Silver Pines Walkthrough & Beginner Guide – Endings, Puzzles

Silver Pines is full of locked doors, hidden keys, strange puzzles, and dangerous enemies. Almost every area has something important to find, whether it is a weapon, a memento, a key item, or a clue that becomes useful much later in the story.

In this Silver Pines walkthrough, I’ll take you through the entire game in progression order, from escaping the Miner Diner to exploring the Crimson Bear Motel, Downtown, Riverside, the Sheriff’s Office, Union Apartments, Church Hill, and Thelend Broadcasting. You’ll also find the important keypad codes, safe combinations, puzzle solutions, and locations of weapons and upgrades.

If you want to complete the game without missing essential items, I recommend following the guide carefully. Some puzzles require you to revisit earlier areas with new tools, and several collectibles unlock permanent upgrades or alternate endings. I’ve also included the coffee machines, Hip Bags, phone numbers, and unlockable rewards you need for 100% completion.

Contents hide

Silver Pines Walkthrough & Beginner Guide – Endings, Puzzles

Before exploring the town, there are a few things worth knowing. These tips can save you ammunition, inventory space, and a lot of unnecessary backtracking.

  • Save at payphones: Insert a coin and call Mr Jackman at 77221. Check the coin-return slot before leaving, as it may contain a free coin.
  • Collect all seven coffees: Every coffee machine permanently increases your maximum stamina. Drinking from all seven also unlocks Infinite Stamina after completing the game.
  • Find every Memento Vessel Shard: Shoot the wooden bird figurines scattered throughout the town to collect shards. Four shards create one Memento Vessel, and all 16 shards allow you to unlock five memento slots.
  • Collect all nine Hip Bags: Each bag adds two inventory slots. Finding all nine provides 18 additional slots and unlocks Big Pockets after the credits.
  • Use weapons to explore: Your weapons are useful for opening paths as well as fighting enemies. Shoot rusted padlocks, blast wooden barricades with the shotgun, smash cracked walls with the sledgehammer, and cut plastic tarps with the box cutter.
  • Keep empty bottles: You need them to prepare tonics from herbs. Flatleaf Herb creates a healing tonic, Turkey’s Crown makes a catalyst, Pale Lichen produces an energizing tonic, and Blackstem Nettle creates an antidote.
  • Combine tonics: Two healing tonics make a potent healing tonic. Combining a healing tonic with a catalyst restores your health completely.
  • Repair melee weapons: Combine Spare Parts with Duct Tape to create a Makeshift Repair Kit.
  • Photograph unusual objects: Use your camera to photograph locked doors and strange objects. Their locations appear on your map, making them easier to revisit.
  • Check your motel ledger: The Crimson Bear Motel gate code changes with each save. All other codes listed in this guide are fixed.
  • Get the easy achievements: Call 911 from a payphone and pet the cat inside the Ferry Office. Both actions unlock achievements.

Which Difficulty Should You Choose?

Silver Pines has four difficulty modes, and you can switch between them. Survival Horror is the intended experience, while Nightmare makes combat significantly more punishing.

Difficulty Damage Taken Damage Dealt Weapon Wear Stamina Use
Relaxed 40% 150% 50% 60%
Tense 70% 130% 80% 80%
Survival Horror 100% 100% 100% 100%
Nightmare 170% 70% 100% 100%

Relaxed doubles item stacks and makes encounters less frequent and easier. Tense offers more forgiving resource management. Survival Horror provides the intended balance, while Nightmare reduces ammunition pickups by 35% and increases the frequency and difficulty of fights.

If you are mainly interested in the story, Relaxed or Tense is a reasonable choice. If you want the intended survival-horror experience or specific unlockables, consider Survival Horror or Nightmare.

All Silver Pines Codes and Combinations

Use this table whenever you encounter a keypad, safe, lockbox, or combination lock. The walkthrough below explains how to find each clue.

Lock or Puzzle Code or Solution
Miner Diner radio 89.0
General Store freezer 2311
Crimson Bear Motel gate Random for each save
Crimson Bear weapon locker 6671
Crimson Bear Room 3 safe 6671
Diner shed lockbox 1972
Ammo Zone back door Spade, Heart, Club, Diamond
Ammo Zone weapon cage 2367
Sheriff’s Office front door 1715
Sheriff’s Office painting safe 15, 7, 3, 10, alternating direction
Sheriff’s Office holding cells 3100
Union supervisor’s lockbox 1C, 3A, 2A, 3C
Union basement lockbox 1525
Union basement stairwell 54399
Pet Clinic cat cage 3819
Town Hall clock 10:07
Town Hall Operations Office locker 1893
Funeral home coffin room 752
Church cube gate Triangle, Cross, Cross, Triangle
Church Hill fishing shack crate 4514
Sewer flow control lockbox 1467
Ghost ship control panel Door, Release Clamp, Enable
Cable station bells E, G, D, C, F, A, B
Mt. Siah Kopa top station 0441
Thelend Broadcasting audio panel OUT 2 → IN 6; OUT 4 → IN 5; OUT 5 → IN 2
Thelend Broadcasting lockbox 0002
Thelend Broadcasting green safe 66666
Red door payphone Five wall symbols in their original order

The Miner Diner

How to Get Out of the Miner Diner

Your first objective is to find the Diner Key and unlock the front door. However, collect the important items in the diner before leaving because some of them become useful much later.

  1. Enter the back room and read the Emergency Frequency note. It gives you the radio frequency 89.0.
  2. Tune the radio to 89.0 to hear an emergency broadcast telling residents to leave town.
  3. Visit the restroom and collect the Locked Ring Box. Its lid shows a constellation with missing Stars, and you will need to find all five Stars to open it.
  4. Read the diner plaque. It states that the diner opened in 1861 and includes the number 1972, which unlocks a lockbox later.
  5. Take the Diner Key from the hanger in the kitchen.
  6. Collect your Car Key and unlock the front door.
  7. Before leaving, drink the coffee in the kitchen. This is the first of the seven permanent stamina upgrades.

