By Online Games VIP Editorial
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IGN's Richard Part 5 walkthrough maps the CEG HQ route, key items, door codes, and projector slide order needed to reach the building's top.
IGN's Silent Hill: Townfall walkthrough for Richard Part 5 covers the route through the CEG HQ building and the steps needed to reach its upper areas. The video follows Richard across multiple floors, tracks several notes and emails, and identifies the items required to operate a projector.
According to IGN, this section also introduces a new enemy type, although the publisher's guide does not name or describe that enemy in the supplied information. This article reorganizes IGN's walkthrough into a player-facing route. It is an analysis of the publisher's guide, not an OnlineGamesVIP hands-on test or an independently verified walkthrough.
IGN begins the section at the CEG HQ and directs Richard toward the top of the building. The route is not presented as a simple climb. Its progress is divided between exploration, document collection, locked areas, and the projector slide puzzle that appears near the end of the sequence.
The supplied IGN chapter list places the first major discoveries in the opening part of the video. These include a Construction Halted Notice, a CEG Kiosk Note, a CEG Memo, and the Generator Key. IGN then shows how to turn on the generator before examining an email titled Facilities Works Halted and a file titled Facilities DONTREAD.DOC. The publisher states that the file provides the code for a nearby locker.
That early order matters for planning. The generator is not just another optional interaction in IGN's sequence: it comes before the locker code step and before the building map appears. If you are using the video as a reference, it is more practical to record each document and key item as you find it instead of trying to sprint directly toward the upper floors.
IGN's walkthrough reaches the CEG HQ Building Map at 10:35. The map is followed by the CEG Tower Meeting Minutes and then the Access Card for Level 3/4, which appears at 16:10 in the video. These timestamps give the route a useful set of checkpoints: generator and locker first, building layout next, then access to the Level 3/4 area.
The publisher's chapter list also identifies two CEG Tower documents at 20:55: CEG Tower Evening News and the CEG Tower Engineer Public Statement. A PR Meeting Note follows at 21:35. At 22:15, IGN lists Richard's Note, which provides codes for multiple doors in the building.
For players following the sequence, Richard's Note is the point where document reading becomes especially important. IGN's guide indicates that the note supplies more than one door code, so writing down the information before moving on can reduce backtracking. The source does not provide a full transcription of that note, meaning the video remains necessary for any code not separately listed in the chapter information.
IGN identifies the PR Records room code as 1607 at 23:20. The next significant discovery is the CEG Storeroom Key at 24:40. At 25:10, the walkthrough reaches the Projector Bulb and the CEG Checkout Sheet.
The guide then lists the Finance code as 2709 at 27:30 and the Projector Lens at 28:15. These details establish the two main projector components named by IGN: the bulb and the lens. The chapter list does not state that either item can be skipped, and the subsequent projector activation section follows both discoveries.
Later in the route, IGN identifies a CEG Maintenance Key at 32:20. The video then shows a storage room code of 1306 at 34:45 and a storeroom code of 4512 at 38:35. The distinction between the two labels is worth preserving. The supplied source calls them separate entries, so players should not assume that one number opens every nearby storage-related door.
IGN places the projector activation at 31:35, after the Projector Bulb, Finance code, and Projector Lens sections. The walkthrough later reaches the Projector Slides at 39:50. This makes the projector portion a multi-stage objective rather than a single interaction.
The final puzzle solution supplied by IGN is based on the slideshow agenda. The publisher's listed order is D, F, B, C, E, A. The guide explains that the letters must be matched to the names on the slides by using the agenda as the ordering reference.
This is the clearest decision point in the chapter. The important task is not merely to place six slides in alphabetical order or to follow the order in which they were found. IGN specifically ties the arrangement to the slideshow agenda and the names printed on the slides. If the sequence does not work, compare the slide names against the agenda rather than changing the order at random.
The source records an additional email, CEG Tower He's Done, at 50:00. IGN's chapter list does not explain whether this email marks the end of the complete building sequence, the end of the projector objective, or simply the next document encountered. It should therefore be treated as a late-section checkpoint rather than proof of a particular story outcome.
Analysis: The most reliable way to approach this part, based on IGN's sequence, is to divide the building into three working phases. First, restore the generator and use the resulting document information to open the nearby locker. Second, collect the map, access card, notes, and door-code information while moving through the CEG Tower spaces. Third, gather the projector components and slides before attempting the final arrangement.
This structure helps avoid one of the most likely sources of confusion: treating every locked door as an immediate problem. IGN's timeline shows that some progress comes from documents, while other progress comes from keys and access cards. A locked room encountered before Richard's Note, the CEG Storeroom Key, or the CEG Maintenance Key may be part of the intended sequence rather than evidence that a code has been missed.
Another useful precaution is to keep the codes separate in your notes. The listed numbers are 1607 for the PR Records room, 2709 for Finance, 1306 for a storage room, and 4512 for the storeroom. IGN presents these as different entries at different points in the route. Combining them into one list without recording their locations creates an avoidable risk of using the correct number on the wrong door.
The projector objective also benefits from a checklist. Before trying the slide puzzle, IGN's route has identified the Projector Bulb, Projector Lens, and Projector Slides. The walkthrough also places the projector activation before the slides are collected. This does not independently confirm the game's internal requirements, but it provides a sensible reference order when using the publisher's guide.
The enemy encounter deserves a separate note. IGN says Part 5 includes combat against a new enemy type, but the supplied source gives no enemy name, attack pattern, weakness, or recommended tactic. Players should not rely on this article for combat instructions. The confirmed information is limited to the encounter's presence in this part of the walkthrough.
What remains unconfirmed
IGN's source record is detailed about timestamps, items, documents, codes, and the projector slide order, but it does not provide a complete map route between every room. It also does not list every door encountered or explain which areas are optional. This guide therefore works best as a progression checklist alongside the video rather than as a room-by-room replacement for it.
The supplied information does not confirm whether collecting every listed note and email is required for progression. It also does not explain the narrative meaning of the CEG documents, the purpose of the CEG Checkout Sheet, or the significance of the final CEG Tower He's Done email. Those details remain outside the confirmed scope of this guide.
Combat guidance is likewise incomplete. The source confirms a new enemy type appears, but it does not say where the encounter occurs, how many enemies are present, or what equipment Richard has available. Any stronger claim about the encounter would go beyond the publisher's supplied material.
Finally, the source does not identify what happens immediately after the projector puzzle or whether the listed email is the final event in Richard's Part 5 sequence. The confirmed endpoint for this explainer is the projector arrangement and the late email chapter listed by IGN.
- Find the Generator Key and turn on the generator.
- Use the code from Facilities DONTREAD.DOC on the nearby locker.
- Review the CEG HQ Building Map and obtain the Level 3/4 Access Card.
- Find Richard's Note and record the door information it provides.
- Use the listed codes for PR Records, Finance, the storage room, and the storeroom when appropriate.
- Collect the Projector Bulb, Projector Lens, and Projector Slides.
- Arrange the projector slides using the slideshow agenda: D, F, B, C, E, A.
This checklist is condensed from IGN's published walkthrough chapters. It preserves the confirmed sequence and codes while leaving unconfirmed route details and combat advice to the source video.