the rubble
The way from IGNITE into the pipes is easy to miss. After IGNITE a cutscene brings part of the room down. Cross to the side opposite the console, on the left of the room, where a yellow light falls on some rubble: it is dark there, and the way on is a low gap to the left of the rubble, so crouch and go through (on our PS5 playthrough we circled the room before we spotted it). A little further on, the pipes you crouch through branch in several directions.
The rubble after IGNITE, under the yellow light. The way on is the low gap on its left (our PS5 playthrough).
In the branching pipes beyond the gap: a round grille lit from behind, so you know you are on the right path (our PS5 playthrough). -
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CRTV Signal #17, in the pipes
When you come out of the pipes you have been crouching through, go into the room on the left instead of down the ladder. The radio is inside a pipe; same tuning, same channel label 42~.
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Strange Postcard #15. Trophy: Blur Your Eyes
After a short ladder and a vent door you enter another stretch of pipe. At the four-way split turn RIGHT, then LEFT: the postcard is on the ground in a dead end. It is the last of the fifteen, so Blur Your Eyes unlocks here if you have the other fourteen. The rule that makes this one different: Strange Postcards are the one type that does not reappear in New Game+, so a postcard missed on this run is only recoverable by reloading a save.
2. Trying Again
Chapter 15 is SWDP – Different, and it is the densest chapter of the game for collectibles: six Discoveries, the last CRTV Signal, both remaining Resource Containers, and five puzzles (#31 to #34 plus a door round) that all run through a control-room panel with cameras and three-digit codes. The map is given to you on arrival. Two doors you unlock from that panel, 621 and 793, are where the NG+-only Strange Book and Gold Coin sit; on a first playthrough 621 is still the way to the last Resource Container, and the unlock steps are the same either way, so they are given here. The chapter ends at a red crank, and you want a manual save right before you turn it: that save is the one you reload for every other ending. If you are chasing Reject The Help on this playthrough, a manual save here ends it; the plan is to keep the no-save run for the first playthrough and do the endings on NG+.
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The map, and Lockbox Key #6
The SWDP – Different map is given automatically as you enter. On the main floor take the stairs to the south, then the west room: Lockbox Key #6 is on a counter.
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After the elevator. Document: SWDP: Ordell Site Visit, and the JOE Key
In the north-east room of the area beyond the elevator, the computer holds a single email, the Document SWDP: Ordell Site Visit. The JOE Key is on a table in the corner of the same room.
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Through the JOE door: RCU Refit Note, CRTV Signal #18, the Access Card, Photo of Joe McKenzie
The room in the south-west corner has JOE above its door; open it with the JOE Key and squeeze through the gap in the wall. On the bed is the Document RCU Refit Note; the radio to the left of where it lay is Signal #18, "CRTV Channel – 55~", the eighteenth and last, so Sweeping Signals unlocks here if the other seventeen are done. The Access Card is on the counter beside the bed, and the Document Photo of Joe McKenzie is in the door frame.
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The control room: Resource Container #6 and Clue: Remote Systems Control
Back in the main area, go up to the upper floor and use the Access Card on the door on the east side: the control room. Resource Container #6 is to the right of the panel and opens with Lockbox Key #6; the Clue Remote Systems Control is also to the right of the panel.
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Puzzle: valve 254, filter 103, and the AUX Key
Puzzle #31. Use the panel with the printer above it and flip its two switches to power it. Then, on the buttons: the open switch (top-left corner), the valve switch (a circle with a red line through it, second row, third column) and the number 254, which is what VALVE B shows through camera 005, then ENTER at the bottom right. Next the start switch (the green arrow in the first column), the filter switch (the middle button of the right column) and 103, the number in the filter unit's camera, 000. PowerPyx and EliteGuias print 245 and 130; AltChar, GameRant, HardcoreGamer, KeenGamer and Eurogamer.es read 254 and 103, the same digits in another order, so if a code is refused, read it off the camera yourself. The panel then gives you 0825: that opens the locker to the right, and the AUX Key is inside.
The panel after the first round, on our PS5 playthrough: the printout gives the locker code, 0825. Symbol buttons on the left, keypad and ENTER on the right. -
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The AUX room: the AUX Disk and Clue: Auxiliary Lines
Go back down in the elevator; the AUX Key opens the room in the north-west corner of that floor. Open the cabinet and take the AUX Disk from the top-left shelf, then put it into the computer (the slot on the left) and read the text file: that is the Clue Auxiliary Lines.
The Auxiliary Lines file as it read on our PS5 playthrough. No puzzle changes with the difficulty or in New Game+, and the answer in the next step matches it. -
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Puzzle: the wall switches
Puzzle #32: set the switches on the wall so that each line matches the direction the Auxiliary Lines clue gives for it. Two pointers: lines 1 and 2 start from the wall that faces away from the computer, and you identify a switch by how many lines are painted beside it, then point it the way the arrow says. When a line is right, its light turns green. Every switch, matching the file on our playthrough symbol for symbol, reading | as up and _ as down: line 1, the nine single-stripe switches right to left — up, down, up, up, down, up, down, up, up; line 2, the nine double-stripe switches right to left — up, down, down, down, up, down, down, up, up; line 3, the eight triple-stripe switches left to right — down, up, up, up, down, up, down, up.