What’s in the Car Trunk?

Use the Car Key to open the trunk. Inside, you will find your PI badge and the Eddie Velvet dossier.

The dossier describes Eddie as a musician between 25 and 35 years old, with a criminal record and a possible firearm. These details establish why you came to Silver Pines.

Pick up the map beside the car to identify the motel as your next destination.

How to Access the Ferry Station

The ferry is closed for the season, and the Ferry Office remains locked until you find the Ferry Office Key.

At the landing, read the ferry schedule and speak to the deputy. Neither will let you through. You cannot bypass the locked office by swimming around it, so there is no point wasting time here.

Collect the Crimson Bear Motel leaflet on the other side of the landing and continue to the motel.

Rodney’s General Store and the Underpass

How to Open the Crimson Bear Check-In

Mr Holloway has gone to Rodney’s General Store, and the Check-in Key is inside the store’s freezer. The freezer code is 2311.

Visit the motel check-in desk first. The bell does nothing, and the Grizzly Suite costs $60 per night. Read Mr Holloway’s note directing you to the General Store, then head there.

In the pharmacy back room, collect the following:

  • Underpass Key
  • Flatleaf Herb
  • Turkey’s Crown
  • Empty bottle
  • Pharmacist’s note about mixing herbs

You can also purchase the newspaper outside for a dollar if you want additional story information about the Sheriff’s department and a missing girl.

What Is the General Store Freezer Code?

The code is 2311.

Check the calendar on the store wall. It shows November 11. Then read the General Store Code note in the nearby room, which says to use 23 plus the current day of the month.

Combine 23 and 11 to get 2311. Enter the code on the freezer and collect the Check-in Key.

Enemies appear as you leave, so keep your weapon ready. Outside, collect the Box Cutter and your first Hip Bag.

If a locked gate or high wall blocks your path, look for the plastic tarp to the left of the shops. Cut it with the Box Cutter to open the way forward.

How to Open the Underpass

The Underpass Key from the pharmacy back room opens the gate.

Unlock the gate and walk through the underpass. There is little to collect inside apart from a soda, but the route leads toward the next important area.

Crimson Bear Motel

How to Get Inside the Crimson Bear Motel

The motel gate code is different in every save, so do not rely on a code copied from someone else’s playthrough.

  1. Return to the check-in desk with the Check-in Key.
  2. Read the Motel Guest Ledger.
  3. Find Eddie Velvet’s entry. He stayed in the Grizzly Suite, and his row contains your gate code.
  4. Enter that code at the motel gate.

For example, one save may use 52432, but your code can be different. Always use the number from your own ledger.

How to Get the Poolside Key

You must win the shooting gallery in the motel’s game room.

First, search the lower floor of the main building for a fuse. Enemies are waiting in the area, so be prepared for a fight. Insert the fuse into the fuse box beside the game room door to restore power.

Use the BB rifle in the shooting gallery and win the challenge. The reward is the Poolside Key.

Once you have a real firearm, revisit the game room and shoot the rusted lock at the back. Open the nearby locked chest for .38 ammunition, and check the jacket and cash register for money. Shoot the grate above the lock to reach a crate containing another Hip Bag.

How to Get Into the Grizzly Suite

The Grizzly Suite Keycard is in the pool changing rooms, beyond the poolside gate.

  1. Open the gate with the Poolside Key.
  2. Save at the nearby payphone.
  3. Collect the keycard from the changing rooms.
  4. Visit Room 5 and read the note explaining that the crying woman in Room 3 knows the weapon locker code.
  5. Collect the Cleaning Solution from the same room.
  6. Open the Grizzly Suite.

Inside, you will find the Welcome Booklet, Pool Net, Snub .38 Revolver, and ammunition. Eddie’s padlocked crate contains additional .38 rounds.

In the next room, open the guitar case on the bed to find half of a Torn Polaroid. The other half is hidden in the Rabbit Hole bar, so keep this item for later.

How to Open the Palm Tree Door

The palm tree door requires a Door Knob hidden inside the grime-covered object stuck in the pool grate.

  1. Use the Pool Net to retrieve the Grime Covered Object from the pool.
  2. Clean it with the Cleaning Solution to reveal the Door Knob.
  3. Go downstairs in the main building and attach the knob to the door decorated with palm trees.
  4. Watch the vision showing Eddie Velvet performing on stage at the Rabbit Hole bar.
  5. Collect the gondola flyer titled “A Ride to the Stars.”
  6. Take the Ferry Office Key from the room behind the door.

There is also a memento in this room, so search it carefully before leaving.

What Is the Weapon Locker Code?

The weapon locker code is 6671.

The crying woman in Room 3 reveals it if you call her from a payphone. The Welcome Booklet explains that guest room numbers use 5888 followed by the room number, so dial 58883 to contact Room 3.

Go upstairs in the motel’s main building and enter 6671 into the gift shop’s weapon locker. Inside, you will find the W-500 Shotgun and a box of buckshot.

Before leaving, check the motel vending machine. It sells .38 ammunition, buckshot for $4, Duct Tape for $3, a Healing Tonic for $5, and a First Aid Kit for $10.

The Tunnel and the Ferry

Where to Find the Burnt-Hands Man

Walk through the underpass and keep to the left until you find a man scrubbing his burnt hands.

His room contains a coffee machine, so drink from it to increase your maximum stamina. Collect the nearby Turkey’s Crown as well.

The man’s name is Drew. Remember where he lives because he becomes important if you want to collect every memento and unlock the Live ending.

How to Open the Ferry Office

Use the Ferry Office Key found behind the palm tree door at the motel.

