Silver Pines Walkthrough: All Puzzles, Codes, and Key Items
Silver Pines is an adventure horror game with Metroidvania elements in which private investigator Red Walker travels to a small American town to find missing musician Eddie Velvet. But the investigation soon takes an unexpected turn. Red must explore abandoned buildings, face terrifying creatures, and uncover the town's dark secrets. In this guide, we'll walk you through Silver Pines in detail, showing you where to go to advance the story, how to solve the main puzzles, where to find key items, and how to deal with dangerous enemies.
Chapter 1. Crimson Bear Motel
Miner Diner: How to Escape the Building
The game begins at Miner Diner on the outskirts of Silver Pines. Private investigator Red Walker wakes up at a table and hears a telephone ringing outside. You can't leave immediately, though. The door on the right is locked, so you'll need to find a key first.
Take the Car Key from the table and head left. You can inspect the jukebox and commemorative plaque along the way, then enter the kitchen.
There's a radio on the left side of the kitchen. Inspect it to zoom in on the counter, then take the Diner Key hanging on a nearby holder. You can also make coffee here. Be sure to use the coffee pot, as drinking it increases Red's maximum stamina.
Return to the dining area and enter the restroom on the left. A note on the bulletin board lists the emergency radio frequency as 89.0 MHz. Return to the kitchen and tune the radio to that frequency to hear an emergency broadcast.
In the restroom, inspect the sink and take the Locked Ring Box. You can't open it yet, but you'll need it later.
Go back to the dining area, head to the door on the left, and unlock it with the key you found. Outside, answer the ringing telephone. Mr. Jackman will call to tell you that the missing musician Eddie Velvet was staying at the Crimson Bear Motel.
After the call, head right to the parked car. Use the key to open the trunk and collect the items inside. Before leaving the diner grounds, continue a little farther to the right and pick up a can of soda from the table.
How to Reach the Crimson Bear Motel
Head east until you reach an information board. Take the Silver Pines Outskirts map from it. You'll now be able to view the area map, with your next story objective circled in red.
Head north, then turn east toward the ferry station. You can speak to the local sheriff here, who will point you toward the motel.
After the conversation, go back west and pass the tunnel. You'll soon reach the Crimson Bear Motel. There's a telephone nearby where you can save your progress.
The motel's main gate has a keypad lock. To get inside, you'll need Eddie Velvet's guest number, which you don't have yet.
The check-in office is to the left of the gate. Go inside and read the note on the bulletin board. It says the staff have gone to Rodney's General Store. Your next objective is to reach the store.
How to Get to Rodney's General Store
Leave the office, head left, and turn north. You'll pass Garth's Pharmacy along the way. Pick up the medicinal herb outside the entrance, then go in.
There's another herb to the right of the entrance. On the left side of the store, you can take a bottle from the counter. Then go into the back room and inspect the shelf on the left.
You'll find the Underpass Key there. Take it, return to the street near the motel, and head left until you reach a locked gate. Unlock it with the key and descend into the underpass.
Follow the corridor to the end and go through the door. There's a ledge on the right that you need to drop down from. Inspect the dead animal, then search the nearby bag for some money.
Continue north, turn right, and climb over the wall to reach the other side. Keep going until you reach Rodney's General Store.
There's another telephone outside the store. We recommend saving here, since you're about to encounter your first dangerous enemy.
How to Open the Freezer at Rodney's General Store
Enter the store and head right. There's money in the cash register, so be sure to take it. Then inspect the calendar on the wall and note the current date.
Go into the room on the right and read the note on the bulletin board. It contains a clue to the freezer keypad: the combination consists of 23 followed by the current day of the month.
That makes the correct freezer code 2311.
Return to the left side of the store, approach the freezer keypad, and enter the combination.
Inside, head right and go through the door at the end. In the next room, you can inspect a sack of meat and read the label attached to it.
There's a table with a duffel bag on the right side of the room. Open it and take the Check-In Key.
A monster will appear beside the meat sack immediately afterward. Red doesn't have a suitable weapon yet, so don't try to fight it. Dodge its attacks, run back through the freezer, and leave the store.
Once outside, head left and pick up the Boxcutter. This is your first melee weapon, and it can also cut through fabric barriers blocking passages.
Continue west and jump over the wall. Pass the yellow sign and use the boxcutter to slice through the hanging fabric. Then head left and south, jump toward the ledge above you, and grab it. Climb the ladder.
Go through the door on the right to return to the main section of the underpass. Open the chest containing duct tape along the way, then cut through the fabric blocking the eastern passage.
You can now return to the motel's check-in office. You'll encounter another enemy in the underpass, but you don't have to fight it. Simply dodge and run past.
How to Find Eddie Velvet's Guest Number and Open the Motel Gate
When you reach the check-in office, go inside and use the boxcutter to slice through the fabric partition on the right.
The next room has an item storage container. If your inventory is full, leave anything you don't currently need here. Pick up the medicinal herb on the right as well.
There's a locked chest nearby. Open it with the key you found in the freezer at Rodney's General Store.
Inside is the Motel Guest Ledger. Check its pages for Eddie Velvet's entry. The number beside his name is the one you need to open the gate.
Return to the motel's main gate, interact with the keypad, and enter the number from the ledger. You can now enter the Crimson Bear Motel grounds.
Gift Shop: Where to Find the 40A Fuse
Once through the gate, head left toward the Porcelain Bear Gift Shop. Pick up the motel map from the information board along the way.
Enter the shop. On the right is a gun cabinet holding the W-500 Shotgun and ammunition. You can't open it yet; you'll learn the combination later.
Go to the left side of the shop and read the note about the electrical panel. Then take the stairs down to the basement.
The basement is partially flooded. There's a chest containing duct tape beneath the stairs on the left. Take its contents and head right.
In the middle of the basement, pull back the curtain. Behind it is an unusual door decorated with a palm tree. The door is missing its handle, so you can't open it yet. Remember where it is.
Continue right. There's an enemy behind the gate that you should ideally kill. If necessary, lure it outside, slip past it, and close the door, but you'll need to return here later.
At the far end of the room, inspect the table and pick up the Electrical Fuse (40A).
Now head back upstairs. An insect-like creature will attack on the way. Wait for it to approach or jump, then hit it with a charged boxcutter attack. It's best to back away and strike after the creature misses.
Leave the gift shop and head east. There's an electrical panel beside the Game Room. Insert the 40A fuse and restore power to all three circuits.
With the electricity back on, you can enter the Game Room.
How to Get the Poolside Key
There's an air rifle and a prize machine on the left side of the Game Room. To win a prize, you'll first need to find some pellets.
Head right and kill the monster. Then inspect the counter and pick up the BB Pellets. There's also a note here, and you can find some money in the cash register.
Return to the rifle and interact with it to start the minigame. You need to hit every target that appears.
Don't fire randomly. Wait for each target to appear, line up your shot, and only then pull the trigger. Once you complete the challenge, the machine will dispense a prize: the Poolside Key.
Leave the Game Room and approach the gate leading to the pool. Use the key to open it.
How to Enter the Grizzly Suite and Get the Revolver
Immediately after entering, you'll see a save telephone on the right. There's also a vending machine and an item storage container here. Restock your supplies and make room in your inventory if needed.