The switch wall in the AUX room before it is solved: the lights on the left are still red (our PS5 playthrough). -
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Puzzle: 246, 781, 592, and the doors 621, 047 and 793
Puzzle #33, back at the control-room panel. First the flush switch (second row, second column), the auxiliary switch (one up from the bottom right) and 246, from the paper to the right. Then the stop switch (the red square), the regulator switch (the green-and-red dial) and 781, visible in the Regulator Systems camera (GameRant's input table has 178; its own text, PowerPyx, AltChar, HardcoreGamer and Eurogamer.es read 781 off the wall). Then the unlock switch (the open padlock), the door switch (the top row, the one with a door on it) and 592, visible in the Valves D–F camera. Before you leave the panel, repeat that last combination three more times with 621, 047 and 793 to open the other doors in the area below now; on NG+, 621 (the third Strange Book, beside the container) and 793 (the Gold Coin, on the console) matter.
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Lockbox Key #7 and Resource Container #7. Trophy: Resourceful
On the lower floor, the room in the north-west corner has Lockbox Key #7 on the counter. The container is in the eastern long room with the valves, on a table by the box; this is the room door 621 opens from the control panel. It is the seventh of seven, so Resourceful unlocks here with the other six done.
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Valve F, then Clue: Clamp Release Procedure
After turning Valve F, go back up to the control room and take the Clue Clamp Release Procedure from the printer on the left. It is the last Discovery of the chapter and the instruction sheet for the final panel.
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Puzzle: the clamp release, the red crank, and the save before it. Trophy: Can't Change Things
Puzzle #34 is the panel opposite the previous one, set exactly as the Clamp Release Procedure says; the order does not matter, only the final state. The settings: BALANCE to Intermediate on both; both NOTIFY switches on; RUN OFF to Disengaged; D71 on the Clamp Connection pad (the number in front of you); the REPORT switches with the 1st, 3rd and 6th on, yellow light; PRESSURE CONTROL to SET (bottom); INTUBATE FLOW to NONE (bottom); BATTERY ONE to B (up) and BATTERY TWO to C (right). When it is all right the green RELEASE button flashes; press it, then go down and turn the red crank to release the container. Make a manual save before turning the crank if you are setting up more than one ending. Can't Change Things ("Exhaust the options in the Alternate Facility") unlocks at the end of the chapter, story-related, cannot be missed.
3. Eraser
Chapter 16 is the boss, in Clara Woods (Different), and all that remains is to defeat the final boss, after which you reach the ending. No collectibles. What the sources say about the fight is below, and nothing about what comes after it.
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The Weight
The boss is the Weight: the Eraser trophy reads "Defeat the Weight", and it comes in Chapter 16, as Simon, story-related and unmissable. The mechanics: a shot from the Flare Gun stuns it; run in, hit it twice with the Shotgun, then get away; the arena has more flare ammo lying around, so do laps of it, leading the other enemies present round with you. On an NG+ run after the Sci-fi ending, the Pistol-3000 damages the boss quickly enough that the other enemies can be ignored. The same name is used for something you meet before this room: "the Weight", a larger enemy that wanders around as if it is carrying a large weight on its back, with a bulbous back, in the otherworldly levels. It is almost invincible — it can't be killed, only distracted — seems stuck on you even when it doesn't know where you are, and has an instant-death animation when it catches you: a Mr. X-like stalker, to be avoided in tight corridors. It is first met in an almost pitch-black underground area of corridors and locked doors in the middle of the game, and again later in a darker section with no map. A large unkillable enemy in the final section can also be stunned with a flare long enough to run past. It is back in Chapter 15, in SWDP – Different, once you have started the generator behind door B34, and the boss of this chapter is that same creature. In the fight it no longer kills in one grab: a grab is a button prompt to break free that still costs health. Each time it drops to its knees, go up and pull out one of the bars stuck in it, then keep hurting it until it kneels again; it falls after a few of these.
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The kills in this room count
The endings are decided by Discoveries against Kills at the end of the game, and the boss room is the last place either number moves. The thresholds depend on the source: PowerPyx gives ratios and says the Forever margin is not known exactly; GameRant gives margins, Justice at least 20 more Discoveries than Kills, Forever about 5 more, and never above 60 Kills. The plan for the Abandoned ending ends with killing the enemies present in the final boss room, and the fix for the Forever ending is to reload the crank save, pick up a couple of documents in the final area and avoid killing during the boss. If you set up the Dog ending on NG+, it triggers after this fight; the Sci-fi ending triggers before it and skips it.
4. Returning
Chapter 17 has one collectible and no puzzle, and the sources describe nothing else about it that this page will repeat.
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Document: Crew Patch
At St. Amelia Shorefront, walk down the beach and, instead of going up the stairs, go past them: the Crew Patch is on a pair of overalls. It is the last Document of the game and the last Discovery that can still change the count.
5. Part 6 Completion
✅ Before Leaving the Facility...
Cross-checked
Cross-checked on 22 September 2026 and re-checked on 1 October 2026 against the guides of PowerPyx, GameRant, AltChar, HardcoreGamer, KeenGamer, Eurogamer.es and EliteGuias and the VGC, Creative Bloq, GamesRadar+, GamingTrend and TheSixthAxis reviews. The five screenshots, two in Chapter 14 and three in Chapter 15, are ours, from a PS5 playthrough, and so is the gap out of the tower room in Chapter 14; the printout in the Chapter 15 panel shot confirms the locker code 0825. Everything else is not from a playthrough: what the sources do not describe is not on this page.