Unlock the office at the ferry landing and pet the cat for an achievement. Cut through the curtain on the left to find a Hip Bag, then collect the soda and the First Aid Kit from the medicine locker.

Once you have finished searching the office, board the ferry and travel to Downtown.

Downtown

How to Solve the Bird Cage Puzzle

The cage inside the Downtown cafe requires three bird statuettes: Red, Yellow, and Silver.

Red Bird Statuette

Visit the green building marked with the Vet Clinic sign. A woman barricaded inside will push the Red Bird Statuette toward you on a cart.

Yellow Bird Statuette

Enter the cinema at the back of town and search inside for the Yellow Bird Statuette.

Silver Bird Statuette

Swim to the far edge of town and drop off the cliff. Shoot the rusted padlock to lower a ladder, then climb it to collect the Silver Bird Statuette.

Return to the cafe and place all three statuettes in the cage. Your reward is the Smooth Stone with a Hole memento.

How to Solve the Ammo Zone Puzzles

Ammo Zone has two locks. The back door uses playing-card suits, while the weapon cage uses a numerical code.

Back door code: Spade, Heart, Club, Diamond.

Look through the front window and read the membership sign. It shows the four symbols in the order required by the back door padlock.

Walk around to the Market Street backlot and enter the symbols in that order. Collect the Baseball Bat in the backlot and enter the cafe’s back room through the nearby door to obtain the Mended Tooth memento.

Weapon cage code: 2367.

You need the Flashlight from Riverside to explore the dark shop properly. Return upstairs once you have it and inspect the framed jersey. It reads “Silver Pines 23, Player of the Year, Class of 67.”

Combine the two numbers to get 2367. Enter the code on the chain-link cage, defeat the two enemies inside, and collect the Double Barrel Shotgun.

Later, return with the Crank Handle from Church Hill. Use it on the crank box in the stairwell to reach the Attachable Laser Sight for the 1911 and a Pipe Bomb.

What Else to Do in Downtown

Downtown contains several items and clues that will become useful later. Take time to explore before moving on.

  • Drink the coffee inside the cafe to increase your maximum stamina.
  • Read the newspaper outside the cafe for a clue about the ghost ship in the harbor.
  • Use the shotgun to destroy the barricade to the right of the green building and follow the route toward the sewer entrance.
  • Look through the sewer cage to spot a bell. You will return to this area when solving the sluice gate puzzle.
  • Find the tree leaking discolored sap near the cinema. You can use it to fill the Empty Syringe later.
  • Climb the cinema sign to collect a bottle and supplies.
  • Blast the blocked area to the left of the sign to discover the End of Summer Swim notice.
  • Shoot the gap beneath the TV in the building with a television to reach a ferry note and an Electrical Fuse (20A).
  • Vault the ledge to the left beyond the cafe to collect Pale Lichen and bottles.
  • Swim between the two edges of town to find a Pet Clinic poster and a man you can speak with.
  • Visit the cable car station. You need seven bells to activate it, and the full puzzle is covered later in this guide.
  • Return to the cafe later to speak with the man inside. He can give you free 12ga Slugs. Speak with him again when the horse appears to receive The North Star lever-action shotgun and three boxes of slugs.

Where to Find the Quiet Hour Key

Vault the fence on the right side of the cable car building to find the Quiet Hour Key.

Use it on the lockbox at the back of the Quiet Hour Cafe. The reward is the Double Action Mechanism, which allows the Snub .38 Revolver to fire much faster.

How to Get the Projector Room Key

The Projector Room Key is sold by the vending machine at the cinema entrance for $20.

Purchase it, then unlock the projector room to the right of the cinema counter. The Nailgun is waiting inside.

Riverside

How to Get to Riverside

The Riverside Bridge Key hangs on the A hook of the cable station bell rack.

Go upstairs in the cable car station and collect the key. Then unlock the gate on Market Street, just beyond the Quiet Hour Cafe, and cross the bridge made of abandoned cars.

Once you reach Riverside, save at the payphone and take the map from the notice board up the stairs.

How to Get the Flashlight

The Flashlight is on the far side of the Wing Oil gas station. To reach it, you need the Gate Key from the Riverside Junkyard.

  1. Enter the junkyard workshop and drink the coffee.
  2. Collect the Gate Key beside the machine.
  3. Use it to open the junkyard’s rear gate.
  4. Look beneath the nearby door to spot the Flashlight on the other side of the gas station.
  5. Go through the gate and cross the riverbank to reach the station.
  6. Collect the Bathroom Key inside.
  7. Use the Box Cutter to cut the fabric in the restroom and obtain another Hip Bag.
  8. Pick up the Flashlight from the far side of the station.

What Is the Sheriff’s Office Door Code?

The Sheriff’s Office front door code is 1715.

Outside the gas station, you will find a radio tuned to 86.6, but it does not provide the code from that location.

Return to the area and enter the dark tunnel on the right. Use your Flashlight to navigate and defeat the creature inside. Tune the radio in the tunnel to 86.6 to hear the Sheriff’s Office code.

Sheriff’s Office

How to Solve the Painting Safe Puzzle

The safe combination is 15, 7, 3, 10, and you must change direction between each number.

Read the Sheriff’s Office Book. It highlights four words with directional arrows: bones, spirits, body, and evil. The Note to Sheriff tells you where to find the corresponding paintings.

Locate the paintings and record their numbers:

  • Bones: skeletal remains painting, number 15.
  • Spirits: spirit mask painting, number 7.
  • Body: autopsy painting, number 3.
  • Evil: stone devil painting in the back garden, number 10.

Use the numbers in that order, alternating the direction of the dial each time as described by the safe instructions.

The Evidence Lockup Key is inside the safe.

Where to Find the Armory Key and Crowbar

The Armory Key is on the bed in Cell B in the holding-cell area.