The motel has several numbered rooms. You can hear a woman crying inside Room 3, but no one answers if you knock. Remember this room, as you'll be able to call its occupant later.
Head left into the changing room. Examine the hanging shirt to find the Grizzly Suite Keycard hidden inside.
Return to the motel's main building and climb to the upper floor. Find the Grizzly Suite and unlock it with the keycard.
There's a .38 Snub-Nose Revolver on a chair. Be sure to take it, along with the ammunition on the nearby table.
The revolver lets you attack enemies from a distance, but ammunition in Silver Pines is limited. Use the boxcutter against ordinary monsters whenever possible, and save your bullets for tougher enemies.
Enter the adjoining room and inspect the guitar case on the bed. It contains several Polaroid photos, including a Torn Polaroid of a Woman. Take it.
A monster will then burst through the door on the right. Kill it and enter the newly opened room.
There are two important items here: a Pool Net and the motel's welcome brochure. Take the net and read the brochure.
The second page explains how to call guests staying in individual rooms. You'll need this information to obtain your next weapon.
How to Get the W-500 Shotgun
Remember the woman crying in Room 3? You now have the instructions for calling her.
Leave the Grizzly Suite and head down to the telephone near the pool. According to the brochure, guest calls use the number 5888 followed by the room number.
To reach the woman, dial 58883.
She'll answer and give you the combination 6671 for the gun cabinet in the Porcelain Bear Gift Shop. In return, the stranger will invite Red to have a drink with her.
After the call, return to the gift shop and approach the gun cabinet on the right side of the sales floor. Enter the code and open the cabinet.
Inside you'll find the W-500 Shotgun and 12-gauge shells.
The shotgun is especially effective against large enemies, but don't waste its ammunition on weaker ones. Try to save at least a few shells for the upcoming boss fight.
How to Find the Door Knob in the Pool
Your next task is to deal with the door decorated with a palm tree. First, return to the pool.
On the left side, near the door to Room 1, there's a ladder. Climb down into the dirty pool basin and head right toward the drainpipe.
Inspect the opening in the wall. An unknown item is stuck inside, but you can't reach it with your bare hands. Don't try to grab it without the net: Red's hand will get stuck in the pipe, and a monster will attack him.
Open your inventory and use the Pool Net you found in the Grizzly Suite. Use it to retrieve the Dirt-Covered Object. You'll need a cleaning product to clean it.
Where to Find the Cleaning Solution
Climb out of the pool and head to Room 5 on the motel's upper floor. Inside, pick up a medicinal herb and a bottle. Then read the note on the table on the left. Head right and cut through the fabric partition with your boxcutter. There's a monster in the next room. Kill it and open the chest containing duct tape.
Keep exploring the rooms until you find a hole in the floor. Drop through it, then head left.
Two insect-like enemies await in the next area. You can kill them or try to sneak past to save resources. There's a refrigerator with a can of soda on the left. Crawl through the vent into the next room.
Head left and pick up the Cleaning Solution. You can now return to the pool. Open your inventory and combine the cleaning solution with the dirt-covered object to obtain the Door Knob. You'll need it to open the palm-tree door.
Palm-Tree Door: How to Reach the Rabbit Hole Bar
Return to the Porcelain Bear Gift Shop and head down into the flooded basement again. Approach the palm-tree door and use the knob to open it. Go inside and head left until you find a light switch. Flip it. Your surroundings will change, bathing everything in red light. Then head right until you reach the Rabbit Hole Bar. Speak to the bartender first, then continue right to talk to the manager.
When you're done talking, head left and sit at an empty table. A story cutscene will begin.
After the scene, head right and find the light switch beside the neon sign. Flip it to return to the gift shop basement.
The room looks different now, and new items have appeared. First, inspect the table on the left and pick up the Chipped Porcelain Bear Memento.
Then head right and read the cable car advertisement. Once you've read it, the location of the cable car station in central Silver Pines will be added to your map.
Be sure to take the Ferry Office Key from the table. Without it, you won't be able to advance the story after defeating the first boss.
Before leaving, head all the way right, collect any remaining useful items, and exit the basement.
How to Defeat the First Boss in the Tunnel
Leave the motel grounds through the main gate. A telephone will ring outside again. Answer it and speak with Mr. Jackman.
After the call, inspect the nearby duffel bag and take the supplies.
Now head east toward the tunnel you passed earlier. This time, an unusual red glow is coming from inside. Before entering, restore your health, check your weapons, and save your game.
As soon as you enter the tunnel, your first boss fight will begin.
The fight takes place in a narrow tunnel. The creature hides on the ceiling, periodically dropping onto Red before disappearing again.
You can predict where it will appear by watching for falling debris. As soon as you see it, dodge to the side. When the monster lands, attack it with a firearm or melee weapon.
After losing some health, the boss will summon shadowy minions. Don't waste bullets on them. Close the distance quickly and kill them with the boxcutter.
Keep dodging the main enemy's attacks and dealing damage until it dies.
After the fight, inspect the monster's remains and take the Corroded Iron Ball Memento.
How to Reach Downtown Silver Pines
Return to the ferry station where you spoke to the sheriff earlier. You now have the key you found after visiting the Rabbit Hole Bar.
Approach the building's door and use the Ferry Office Key to enter. There's a cat inside, and you can pet it to earn the corresponding achievement.
Head left and cut through the fabric partition with your boxcutter. The newly accessible room contains a Hip Bag, a useful upgrade that expands your inventory by two slots. Be sure to take it before setting off.
Head all the way right and interact with the ferry control panel.
Activate the mechanism to summon the ferry, then go outside. Wait for the boat to arrive and the gate to open, then board it.
Cross the river. On the opposite shore, Red will arrive in Downtown Silver Pines.
As soon as you arrive, head north and use the telephone booth to save your progress.
Chapter 2. Downtown: How to Reach the Cable Car Station
After the ferry crossing, Red Walker arrives in Downtown Silver Pines. Your objective is to reach the cable car station in the northern part of town.
Save at the telephone booth along the road north of the ferry dock. Then enter the small building on the right. There's an item storage container inside, and you can take money from the cash register.
Return to the main street near the ferry terminal. On the way, inspect the torn missing-person poster. Keep heading east until you see a passage north to Loomis Street.
Before going that way, turn right toward the pier and visit its northern section. There's a small bell hanging overhead. Shoot it down with the revolver and collect the Memento Vessel Shard it drops. Gathering four of these unlocks an additional Memento slot.
Return to the intersection and head onto Loomis Street. Continue east to the bridge and talk to the man standing there. Then make your way toward the Friendly Paws Veterinary Clinic.
Go inside. There's a vending machine here, and you can collect money from the register. Leave and head right. At some point, a cart will slowly roll toward you. Inspect it and take the Red Bird Statuette.
A little farther along, you'll find a prison cell with a man inside. Talk to him.
Quiet Hour Cafe: The Birdcage Puzzle
Return to Loomis Street and head north until you reach Quiet Hour Cafe on Market Street.
Inside are a coffee pot, an item storage container, and a save telephone. Have some coffee, make room in your inventory, and save if needed.
Go to the left side of the cafe and examine the Birdcage. It has three slots for statuettes of different colors. Place the red bird you found at the veterinary clinic into its matching slot.
To open the cage and claim the item inside, you'll need to find two more figurines. Leave the puzzle for now and go through the door beside the cage.
In the back room on the left, there's a locked box. You don't have its key yet, so you'll return here later. Check the two refrigerators and take the pastry, which can restore health.
The door on the right is locked from the other side. Leave the cafe through the front entrance and keep exploring the area.
Sporting Goods Store: The Gate Combination
Head right from the cafe until you reach the sporting goods store. Look through the display window. You'll see four playing-card suits arranged in a particular order.
Remember the combination: Spades, Hearts, Clubs, Diamonds.
You'll need it to open the gate in the nearby alley. Continue north. Along the way, you'll find a locked gate leading to Riverside. Keep going until you reach the movie theater. Kill the enemies outside and enter.
Movie Theater: Yellow Bird and Nail Gun
Inspect the counter in the theater lobby and take the Yellow Bird Statuette. This is the second figurine for the cafe puzzle.
There's a locked projection room door on the right. To the left is a passage into a dark room that you can't explore yet. If you want an extra weapon, buy the Projection Room Key from the vending machine and unlock the door on the right.
Inside is the Nail Gun. It's an optional weapon, so if you don't want to spend money on the key, you can skip it.
Once you're done at the theater, go outside and head west. You'll encounter another enemy. Kill it or sneak past, then find the southern passage just before the locked shutters with a padlock. This leads to the alley behind Quiet Hour Cafe.
How to Get the Baseball Bat
In the alley, head right to the gate with a playing-card-suit lock. Enter the combination you saw in the sporting goods store window: Spades → Hearts → Clubs → Diamonds.
The gate will open. Go through and take the Baseball Bat. This new melee weapon will come in handy against regular enemies.
There's also a door to the sporting goods store on the right, but it's too dark inside. Return to the alley for now. Another door here leads to the back room of Quiet Hour Cafe. An enemy is standing nearby. Deal with it, enter the room, and unlock a shortcut between the cafe and the alley. Pick up the Mended Tooth Memento inside.
Return to the locked shutters you saw earlier. Shoot the padlock with your revolver to open the passage. There's another bell inside. Shoot it down and collect the second Memento Vessel Shard.
Now look at the gate on the left and the stairs leading north. Go upstairs first and save your progress. A burning car blocks the road west. There's a hanging bag nearby containing some money. Collect it and head back. You'll need another route to advance the story.
How to Get Around the Burning Car
Go back down to the previous area and head west through the gate you noticed earlier. There's a staircase leading down. Follow it to the water.
You need to reach the opposite bank. Jump left and swim forward, watching your stamina. Try not to stop, or Red could drown. With enough stamina, you'll reach the ledge on the left and climb out of the water.
The route continues through an underground tunnel. There are two enemies inside, but you don't have to fight them. Move carefully and avoid attracting attention to sneak past.
Inspect the veterinary clinic poster and the jacket lying nearby. Then find the door leading south and leave the tunnel.
Outside, head east. You'll encounter an insect-like creature ahead. There's a staircase to the north beyond it, but don't climb it just yet.
First, keep going right, then turn downward. Open the door here to unlock another shortcut to the alley behind Quiet Hour Cafe.
Return to the stairs. You'll arrive at Silver Road. There's a save telephone nearby, with the Cable Car Station a short distance away.
Where to Find the Silver Bird Statuette
Before heading to the station, it's worth finding the final figurine for the cafe puzzle. From the telephone, head west past the Liquor Store and take the northern passage toward the camping area.
Turn right and you'll meet a strange man digging something. Speak to him. Continue until you spot a ladder held up by a padlock. Shoot the lock to lower the ladder, then climb it.
At the top is a bird's nest containing the Silver Bird Statuette. You now have all three figurines needed to open the cage at the cafe. Climb back down and return to the telephone booth near the cable car station.
How to Find the Quiet Hour Cafe Key
Go up the road toward the station, but don't enter just yet. There's an easily missed bag on the right, behind the railing. Search it to find the Quiet Hour Key. It opens the box you saw earlier in the cafe's back room.
You can keep exploring the station for now. You'll return to the cafe later to collect a revolver upgrade.
Cable Car Station: The Bell Puzzle
Enter the station building. First, head left and inspect the bench beside the item storage container. You'll find a Broken Plaque on it. Be sure to take it, as you'll need it for the puzzle here.
Climb the stairs to the upper floor. There's nobody at the ticket counter, so you can't speak to a station employee yet. Head right until you see a broken clock with several bells hanging beneath it.
The Riverside Bridge Key is hanging from the mount labeled A. Take it. You can now unlock the gate you found near the sporting goods store.
Now use the Broken Plaque from the ground floor on the bell mechanism. It will restore the missing section of the plate above the bells. To get the cable car running, you'll need to find the missing bells.
Step away from the clock and go through the door on the right. Another bell hangs here. Shoot it down and collect the third Memento Vessel Shard.
Return to the ticket counter. The light inside is now on, and there's a note hanging on the grille. Read it.
A station employee will then unexpectedly appear behind the counter. Speak to him. You'll learn that the cable car won't run until all the missing bells have been returned.
You'll need to find five bells scattered across different parts of Silver Pines. After the conversation, their approximate locations will be marked on your map.
The first is in the Sheriff's Office in Riverside, east of Downtown. You already have the bridge key, so you can go there now. First, though, it's worth returning to Quiet Hour Cafe for the remaining rewards.
Bird Puzzle: How to Open the Cage
Return to the cafe on Market Street and approach the birdcage on the left side of the room. You placed the red figurine earlier. Now open your inventory and put the yellow and silver statuettes from the movie theater and bird's nest into the remaining slots. The cage will open.
Take the Smooth Stone with a Hole Memento. It increases headshot damage by 20%, making it particularly useful with firearms.
Go into the cafe's back room, where you saw the locked box. Use the Quiet Hour Key you found near the cable car station. Inside is a revolver upgrade, the Double Action Mechanism. Take it and install it on your weapon.
Silver Pines Chapter 3 Walkthrough: Riverside and the Sheriff's Office
Your objective is the Sheriff's Office in Riverside, where one of the bells is located. From Quiet Hour Cafe, head east along Market Street. Unlock the gate with the bridge key you obtained in the previous chapter and cross the bridge full of abandoned cars. You'll meet a stranger on the way who you can talk to.
In Riverside, head up to the telephone booth and save your game. There's a staircase on the left leading to a bulletin board. Take the Riverside map from it.
Return to the telephone booth and head right until you reach the junkyard. Enter the storage building and read the note on the table. There are Spare Parts and Duct Tape nearby. Combine them in your inventory to craft a Repair Kit.
Continue east. You'll soon see a locked gate leading north. You can't open it yet, so keep going to Dana's Auto Repair.
Go inside, enter the door beside the counter, and break the padlock on the right. There's a coffee pot behind it. Drink some coffee to increase your maximum stamina.