Head down the basement corridor, enter Cell B, and collect the key. Use it to open the armory and take the Model 7 Rifle. The rifle’s ammunition is in a nearby locker, and the locked Weapon Utility Case is also inside.

Next, use the Evidence Lockup Key to open the evidence lockup by the garden. Collect the Crowbar, but keep your weapon ready because dogs get loose as you leave.

Where to Find Every Sheriff’s Office Key

The Sheriff’s Office contains several keys and items needed for progression.

Item Location Purpose
Basement Key Lockbox on the office wall Opens the basement gate
North Wing Key Key rack in basement storage Opens the North Wing pantry
Armory Key Bed in Cell B Opens the armory
Evidence Lockup Key Painting safe Opens the evidence lockup
Metal Handle Cell A, reached through the vent above cold storage Opens the second cold-storage drawer
Weapon Case Key Jacket on the body in the cold-storage drawer Opens the Weapon Utility Case when combined with it

Inside the Weapon Utility Case, you will find the Six-Shot Cylinder, which upgrades the Snub .38 Revolver to hold six rounds.

How to Solve the Projector Puzzle

The projector reveals the holding-cell code: 3100.

First, go to the morgue and examine the drowned man. Use the Crowbar to pry the object from between his teeth. It is Badge 0013.

Next, collect the License Plate from the junk in the back alley outside the barricade you destroyed with the shotgun. Insert the plate into the projector.

The holes in the plate reveal the message:

BADGE NUMBER REVERSE RELEASE PRISONER

Reverse the number on Badge 0013 to get 3100. Enter that code on the holding-cell keypad to release the prisoner, who turns out to be a deputy.

You will receive a tape about Eddie before a boss fight with the deputy begins. After defeating him, search his body for the Snake Earring memento. Then walk left along Silver Road to collect Cable Station Bell A.

Union Apartments

How to Get Into the Union Apartments

You must disable the intercom broadcast before you can enter Alice Baker’s apartment.

  1. Speak with the man at the gate to obtain the Utility Building Key.
  2. Enter the utility building and clear out the enemies, watching for explosions.
  3. Turn off the intercom broadcast.
  4. Return to the Union Apartments intercom.
  5. Dial 4B to contact Alice Baker’s apartment.

How to Get the Union Level 3 Key

You need four Laundry Tokens to obtain the Union Level 3 Key.

Find the tokens in these locations:

  • One on the table in the supervisor’s room next to reception.
  • Two inside duffel bags in the basement storage units and laundry room.
  • One on the second floor.

Once you have all four tokens, put them into the washing machine. When the cycle finishes, collect the Union Level 3 Key.

The basement stairwell also has a keypad with the code 54399, but you can avoid using it by entering through the utility room.

What Is the Supervisor’s Lockbox Code?

The supervisor’s lockbox combination is 1C, 3A, 2A, 3C.

Read the four newspaper cutouts, which describe an artist who fell, a cat lady, a writer who died by suicide, and a paranoid tenant.

Match each person to their apartment:

  1. 1C: Drew Laker, the artist. The gallery pamphlet identifies his apartment.
  2. 3A: The cat lady. Vault over from 3C and move left to find her birthday card.
  3. 2A: The writer. Find the typewriter in this apartment.
  4. 3C: The paranoid tenant. Look for the mirror message.

Enter the apartments in that order on the supervisor’s lockbox. Inside, you will find the Floor 4 Button and the 1911 Service Pistol, which reloads a full clip at once.

What Is the Union Basement Lockbox Code?

The code is 1525, painted over on the wall of apartment 1C.

First, collect the Dried-up Paint Solvent from the bedroom in 2A. Fill an empty bottle at the makeshift still on the second floor to obtain a Bottle of Alcohol, then combine the two items.

Use the mixture to clean the paint from the wall in apartment 1C. The number underneath is the basement lockbox code.

Inside the lockbox, collect Gasoline. Combine it with an empty bottle to create a Molotov Cocktail, which is useful against tougher enemies.

How to Get Into Apartment 4B

Use the Floor 4 Button in the elevator and ride it to the roof. The Apartment 4B Key is beside a diary page.

Before opening the apartment, save your game. Read the diary page inside and turn off the bathtub tap. You will fall into a flooded basement and face a boss, so keep moving and shoot the creature whenever it surfaces.

After the encounter, you wake up in a dream near the water. Collect the Sea Polished Glass Shard memento on your left. It reduces the stamina cost of swimming and is required to reach Church Hill.

Explore the beach and lighthouse before approaching the hole. You can find an Injured Bird in a cage, a lump of Black Flesh, and Bloody Feathers. Combine the feathers with the flesh to create a Bird Effigy.

The creature in the hole is hungry. Feed it either the Injured Bird or the Bird Effigy to receive Cable Station Bell D.

Your choice affects which memento you obtain later in the Church Hill cemetery:

  • Bird Effigy: You receive the Old Corsage, which reduces recoil.
  • Injured Bird: You receive the Bloody Corsage, which increases your damage dealt and damage taken.

Before leaving, drink from the coffee machine in apartment 1B. To reach it, shoot the mirror in the 1C bathroom and climb through. The fourth-floor stairwell also contains a Hip Bag.

The Rabbit Hole, Loomis Park, and Town Hall

How to Get Into the Rabbit Hole Bar

Leave the payphone south of the Union Apartments through the south exit and head west toward the alley across the dam.

Break the wooden boards on the right and descend the stairs to enter the Rabbit Hole bar.

Inside, collect the Star from the table where you sat during the earlier vision. This is the first Star needed for the Locked Ring Box.

Go backstage through the door on the right side of the bar. Take the second Torn Polaroid from the dressing-table mirror and combine it with the half you found in the Grizzly Suite. This creates the Repaired Polaroid memento.

You can also inspect the two ring-shaped dents in the stage wall. You will not be able to use them until the end of the game.