Return to the main workshop area and head left. There's a Gate Key on the table behind the door. Two more enemies will appear when you pick it up.
Return to the locked gate, open it with the key, and head north, then left. You'll reach the Silver Pines Sheriff's Office. The front door has a keypad lock, and you'll need to find the combination.
Where to Find the Flashlight
First, head west from the Sheriff's Office. Break the padlock on the gate to open a shortcut back to the beginning of Riverside, then enter the parking lot behind the station.
There's a police car here with its emergency lights flashing. Inspect it and look at the malfunctioning radio. It still has the settings from the last transmission. Take a photo of the radio with your camera, as you'll need this clue to find the station's door code.
Return to the main road and head east. At the turn, go toward Wing Oil Gas Station. The fork on the right leads to Highway 13, but it's too dark there. Head left first.
The gas station's main entrance is locked. Go around the left side of the building and find the electrical panel in the yard. You can see a flashlight behind the partially raised shutter, but you can't reach it from outside. Restore the power using the panel, then return to the main entrance. The automatic door will now open.
There's a key hanging inside. Take it and go through the adjoining door. Kill the enemy and reach the back room.
You can save using the telephone here and speak to the girl standing by the cabinet. After the conversation, enter the door on the left and head to the far end of the workshop. The Flashlight is lying on the floor.
How to Get More Inventory Space
After taking the Flashlight, try to return the way you came. The door will be locked, and two enemies will burst into the room. Kill them and leave through the broken shutter into the gas station yard. Use the key you found earlier to unlock the restroom. There's a man in one of the stalls who you can speak to.
After the conversation, look at the fabric partition on the right. Cut it with your boxcutter and take the Hip Bag, which adds two inventory slots.
Head back outside. There's a sewer entrance nearby, but you don't need to go down yet. The way forward opens from the other side, and the only thing to find here now is an optional Memento.
Sheriff's Office Door Code
With the Flashlight, return to the fork near the gas station and go right, toward Highway 13. A crawling monster that spits poison will appear in the darkness. It's best to shoot it with the revolver from a safe distance before it gets too close.
Farther on, look up: another bell is hanging overhead. Shoot it down and pick up the Memento Vessel Shard. If you collected the previous three shards in Chapter 2, you can now combine them to gain another Memento slot.
Continue right until you see a truck. Inspect the cab and interact with the radio inside. Tune it to the frequency from the police car: 86.6 MHz.
Then use the microphone. A deputy sheriff will answer and give you the entrance code for the Sheriff's Office: 1715.
Return to the station, enter the four digits on the keypad beside the door, and go inside.
Exploring the Sheriff's Office
In the lobby, the door on the left is locked from the other side. Head right first and photograph the picture on the wall. You'll need it for the safe puzzle.
Go through the right-hand door, take the note from the table, and enter the sheriff's office. There's a safe here, and a book of clues lies on the desk. Read it and remember the highlighted words.
There's a Basement Key in the wall-mounted box. Take it and return to the corridor. The room to the north has a save telephone. After saving, head right. The sheriff is standing near the entrance to the north wing. Talk to him, then go down the stairs to the basement.
Unlock the barred gate with the key from the sheriff's office. The path splits here: the armory and holding cells lie to the north, while the corridor to the left leads to the interrogation room.
Head left first. Pick up the interrogation records along the way. You'll find Deputy Roberts behind a locked door. He asks you to free him and promises Eddie Velvet's interrogation tape in return. The door takes a four-digit code. You don't have the combination yet, so keep exploring the basement.
Where to Find the North Wing Key
Head left toward the storage rooms. One room contains a page from the safe's instruction manual. Be sure to read it: the document explains which way to turn the safe dial.
The North Wing Key is hanging on the wall. Take it, unlock the door on the right, and kill the enemy behind it. There's a ventilation grille overhead. Shoot it and crawl through into the next room.
You'll find a bell here. Shooting it down rewards you with a Memento Vessel Shard.
Return to the corridor and enter the archive on the left. Photograph the picture on the wall, then inspect the filing cabinet and pick up the incident report.
Head right toward the armory and holding cells. The route to the cells is blocked for now, so check the armory first.
There's a locked Weapon Utility Case on the table. You can leave it in storage for now. It contains a revolver upgrade, but you won't be able to open it until later.
There's a rifle behind the grille on the right. You'll need a key to get it.
North Wing and the Projector Puzzle
Return to the ground floor and enter the north wing. There's a changing room on the right with enemies roaming around. Kill them and search the lockers for supplies.
An evacuation plan hangs in the corridor on the left. Interact with it to obtain the map.
The storage room door opens with the North Wing Key. Go in, then head north to the meeting room.
Kill the enemy and inspect the projector. You can't read the message yet. Take the note from the table on the right. It mentions four pictures you need to photograph to open the safe.
You've already found the first two in the lobby and archive. The others are near the cold storage room and in the garden. Go through the left door to the courtyard. You can hear dogs barking, but they're still locked in their cages.
Head north. Near the boarded-up shooting range entrance, search the trash and take the License Plate. You'll need to use it with the projector.
Return to the meeting room and use the License Plate on the projector screen. Move it until the hidden message appears: Badge Number Reverse Release Prisoner. The clue means you need to enter a police badge number backward to free the prisoner. Now you just need to find the badge.
How to Get the Model 7 Rifle
Return to the courtyard and head right through the door leading to the holding cells and cold storage room.
The third picture for the safe puzzle is beside the cold storage entrance. Photograph it and head inside.
There are two refrigerated drawers with sliding stretchers. The one on the left is missing its handle, so you can't open it yet.
Pull out the stretcher on the right and examine the body. A police badge is lodged in the dead man's mouth, but you can't remove it with your bare hands. You'll need a crowbar.
Turn on the light using the switch beside the body and leave the room. Head right toward the holding cells.
Cell A is blocked, but you can enter Cell B. The Armory Key is lying on the bed. Pick it up.
Return to the basement armory, unlock the barred door, and take the Model 7 Rifle along with .223 ammunition from the nearby locker.
Where to Find the Final Picture for the Safe
Return to the north wing, near the courtyard exit by the storage room. Head left toward the evidence storage room beside the dog cages.
There's a note inside. A Crowbar lies behind a locked grille, but you'll need a separate key to open the evidence lockup.
Go back out into the courtyard and head south. Find the stone plaque and photograph the picture on it. This is the last of the four clues for the safe.
You can now return to the sheriff's office. On the way, visit the reception room on the left, inspect the wastebasket, and take the crumpled diary page. Then unlock the southern door to create a shortcut back to the main lobby.
How to Open the Safe in the Sheriff's Office
Return to the sheriff's office on the ground floor. To solve the puzzle, match the four pictures from the station with the highlighted words in the book on the desk. Each photograph shows a number. The basement instructions tell you which way to turn the dial.
The safe combination is:
- Turn the dial clockwise to 15;
- Turn it counterclockwise to 7;
- Turn it clockwise to 3;
- Turn it counterclockwise to 10.
Entering the combination correctly opens the safe. Inside are the Evidence Lockup Key and .223 rounds for the rifle. Take everything and return to the north wing.