How to Get Into Loomis Park

Use the Crowbar to pry the boards off the park gate.

Once inside, inspect the faceless statues on the right side of the park. Three masks are missing, and you must find them to obtain Cable Station Bell F.

How to Solve the Loomis Park Statue Puzzle

The three required masks are the Weeping Mask, Malformed Mask, and Blissful Mask.

1. Find the Blissful Mask

Enter Town Hall and collect the Fireplace Tongs from the fireplace room. Go left and downstairs to the artist’s room, where you will find the Empty Mold.

Head upstairs. A woman will speak to you, and the classroom contains a coffee machine. From the classroom, reach the top of the meeting area and collect the Blissful Mask.

2. Find the Weeping Mask

Open the third-floor office with the Town Hall Office Key and collect the Manhole Cover Key. You can also find the giant clock and the Operations Office keypad here.

The clock requires the Crank Handle from Church Hill, so return later to complete that puzzle.

Use 1893 to open the Operations Office locker and collect the box of 12ga Buckshot.

Next, take the Unmixed Clay to the yellow concrete mixer. Combine the mixed clay with the Empty Mold, then save your game.

Place the filled mold in the fireplace one floor below the meeting area and retrieve it with the Fireplace Tongs. A boss fight begins, and defeating the enemy rewards you with the Malformed Mask.

Finally, open the manhole near the gazebo with the Manhole Cover Key. Go into the sewers and collect the Weeping Mask.

3. Place the masks

Return to the statues and use the following arrangement:

  • Left statue: Weeping Mask.
  • Middle statue: Malformed Mask.
  • Right statue: Blissful Mask.

The middle statue opens its hand and gives you Cable Station Bell F. Take the bell to the cable station.

How to Solve the Town Hall Clock Puzzle

You need the Crank Handle from Church Hill to solve the clock puzzle.

Return to Town Hall after obtaining the handle. Climb out to the roof clock, fit the handle, and set the time to 10:07. The game accepts times between 10:06 and 10:08.

Next, go to the third-floor corridor and pull the candlestick that did nothing during your first visit. A secret room opens, revealing the Cracked Wrist Watch memento.

This memento makes your melee attacks faster and stronger when your health is low.

Church Hill

How to Reach Church Hill

Church Hill is reached by swimming west from the boat workshop below the Silver Gazette. You must have the Sea Polished Glass Shard equipped to reduce the stamina cost of swimming.

  1. Go left along Loomis Street to the Silver Gazette.
  2. Descend the north stairs and break the boards on the left to enter the boat workshop.
  3. Equip the Sea Polished Glass Shard and swim from the dock.
  4. Take the southern passage and head west through the shallow water, passing the enemies.
  5. Climb the ladder near Saint Adjutor Parish Church.
  6. Walk east into the bus depot and speak with the man inside the parked bus.
  7. Save at the payphone.
  8. Break the wooden beam on the right to collect a Battery.
  9. Climb the ladder before the drawbridge and use the control panel to lower it.

How to Get Into the Church Hill Funeral Home

The Funeral Home Family Key is hidden in Ashbrook Florist. To reach it, you first need the Flower Shop Key from the Parish Hall.

Read the newspaper about Father Jacob Foster’s death and photograph the necklace on his memorial poster. You will need the necklace’s symbol pattern later.

Enter the Parish Hall and collect the Flower Shop Key from the table on the right. Break the padlock on the door to the left of the entrance to access the Church Hill map and a coffee machine.

Unlock Ashbrook Florist, then break through the wall beyond the counter. The Funeral Home Family Key is inside.

What Is the Funeral Home Coffin Room Code?

The code is 752.

The solution comes from the flower prices at Ashbrook Florist:

  • Lily: $7
  • Rose: $5
  • Bluebell: $2

Find the note pinned to a mirror in the funeral home’s second-floor north room. It reads “Lily Rose Bluebell,” giving you the order of the prices.

Enter 752 on the bottom-floor coffin room keypad. While at the flower shop, collect the mushroom as well, because it can be used to make strong tonics.

How to Solve the Cube Gate Puzzle

The gate outside Saint Adjutor Parish Church requires four symbols in this order:

Triangle, Cross, Cross, Triangle

One cube is already fitted into the gate, so you must collect three Metal Cubes. One is inside the church, another comes from the funeral home’s incinerator, and the final cube is at the bottom of the cemetery well.

Find the first cube

Enter Saint Adjutor Parish Church and collect the first Metal Cube. Examine the symbols on its faces.

Find the second cube

Read the Mortician’s Ledger in the funeral home. It lists four caskets: Winona Horn, Jacob Foster, Mattias Snygg, and Mary Wilkins. Only casket 2, belonging to Father Jacob Foster, is required for the puzzle.

Load casket 2 onto the blue cremation trolley. Push it into the elevator and send it upstairs. Follow it, put the casket back on the trolley, and move it to the incinerator room.

Use the Transfer function to place the casket on the conveyor leading to the incinerator. Wait until the fire dies down, then crouch into the chamber and collect the Metal Cube.

Find the third cube

Collect the Cemetery Key from a coffin in the funeral home. Drop through the hole in the floor and use the door on the left.

Find the Sledgehammer on the upper street near the cemetery and use it to open the cemetery. The well requires the Crank Handle.

To find the handle, run left along the first street, vault over the ledge, and smash the cracked wall in one of the rundown houses with the Sledgehammer.

Return to the well, fit the Crank Handle into the diamond-shaped socket, and operate it. Defeat the eel that comes up with the bucket, then collect the last Metal Cube.

Complete the gate

Fit the cubes into the gate and rotate them to show Triangle, Cross, Cross, Triangle from left to right. This matches the pattern on Father Foster’s necklace and the newspaper sign.

Enter the church and climb to the top of the bell tower. After a short fight, a diary page, and a cutscene, a voice in the confessional tells you about Alice and Eddie.