Where to Find the Crowbar
Return to the evidence storage room near the dog cages. Use the key from the safe to open the grille and take the Crowbar. It's an important exploration tool that lets you break through boarded-up passages and smash wooden crates containing supplies.
Before leaving, break the boards on the door to the left of the lockup. There's an item storage container in the room beyond. Be careful: the dogs will escape their cages after you leave the evidence room.
With the Crowbar, you can also return to the boarded-up shooting range entrance opposite the cold storage room. There are enemies and extra supplies inside.
How to Get the Police Badge and Its Code
Return to the cold storage room where you found the body with a police badge in its mouth. Use the Crowbar to pull it out. Red will receive the Badge 0013 Memento.
Remember the message in the projector room: reverse the badge number to free the prisoner.
Reversing 0013 gives you 3100. That's the code for the interrogation room where Roberts is locked up.
Before freeing him, though, it's worth picking up another weapon upgrade.
Where to Find the Weapon Case Key
There's a ventilation grille overhead. Shoot it with the revolver, then climb inside. The vent leads to the previously inaccessible Cell A. Search the toilet for the Metal Handle.
Return the way you came to the cold storage room. Use the handle on the left drawer that you couldn't open earlier.
Pull out the stretcher and examine the jacket. Inside is the Weapon Case Key. Combine it with the case you found in the basement armory. It contains the Six-Shot Cylinder upgrade for your .38 revolver. You can now return to Roberts.
How to Free Deputy Roberts
Head down to the Sheriff's Office basement and make your way to the interrogation room. If you've found the Crowbar, you can break the wooden boards in the passage between the cells and armory to unlock another shortcut. Enter 3100 on the keypad beside the locked door. It will open, allowing you to speak with Roberts.
After the conversation, take the tape recording of Eddie Velvet's interrogation from the table. If you want, smash the window on the left with your Crowbar to enter the adjoining room.
Return to the desk and insert the tape into the recorder. Listen to the recording, which reveals new details about the investigation. Roberts will have left the room by this point. Head into the corridor and climb to the ground floor. Before moving on, visit the telephone room and save your game.
A new monster is now roaming outside. Deal with it, then prepare for the boss fight. We recommend bringing the Model 7 Rifle, spare ammunition, and several healing items.
How to Defeat Deputy Roberts
After saving, head left and go through the red door. Roberts will confront Red on the other side. After a brief conversation, the fight begins.
The main danger is that Roberts doesn't fight alone. A dog helps him at the start, and a second will appear around halfway through the battle.
Roberts himself doesn't use ranged weapons, so the safest strategy is to keep your distance and shoot him with the rifle.
We recommend the following approach:
- As soon as the fight starts, back away from Roberts and ready your rifle;
- Fire as he approaches. Powerful shots from the Model 7 can hit several enemies lined up together;
- If Roberts gets close, dodge behind him and run to the opposite side of the arena;
- When the second dog appears, keep moving so the enemies can't surround Red;
- Only use healing items after creating some distance between yourself and the enemies;
- Don't stand still for an extra shot. It's much safer to wear Roberts down gradually, alternating between shooting and dodging.
After winning, take the Snake Earring Memento.
Where to Find Cable Station Key A
After the fight, go a little farther left. Red will unexpectedly be transported to a different location.
Follow the road left and inspect the Silver Road sign along the way. There's a diary page attached to it that you can collect.
Continue left to the very end of the road. You'll find Cable Station Key A here. Pick it up.
Red will then automatically return to the Sheriff's Office. Go inside and save your game.
Silver Pines Chapter 4 Walkthrough: Union Apartments
After defeating Deputy Roberts, Red Walker obtains the first bell for the cable car. The next is hidden in Union Apartments.
How to Get the Double Barrel Shotgun
Return from Riverside to Downtown Silver Pines. Mr. Jackman will call Red near the sign. Now that you have the Flashlight and Crowbar, you can explore rooms that were previously inaccessible. Start by visiting the Sport Smart sporting goods store near Quiet Hour Cafe.
Enter through the back door near where you found the Baseball Bat. Turn on your Flashlight, find the light switch, and inspect the grille in front of the gun section on the right. You'll need a code to open it. There's also a mechanism with a diamond-shaped fitting upstairs. You don't have the handle yet, so leave it for later.
Go to the second floor, pass through the southern door, and inspect the framed baseball uniform. The player's number is 23 and the year is 67. Return to the grille and enter 2367. Kill the two enemies, smash the display case, and take the Double Barrel Shotgun.
How to Enter Union Apartments
Head from the store to the movie theater. Inside, turn on your Flashlight and enter the door to the left of the vending machine. Walk right between the seats, then leave through the left-hand door into the back courtyard. Head left toward Union Apartments. You can talk to the familiar stranger outside. Unlock the door on the left to create a shortcut, then go north.
There's a boarded-up room on the left with a bell inside. Shoot it down and collect a Memento Vessel Shard. Then enter the apartment building through the main entrance.
In the lobby, take the building map and Utility Room Key from the key holder on the left. Use the intercom to call Alice Baker in Apartment 4B. The line is busy, so you'll need to turn off the broadcast in the utility room.
Where to Find the Four Laundry Tokens
Go outside, descend on the right, and head east. The door you need is past the enemies. Unlock it with the key, kill the monsters (the gas cylinder on the left will help), and descend into the flooded basement. A strange creature will flash past behind the grille and disappear as Red approaches. Find the wall-mounted intercom and turn off the broadcast.
Return to the main entrance and call Apartment 4B again. An unknown person will answer. After the conversation, the inner door will open.
First Floor
On the first floor, head left into the caretaker's apartment, 1A. Take the first Laundry Token from the table. Read the newspaper clippings on the board. The stories about an artist, a cat lady, a writer, and a stalker will be needed for a door puzzle. Nearby is the mysterious phrase It Came For The Rest. You can also see an elevator button marked 4 through the window. You'll need to put it back into the elevator to reach the fourth floor.
Also inspect Apartment 1C on this floor. The artist Drew Laker lived here. The writing on the bedroom wall has been painted over, so you can't read it yet. There's a save point farther right along the corridor. Be sure to use it before exploring the upper floors.
Basement
Go down to the basement. On the right is a storage area with two rooms. The left room has a keypad lock, while the right contains the second Laundry Token inside a gym bag. Head left into the laundry room. You can see a key inside the washing machine, but you'll need four tokens. The third token is in a bag in the northern passage of the laundry room.
Go up to the second floor and head all the way left. The fourth token is in a bag near the grille. Be careful: an enemy behind the grille fires poisonous projectiles.
While you're here, enter Apartment 2B and fill an empty bottle at the still. You'll get a Bottle of Alcohol. In Apartment 2C, you can crawl through a vent to reach an optional bell and a Memento Vessel Shard.
Return to the basement and insert all four tokens into the washing machine. Take the Union Level 3 Key. On the way upstairs, smash the boards covering the stairwell window. There's another bell with a shard on the scaffolding outside.
Third Floor: Apartments and Paint Solvent
Unlock the third floor with the key. The corridor to the left is blocked, so head right into Apartment 3C. There's a diary in the bedroom. Smash the bathroom mirror and crawl through into Apartment 3B. There's a fabric wall on the left that you can cut open, with a bag of ammunition on the other side. Exit into the western section of the corridor. Cats live in Apartment 3A to the north, and there's a postcard on the table connected to the cat lady from the newspaper clipping.
Return to the fork and go out onto the balcony on the left. Drop down to the second floor, unlock the door connecting the two halves of the corridor, and enter Apartment 2A. Take the sheet of paper from the typewriter. In the bedroom on the right, pick up the Dried Up Paint Solvent. You can speak to the sheriff on your way out.
Return to Apartment 1C on the first floor. Combine the solvent with the Bottle of Alcohol and apply the mixture to the painted-over bedroom wall. The clue Basement 1525 will appear. Head down to the basement, enter 1525 on the left storage room's keypad, and take the gasoline. You can combine it with an empty bottle to craft a Molotov Cocktail.
As an extra detour, smash the bathroom mirror in Apartment 1C and crawl into Apartment 1B. There's a coffee pot on the left that increases your maximum stamina.
Caretaker's Apartment Code and Elevator Button
Return to the caretaker's Apartment 1A. To open the locked door, match the four newspaper stories to the residents' apartments:
- Artist: 1C;
- Cat lady: 3A;
- Writer: 2A;
- Stalker: 3C.
Enter the sequence 1C → 3A → 2A → 3C into the lock. Behind the door, take the Floor 4 Button and the 1911 Service Pistol. Return to the elevator, install the button, and ride up to the fourth floor.
Where to Find the Apartment 4B Key
There's a red glow near Apartment 4B, indicating a boss encounter ahead. First, you can search Apartment 4A for money and ammunition. Then head right along the corridor to the door with a telephone symbol, enter, and climb to the roof. The Apartment 4B Key and a diary are on a table to the left.
Crows will attack after you pick up the key. It's best to head back and save immediately. There's also a Hip Bag on the fourth-floor staircase, a little farther down, which expands your inventory.
Bring the 1911 pistol, ammunition, and healing supplies. Unlock Apartment 4B, inspect the photo of Eddie with the girl from the bar and the diary page on the bedside table. Enter the bathroom and turn off the tap. Red will be transported to the flooded basement, where a boss fight begins.
How to Defeat the Flooded Basement Boss
You've already seen this creature behind the utility room grille. It spends most of the fight underwater and only surfaces to attack. Watch for splashes to tell where it will emerge. Keep moving, or Red will be hit by its spikes.
Once the creature appears, it's vulnerable for a few seconds. Shoot it in the head with the 1911 pistol, then retreat. The boss has two main attacks:
- Spike attack. The creature bursts out of the water beneath Red and impales him with spikes. Move aside as soon as you see the splashes;
- Spike projectile. From a distance, the boss fires a large spike that knocks Red down. Keep moving and dodge.
Don't try to chase the creature underwater. Wait for it to appear, fire a few shots, and back away. After defeating it, Red will find himself in a swamp.
How to Get the Second Cable Car Bell
First, head left and pick up the Sea Polished Glass Shard Memento. It reduces stamina consumption while swimming. Equip it, head back right, and swim across the flooded section.
On the opposite shore, crush the creature lying on the ground and collect the Black Flesh. There's a diary page a little farther ahead. Head north, then right to the cage containing an Injured Bird. Take the bird, return left, and use the first southern exit.
Head west toward the table. There's a hole in the wall behind it. Interact with the hole and feed the injured bird to the creature inside. You'll receive Cable Station Bell D.
Red will automatically return to the building entrance afterward. Leave through the southern gate, head left, answer Mr. Jackman's call, and save your game.
Silver Pines Chapter 5 Walkthrough: Loomis Park, Town Hall, and the Drawbridge
After exploring Union Apartments, Red Walker has two bells for the cable car station. The next is in Loomis Park. To obtain it, you'll need to explore Town Hall, find three masks, and solve a statue puzzle. You'll also need to lower the drawbridge leading to Church Hill.
Exploring the Rabbit Hole Bar
Before heading to Loomis Park, we recommend visiting the Rabbit Hole Bar. From the telephone booth near Union Apartments, head south, then west toward the alley. There's a boarded-up passage on the right. Break the boards with your Crowbar and descend the stairs. You'll find the entrance to the bar at the bottom.
Inside, head to the table where Red sat during one of the visions near the beginning of the game. There's a Star on it. Pick it up. You'll need it to open the ring box from the restroom at Miner Diner.
Go through the door on the right side of the bar to reach the backstage area. Head left until you reach a save telephone.
Inspect the mirror on the dressing table. A Torn Polaroid is attached to it. If you found the other half in the motel room earlier, combine the two in your inventory to get the Repaired Polaroid Memento.
Go through the left door backstage and pull the rope to open the curtain. There are two circular recesses in the wall. You'll need additional items to solve this puzzle, so leave it for now.
How to Enter Loomis Park
Return to Quiet Hour Cafe and talk to the man near the counter. He'll give Red four 12-gauge shotgun shells.
Then head to Loomis Street and cross the bridge. The park gate on the other side is boarded up. Break the boards with the Crowbar and enter.
There are three disfigured statues to the right of the entrance. The middle one is holding a bell, but you can't take it yet. You'll need to find three masks to solve the puzzle.
Head east. Near the rest area is a sewer manhole, and you can see one of the masks beneath the grate. You'll need a key to get down there.
Climb the stairs to the left and head right. There's a cement mixer here that you'll use later. Continue north, then right, toward the Town Hall entrance.
Town Hall Ground Floor: Where to Find the Tongs and Mold
Enter Town Hall and kill the enemies in the main corridor. There's a restroom on the right where you can speak to someone through a vent near the sink.
Return to the corridor and head left past the stairs. You can save in the room with the telephone. Beside the fireplace is a basket containing Fireplace Tongs. Be sure to take them.
Crouch and crawl through the fireplace to the right. There's a bell with a Memento Vessel Shard hanging beyond it. Return to the corridor and go through the double doors on the left. You'll find yourself in Town Hall's large auditorium. The first mask is visible on the balcony above, but you can't reach it yet.
Head left, backstage. There's an item storage container nearby. Go through the adjoining door and inspect the jacket hanging by the stairs next to a locked room. It contains the Town Hall Office Key.
Take it and head right toward the burning kiln. Enter the room with the destroyed paintings and find the Empty Mold on the table.
Second Floor: How to Get the First Mask
Return to the main corridor and go up to the second floor. Kill the enemies and examine the bulletin board, which has a note and the Town Hall map.
Head right. An aggressive monster will burst out of a nearby door, so it's best to take it down from a distance. In the Night School room, you can drink coffee to increase your maximum stamina and speak to someone.
Return to the corridor and find the locked staircase marked Office. Use the Town Hall Office Key.
Go through the left door near the stairs. It leads to the balcony overlooking the large auditorium, where you'll find the Blissful Mask. Take it.
Third Floor: The Manhole Cover Key
Return to the staircase marked Office and head upstairs.
Kill the enemy and inspect the sandbags. You'll find Unmixed Clay here, which you'll need to make another mask. Enter the office through the nearby door. The Manhole Cover Key is on the right, above the filing cabinet.