Survive the waves of enemies inside the church. A rifle or shotgun makes this much easier. Once the fight is over, use the door on the left to collect Cable Station Bell B.

How to Get the S-1 Carbine

The S-1 Carbine is inside a padlocked crate in the fishing shack on the Church Hill docks.

Enter 4514 on the crate’s padlock and collect the weapon. The S-1 Carbine is semi-automatic, uses the same .223 ammunition as the Model 7 Rifle, and fires twice as fast.

While you are at the docks, break open the other crate to find the Damaged Compass memento.

The Sluice Gate and Sewers

How to Solve the Sluice Gate Puzzle

The sluice gate’s gear panel requires the Heavy Mechanical Cog from the sewers and the Crank Handle from Church Hill.

  1. Open the manhole outside the green building where the woman with the Red Bird Statuette lives. Use the Manhole Cover Key from Town Hall.
  2. Enter the sewers and collect the Heavy Mechanical Cog.
  3. Fit the cog into the sluice gate panel on the docks.
  4. Return with the Crank Handle and install it in the panel.
  5. Move all three gears to the bottom of their slots.
  6. Turn the crank to lower the water and open the remaining sewer passages.

How to Solve the Sewer Flow Control Puzzle

You must activate Flow Controls A, B, and C, then raise the pressure wheels to their maximum settings.

Enter the Sewer System door near the docks and find the dead worker holding the Sewer Key. Use it to unlock the chain-link gate.

Activate Flow Control A

The first control is just to the left of the gate. Turn it on, then follow the pipes toward the control room.

Activate Flow Control C

Continue past the cracked wall and climb the ladder to reach Flow Control C. Turn it on before returning to the lockbox area.

Find the code for Flow Control B

Locate the clipboard containing the pipe diagram. A red line passes through boxes 1, 4, 6, and 7. The lockbox code is 1467.

Save your game, enter 1467, and open the route to Flow Control B. Activate the control, then prepare for a boss fight.

Finish the puzzle

Return to the control room and confirm that all three indicator lights are green. Turn each pressure wheel all the way up.

Walk through the main gate. The Sheriff attacks and tries to choke you, so follow the button prompts to throw him off. Defeat him to obtain the .44 Magnum, then collect Cable Station Bell E.

Side Quests and Optional Items

How to Solve the Ring Box Puzzle and Find All Five Stars

The Locked Ring Box from the Miner Diner requires five Stars. Each Star fills a gap in the constellation on the lid. Once all five are inserted, the box opens and reveals Eddie’s Gold Ring, which is required for the Rest ending.

Star 1: Rabbit Hole Bar

Collect the Star from the table where you sat during the vision. Combine it with the Locked Ring Box.

Star 2: Crimson Bear Motel

Return to the Ferry Office landing and insert an Electrical Fuse (20A) into the fuse box to restore power. Take the ferry back to the Outskirts.

Use the Sledgehammer to break the wall leading to the lighthouse, then climb the long ladder inside. At the top, collect the Motel Room Key, which is the keycard for Room 3.

Open Room 3, collect the Cassette Tape, and enter 6671 on the keypad. The second Star is behind the locker.

Star 3: Quiet Hour Cafe

After completing the cemetery section, return to the Quiet Hour Cafe. The cowboy who was shot in your dream will be sitting there, with the third Star beside him.

Star 4: The digging man’s hole

Collect the Shovel from the digging man’s caravan after the cable car is running. Jump into his completed hole and dig up the crate containing the fourth Star.

Star 5: Thelend Broadcasting

Speak with the girl wearing a yellow raincoat outside the main entrance to Thelend Broadcasting. When she lies down, collect the fifth Star.

Open the Ring Box

Combine all five Stars with the Locked Ring Box. You will receive the Gold Ring.

At the end of the game, take the ring to the Rabbit Hole stage. The two ring-shaped dents in the wall are where the Gold Ring and the ring worn by Alice must be placed.

How to Fix the Boat

The boat requires a Gear Box found in the diner shed.

From the first payphone near the Miner Diner, walk forward and left until you reach a shed marked “Private Property.” Destroy the wall with your shotgun.

Read Samuel’s pocket journal, which mentions the year he married his wife June. The diner plaque already revealed the year: 1972.

Enter 1972 on the lockbox and collect the Gear Box. Take it to the Downtown boathouse and attach it to the boat engine.

The boat allows you to travel between docks, functioning as an alternative fast-travel route, although it is relatively slow.

How to Open the Ghost Ship Control Panel

You need the ship manual page from the Riverside docks to solve the control panel.

Climb over the roof to reach the ship and blast the wall with the shotgun. Read the note to Karl, which explains that the buttons must be pressed in the correct order.

Use the sequence shown in the manual:

  1. Door (门)
  2. Release Clamp (释放夹)
  3. Enable (启用)

Once the panel opens, enter the ship and defeat the enemy inside. Search the corpse to collect the memento.

How to Get Into the Pet Clinic and Free the Cat

The Pet Clinic Key is inside a car trunk in the storage unit beside the UNION sign. You need the Crank Handle to open the storage unit.

  1. Fit the Crank Handle into the crank box beside the UNION sign.
  2. Open the storage unit and collect the Pet Clinic Key from the car trunk.
  3. Enter Friendly Paws and collect the Friendly Paws List and Empty Syringe.
  4. Read the list to learn the cats’ ages: Howard 3, Uno 8, Amber 1, and Beryl 9.
  5. Reach the clinic basement by jumping the railings near the sewers and swimming left to the platform beneath the clinic.
  6. Defeat the dog guarding the cage.
  7. Enter 3819 on the cage keypad, using the cats’ ages in the order listed.

The cat is freed, and you receive the Cat Collar memento. It turns your dodge into a faster roll.

What to Do With the Syringe

Take the Empty Syringe from the Pet Clinic and return to the tree leaking discolored sap near the cinema in Downtown.

Use the syringe on the tree to obtain Syringe Blue. It works like an antidote and cures poison, making it useful against enemies that inflict poison during combat.

Where to Find the Shovel and What to Dig Up

The Shovel is in the digging man’s caravan in northwest Downtown, but you cannot collect it until the cable car is running.

Talk to the man digging beyond the RV near the liquor store whenever you pass. Once you have ridden the cable car up Mt. Siah Kopa, return to the area. The hole will be complete, and the man will have disappeared.

Enter his caravan and collect the Shovel beside the bed on the right. A Hip Bag hangs on the left.

You can use the Shovel at three important locations:

  • Downtown hole: Dig the soft patch to uncover a crate containing a Star for the Ring Box.
  • Church Hill church grounds: Dig the mud patch to find the Confession Key, which opens the locked confessional inside Saint Adjutor Parish Church.
  • Church Hill cemetery: Dig the disturbed earth to obtain a corsage memento. The item depends on whether you fed the Injured Bird or Bird Effigy to the creature in apartment 4B.

What Happens When You Call 55 FAITH?

Find the billboard on Loomis Street that reads “FIND PEACE, LET HIM IN, (55) FAITH.”

From any payphone, dial 5532484. A strange voice delivers a short sermon, saying that the call began when you decided you had nowhere else to go. It also references something the little man said in the Rabbit Hole.

There is no item or unlock attached to the call. It is an optional piece of unsettling story content.

Which Phone Numbers Can You Call?

Every payphone requires a coin. These are the main numbers worth trying.

Number Who Answers
77221 Mr Jackman, who saves your game
58883 The crying woman in motel Room 3, who reveals the 6671 weapon locker code
5888 + room number Other Crimson Bear Motel guests
5532484 The 55 FAITH line
55266624 CONMAG, a paranormal tip line that calls back and then hangs up
911 An operator who initially thinks you are a prank caller; calling twice prompts a threat to block you

The Cable Station and Mt. Siah Kopa

How to Solve the Cable Station Bell Puzzle

You need seven bells to activate the cable car. The station already has Bells C and G, while the Riverside Bridge Key hangs from the A hook.

First, collect the Broken Plaque from the bench downstairs and fit it into the plaque at the bell rack.

The map board identifies the locations of the remaining bells. You will need to visit the Sheriff’s Office, Union Apartments, Church Hill, Town Square, and the Sewers.

Bell Location
A Reward after the Sheriff’s Office projector sequence and boss fight
B Saint Adjutor Parish Church, after surviving the enemy waves
C Already at the cable station
D Dream sequence after entering apartment 4B
E Behind the sewer main gate
F Reward from the Loomis Park statue puzzle
G Already at the cable station

Once you have all seven, place each bell on its matching hook: C, D, E, F, G, A, and B.

Ring them in the order shown on the completed plaque:

E, G, D, C, F, A, B

The gondola will descend, allowing you to travel up Mt. Siah Kopa.

What Is the Mt. Siah Kopa Top Station Code?

The top station keypad code is 0441.

Enter the bathroom at the top station and look above the urinal. Someone painted the code on the wall.

Enter 0441 on the keypad to leave the station.

Near the cable car, look for a gap in the collapsed floor on the right. Drop through, grab the lower ledge, and jump across two gaps to the left to reach a Hip Bag on the cable station bridges.

Where to Find the Two 40A Fuses

The electrical box on the shed to the right requires two 40A fuses. Three are available in the mountain area, so you only need to collect two.

Check these locations:

  • Inside a dark building on the left.
  • Outdoors near a toppled satellite dish behind a barbed-wire fence.
  • Inside a locker on the cable station bridges.

Insert any two fuses into the electrical box and switch on the power. Collect the mountain map at the access tunnel entrance as you continue.

Thelend Broadcasting

How to Get Into Thelend Broadcasting

Reach the top-left area and pull the lever to lower the bridge. Cross it and climb the ladder to the main building.

Inside, you will find a save point and numerous enemies. Answer the payphone when it rings. Mr Jackman tells you that killing Eddie is your ticket out of Silver Pines.

How to Solve the Audio Cable Puzzle

The audio patch panel must match the AUDIO section of the Technical Manual near the vending machine in the phone room.

Use these connections:

  • OUT 2 to IN 6
  • OUT 4 to IN 5
  • OUT 5 to IN 2

Collect the required cables, including the one on a shelf to the right. Be careful to follow the AUDIO instructions, not the VIDEO pattern, which uses OUT 1 to IN 1, OUT 2 to IN 7, and OUT 5 to IN 3.

What Is the Thelend Broadcasting Lockbox Code?

The lockbox code is 0002.

Listen to the whispered message:

“All lies. Red light. No brakes. The last exit.”

Match each phrase to the corresponding VHS tape and check its kill count. Rear View Lies, Red Light, Dead Night, and No Brakes No Mercy each have zero kills. Finale: Last Exit has two.

The four numbers form 0002. Enter the code on the lockbox on the left and collect the Backdoor Key. Use it to open the back door on the right.

How to Solve the Stage 1 Projector Puzzle

You need three coloured lenses: Cyan, Magenta, and Yellow.

  1. Enter the room full of film reels and collect the Cyan Lens.
  2. Visit the office and collect the Stage 1 Key.
  3. Open the green safe in the office with 66666 to collect the cash.
  4. Find the Tower Key in the wrecked warehouse room.
  5. Go down to the flooded basement and collect the Magenta Lens.
  6. Use the Tower Key to open the antenna tower gate and climb the long ladder.
  7. Collect the Yellow Lens at the top.

Return to the projector upstairs in Stage 1 and install all three lenses.

The manual’s colour page explains that magenta and yellow combine to create red. Flip the Cyan Lens up and leave the Magenta and Yellow lenses down.