You can climb through the open window onto the scaffolding to reach an enormous clock with a mechanism that needs a special crank handle. For now, head back outside to find the remaining masks.
How to Find the Weeping Mask
Go to the entrance of Loomis Park and find the sewer manhole near the rest area. Use the key from the Town Hall office to open the cover. Climb down and head left. The Weeping Mask is lying here. Pick it up and return to the surface.
How to Make the Malformed Mask
Return to the cement mixer you noticed while exploring the park. Use the Unmixed Clay you found on Town Hall's third floor to make the Clay Mixture.
Return to Town Hall, to the burning kiln near the room with the paintings. Combine the Clay Mixture with the Empty Mold from the ground floor to make the Filled Ceramic Mold. Put it into the kiln, then use the Fireplace Tongs to retrieve the finished Malformed Mask. Red now has all three masks. On the way back through Town Hall's main auditorium, however, a boss fight will begin.
How to Defeat the Town Hall Boss
This boss has a large health pool and constantly tries to close in on Red. It attacks with a melee weapon, swinging it in wide arcs or slamming it into the ground to damage the surrounding area.
You can dodge both attacks. Keep moving and maintain your distance. The Model 7 Rifle or a shotgun works well for this fight.
The boss also has a ranged attack: it throws a projectile at Red that deals substantial damage but doesn't poison or knock him down.
We recommend this strategy:
- Keep moving around the arena so the boss can't corner you;
- After it misses an attack, fire a few shots and retreat again;
- Don't attempt long melee combos;
- When your health is low, back away before using a healing item.
After defeating the boss, leave Town Hall through the main entrance.
Three-Statue Puzzle: How to Get the Third Bell
Return to the three statues near the entrance to Loomis Park. Place the masks in this order:
- Left statue: Weeping Mask;
- Middle statue: Malformed Mask;
- Right statue: Blissful Mask.
Once the masks are in the correct places, the middle statue will open its hands. Take Cable Station Bell F. A story cutscene will play, after which Red will find himself near the cable car station. You now have three of the five bells. Before continuing, you can revisit the Digging Man near the campsite. He'll have more dialogue.
How to Reach the Drawbridge
To progress, you need to open the way to Church Hill.
Leave Loomis Park and head left along Loomis Street toward the newspaper building. Go down the stairs beside it and smash the boards blocking the passage on the left. Continue forward, kill the enemy, and enter the Boat Workshop. There's a boat engine here with parts missing. Listen to the tape recorder near the entrance to learn that the part needed to repair the engine is at Miner Diner. Fixing the boat is optional, however. You can swim across to the opposite bank instead.
Leave the workshop and head right to the pier. Before jumping into the water, we recommend equipping the Sea Polished Glass Shard Memento, which reduces stamina consumption while swimming.
Jump into the water and swim forward, then take the southern passage. Head west through the shallow water. Kill the enemies and climb the stairs leading to Saint Adjutor Church. From there, head east toward the Silver Dog Bus Depot.
How to Lower the Drawbridge
Enter the bus depot and inspect the bus inside. There's a man in it who you can speak to. After the conversation, go outside and save at the telephone. There's a wooden barrier to the right. Break it and search the bag containing a battery and money. Then head east to the stairs beside the drawbridge. Climb up and interact with the control panel.
Red will lower the bridge, opening a permanent route between Church Hill and Downtown. You can now return to the church and begin exploring Church Hill, where the fourth bell is located.
Silver Pines Chapter 6 Walkthrough: Church Hill, the Funeral Home, and the Fourth Bell
After lowering the drawbridge, Red Walker gains access to Church Hill, home to the fourth cable car bell. To reach it, you'll need to collect three metal cubes and solve a puzzle at the bell tower. You can also obtain the Sledgehammer here, which lets you break cracked walls.
Exploring Church Hill
From the Silver Dog Bus Depot, head west past the stairs leading up to the church. You'll soon see the Parish Home.
Go inside and take the Flower Shop Key from the table on the right. Then break the padlock on the left door. The adjoining room has a coffee pot that increases maximum stamina, along with the Church Hill map.
Return outside and climb the stairs to the right of the Parish Home. On the church grounds, find the locked Chapel Tower gate.
Inspect the mechanism hanging from the chain. It has one rotating metal cube installed, with three empty mounts beside it. To open the gate, you'll need to find three more cubes and set the symbols correctly.
Where to Find the First Metal Cube
Enter Saint Adjutor Church. From the main entrance, head right and go through the next door. The sheriff will greet Red here. Speak with him, then enter the adjoining room. There's a Metal Cube on the table. Take it and return to the main street.
Funeral Home: Where to Find the Symbol Clue
Go up the stairs near the bus depot to the Funeral Home. Inside, look at the poster depicting Father Jacob Foster. He's wearing a necklace with a religious symbol. Photograph the necklace, as you'll need the image for the bell tower puzzle.
Outside the building, you can also jump over the railing on the right to reach a bell with a Memento Vessel Shard.
For now, the doors on the right on both floors are locked. Return outside and follow the road uphill to the Flower Shop. Unlock it with the key from the Parish Home.
Flower Shop: Code 752
Inside, inspect the flower display. Note the prices of three varieties:
- White Lilies: 7;
- Red Roses: 5;
- Bluebells: 2.
You'll need these numbers to open a door in the Funeral Home.
Jump over the counter on the left, break through the obstruction, and enter the back room. The Funeral Home Family Key is here. Take it and return to the Funeral Home.
How to Find the Cemetery Key
Go up to the second floor and unlock the door with the Family Key. Kill the enemies and continue. The next room has a large hole in the floor. Jump across, collect the document from the table, and go through the northern door. A note attached to the mirror reads Lily, Rose, Bluebell. Using the Flower Shop prices gives you the code 752. Return to the hole in the floor and drop down. Go through the door on the left and inspect the coffin. The Cemetery Key is inside. Take it and unlock the door leading back to the Funeral Home entrance.
How to Get the Sledgehammer
Head to the cemetery and unlock the gate with the key you found.
There's a Sledgehammer beside the well on the left. Be sure to take it. It's a powerful melee weapon that can also destroy cracked walls.
Inspect the well. You'll need a crank handle with a diamond-shaped fitting to operate it. There's a cracked wall on the right side of the cemetery. Break it with the Sledgehammer to reach a greenhouse containing extra supplies.
Where to Find the Crank Handle
Return to Church Hill's main road. Jump over the railing on the left to reach the lower area near the lighthouse.
Continue to the opening in the wall and crawl inside. There's a cracked partition on the right. Break it with the Sledgehammer and take the Crank Handle from the table. You can find Father Foster's diary near the water and another Memento Vessel Shard on the opposite bank. Now return to the cemetery.
How to Get the Second Metal Cube
Approach the well and install the Crank Handle. Operate the mechanism to raise an unusual object from the depths. There's an eel inside. Crush it underfoot, then inspect the remains and take the second Metal Cube. The final piece is in the Funeral Home.
How to Open the Crematorium and Find the Final Metal Cube
Return to the Funeral Home and head right along the ground floor to the room with the coffin-lifting mechanism. There's a locked door beside the lift. Enter the code 752 from the flower clue and go inside.