The gas station set will turn red, and a red door appears in the curtain. Defeat The Driver, the boss that follows, and collect the memento it drops.

Before entering the red door, shoot the vent on the right in the room to the left of the stage. Cross the rafters to find the final Hip Bag.

The Red Door

How to Solve the Nightmare Payphone Puzzle

At the beginning of the red door area, examine the five symbols painted on the wall. Photograph them because you must enter them in the same order later.

The symbols are:

  • An Omega.
  • A downward triangle.
  • A triangle on a cross.
  • A circle with a line through it.
  • A downward triangle with a bar.

Collect the Half Key and Rusted Key from the wall hooks in the room on the left. Use the Rusted Key to open the gate on the right and fight through the enemies.

Climb the ledge into the rightmost room and ascend the ladder past the Eddie Velvet posters to collect the Wire Cutter.

On your way back, take the ladder down rather than dropping. In the room with the crashed car and red televisions, collect the Rotary Dial.

Fit the dial onto the payphone upstairs to the left. Enter the five wall symbols in their original order. The phone drops the second half of the Broken Key.

Combine both halves to create the Bloodied Key.

How to Kill the Flesh Tree

The Flesh Tree requires three Metal Spikes. You must stab it once with each spike, and the third stab triggers a boss fight.

  1. Open the gate on the left with the Bloodied Key and collect the first Metal Spike.
  2. Stab the pale tree.
  3. Enter the room on the left and collect the cassette tape labelled “Love.”
  4. Play the cassette on the television in the red bedroom. The second spike appears.
  5. Use the second spike on the tree.
  6. Continue right and walk down the slope rather than jumping.
  7. Open the door at the bottom and go left past Alice Baker’s ghost.
  8. Collect the third Metal Spike beside the wrecked car.

Save your game before using the third spike. The boss has a large amount of health, so bring sufficient ammunition and keep attacking until it falls.

After defeating it, collect the memento it drops.

How to Get All Three Silver Pines Endings

Silver Pines has three endings: Leave, Rest, and Live. Each ending unlocks a reward for future playthroughs.

Before making your final decision, save at the payphone before entering the final area. Walk into the water beside the dead tree and speak with Eddie.

Leave Ending

Choose Kill Eddie Velvet at the end of the conversation.

Walker wakes up outside the Miner Diner, receives a call from Mr Jackman confirming that the bad guy is gone, and drives away.

This ending unlocks the Switchblade for future games.

Rest Ending

To get the Rest ending, open the Locked Ring Box with all five Stars before choosing to leave.

After the initial ending sequence, you wake up in floodwater on West Road in Downtown. Wade through the water, find Alice, and collect the Gold Ring she wears.

A woman on West Road explains that rings like that come in pairs. Take both Gold Rings to the Rabbit Hole stage and place them into the two dents in the wall.

The bar transforms into a nightmare. Speak with the woman from Room 3 and the bartender, use the storage box, and save your game.

The little man appears and begins chasing you back toward the Miner Diner. Survive the sequence to complete the Rest ending.

The reward is the Reusable Repair Kit.

Live Ending

The Live ending requires you to collect all 25 mementos.

After collecting them, choose Leave, travel to the Outskirts shore, and speak with Drew, the burnt-hands man.

Once you have all 25 mementos, Drew lights the furnace in the nearby shack. Examine it and confirm “Burn everything?” to trigger the Live ending.

This ending unlocks the Omega Rifle, fully loaded, along with 30 Magnetic Slugs.

Unlockables, Difficulty, and 100% Completion

What Does Each Ending Unlock?

The following rewards apply to new games after the credits.

Unlockable Requirement
Timer Finish the game with any ending
Switchblade Complete the Leave ending
Reusable Repair Kit Complete the Rest ending
Omega Rifle with 30 Magnetic Slugs Complete the Live ending
Big Pockets Finish any ending after reaching maximum inventory capacity
Infinite Stamina Finish any ending after drinking from all seven coffee machines
50% Health Regeneration Finish any ending after using at least 40 healing items
Endless Ammo Pack Finish any ending on Survival Horror or higher with zero ranged kills
SMG Loadout Complete the Rest ending within 10 hours on Survival Horror or higher
Faster Sprint Complete the Rest ending in under 8 hours on Survival Horror or higher
Magnum Loadout Complete the Rest ending within 10 hours on Nightmare
One Hit Death Challenge Complete the Rest ending on Nightmare

The SMG Loadout starts you with a loaded Swedish K SMG and 200 rounds of 9mm ammunition in storage. The Magnum Loadout provides a loaded .44 Magnum and 30 rounds in storage.

For Endless Ammo Pack, make sure you avoid ranged kills throughout the run. The source guide does not clarify every possible edge case, so use a conservative approach if you are attempting this unlock.

What Counts Toward 100% Completion?

Silver Pines tracks three main areas of progress: map exploration, key items, and mementos. You need all 25 mementos for full collectible completion.

Firearms

  • W-500 Shotgun
  • Double Barrel Shotgun
  • The North Star
  • Model 7 Rifle
  • S-1 Carbine
  • 1911 Service Pistol
  • Snub .38 Revolver
  • Swedish K SMG
  • Nailgun

Melee weapons

  • Box Cutter
  • Crowbar
  • Blade
  • Shovel
  • Sledgehammer
  • Baseball Bat

Story items

  • Crank Handle
  • Manhole Cover Key
  • Locked Ring Box
  • Both Gold Rings
  • Cable Station Bells A, B, D, E, and F
  • Boat Engine

Upgrades

  • Attachable Laser Sight
  • Rifle Scope
  • Extended Magazine Tube

The .44 Magnum and Pipe Bomb do not count toward the listed key-item completion requirements. Lore notes, vending-machine purchases, and ammunition are also excluded.