There's a cremation furnace on the right with movable stretchers. Inspect it, then head down to the lower floor.
The Mortician's Ledger is on the table to the left. It reveals that Father Jacob Foster's body is in Coffin No. 2. Enter the room on the left and summon the freight lift. Find the movable stretcher, wheel it over to the second coffin, and transfer Foster's body onto it.
Wheel the stretcher to the lift and send the coffin up to the ground floor. Head upstairs and move the body into the cremation furnace. Switch it on using the wall button and wait for the process to finish.
Then crawl inside through the opening and collect the third Metal Cube.
How to Open the Bell Tower Gate
You now have all three missing Metal Cubes. Return to the locked bell tower gate on the church grounds. Fit the cubes into the empty mounts and rotate them until their symbols match those on Father Foster's necklace.
Use the photo of the poster from the Funeral Home as your reference. The mechanism will open the gate when the symbols are correct.
How to Get the Fourth Bell
Climb the bell tower's stairs and platforms all the way to the top. Near the large bell is a diary page attached to a beam.
Take it and interact with the bell. When it rings, the world around you will change and take on a reddish hue.
Now head back down. Be careful: falling from a great height will kill Red. Before jumping, check the platforms below to plan a safe route.
There's an item storage container at the bottom. Ready your weapons, stock up on ammunition and healing items, then crawl through the opening.
Rather than a full boss fight, you'll face several waves of regular enemies. We recommend using a rifle or shotgun to kill them from a distance.
Once you've won, the door on the left will open. Go through and take the fourth cable car bell, Cable Station Bell B.
Then head left to the confessional. Enter and sit in the chair to trigger a conversation. After that, you can leave the church.
What to Do After Finishing Church Hill
When you leave the church, you'll notice that the world has changed: two new types of enemies are now roaming the streets.
You can revisit areas you've already explored. The Sledgehammer opens additional passages concealing Mementos, weapons, and secrets.
There's also an optional boss near the ship in Downtown.
Before continuing the story, head to Quiet Hour Cafe. The man you spoke with earlier is dying. Talk to him and take the North Star Shotgun.
This powerful weapon will be useful in the next chapter, especially against the sewer boss.
Save your game. Red now has four of the five bells. The last one is in the sewers beneath Downtown.
Silver Pines Chapter 7 Walkthrough: Sewers, the Final Bell, and Mt. Siah Kopa
By now, Red Walker should have four of the five bells needed to start the cable car. The last is in the sewers beneath Downtown Silver Pines. To reach it, you'll need to repair the sluice gate mechanism, change the water level, and activate three flow-control valves. You can then travel to Mt. Siah Kopa, where the search for Eddie Velvet continues.
How to Enter the Sewers and Find the Map
Go to the Friendly Paws Veterinary Clinic in eastern Downtown. Break the boards to the right of the building with the Crowbar and go down the stairs.
Head east to the northern gate. There's a passage to the final bell beyond it, but the door is bolted from the other side.
Go back and descend the southern stairs to the dock. Head left to the door marked Sewer System. Before going inside, cross the bridge to the Sluice Gate Mechanism.
One of its gears is missing. To repair it, you'll need a matching part and the Crank Handle from the previous chapter.
Return to the Sewer System door and go inside. The sewer map is on the table to the left. Take it and head left until you reach a flooded passage with a pipe above the water. You'll need to open the sluice gate to reach it.
Where to Find the Heavy Mechanical Cog
Return to the veterinary clinic and enter through the sewer manhole.
The Heavy Mechanical Cog is on the table to the left. Take it and unlock the door on the left to connect this section to the main tunnel network. Return to the sluice gate mechanism by the dock. Install the gear and rearrange the others so their rotation reaches the large gear on the right.
Then use the Crank Handle to open the sluice gate. The water level will drop, revealing previously inaccessible passages.
Where to Find the Sewer Key
Enter the sewers again through the door near the dock. You'll meet the sheriff near the entrance. Talk to him and head left. You can now climb onto the pipe above the passage. Continue until you see several motionless monsters.
One of the creatures on the left has the Sewer Key sticking out of it. Take it, and the monsters will come to life and attack Red.
Kill the enemies and return to the previously locked northern grille. Open it with the key. Farther down the corridor is a gate leading toward The Silver Gazette building and Loomis Park. Open it to create a shortcut.
How to Open the First Valve: A
The sewers contain three flow-control valves: A, B, and C. You'll need to activate all three to restore the system.
After opening the shortcut, head east to the end of the passage and take the northern door.
Turn left, climb over the pipe, and kill the enemy. Then crouch and crawl through the pipe on the left.
You'll find Flow Control Valve A at the end of the passage. Turn it, then head toward the next mechanism.
How to Open the Second Valve: C
From Valve A, head east to the pipe on the right. Climb inside and crawl forward. The tunnel leads Red back to the surface near Quiet Hour Cafe.
Head right and find the broken drainpipe. You can use it to enter the sewers again on the other side of the hatch blocking the final bell. There are three pressure regulators here. Leave them for now and read the note on the container. It explains that excessive pressure can destroy the hatch.
Climb the northern staircase. The door to the east opens a shortcut to the area beneath the dam. Continue right toward the door with a keypad lock. There's a red glow beyond it, warning of a boss fight.
For now, go through the nearby entrance marked Staff Only. Inside is a safe room with a telephone and a valve-status panel.
Save your game and pass through the northern gate. Jump across the broken section of the bridge and head left.
There's a note on the ground with the boss door code: 1467. Take it, then continue all the way left and turn Flow Control Valve C. The door on the left leads to the area near the cable car station. Only one valve remains.
How to Open Valve B: Code 1467
Return to the red-glowing door near the safe room and enter 1467.
Save and stock up on ammunition before going in. Then drop down from the ledge and head all the way right.
You'll find Flow Control Valve B here. Turn it to trigger the sewer boss fight.
How to Defeat the Sewer Boss
The boss's main danger is the poisonous aura surrounding its body. Getting close to it poisons Red, and even dodging through the creature can rapidly fill the poison gauge.
It's best to avoid melee weapons. Bring antidotes, healing items, and plenty of ammunition into the fight.
The North Star Shotgun you obtained after finishing Church Hill works especially well. Use 12ga Slug shells to deal heavy damage from a distance.
The boss itself mostly attacks in melee and constantly tries to close the gap.
We recommend the following strategy:
- Keep backing away from the creature to maintain your distance;
- Shoot after it finishes an attack;
- Don't dodge through the boss's body, or you'll be poisoned;
- Use an antidote if your poison gauge fills up;
- Switch to the rifle or another ranged weapon if needed.
Once the boss is dead, all three valves will be active. You can now return to the final bell.
How to Open the Hatch Containing the Final Bell
Return to the pipes near the room where you saw the bell behind a closed hatch. There are three pressure regulators here. With Valves A, B, and C activated, you can adjust the system pressure. Turn the regulators until all three gauges rise above their maximum marks. Wait a few seconds. The pressure will build until the hatch explodes, opening the room.
Sheriff Encounter and the Final Bell
Go inside and head right. The sheriff will attack Red, knock him to the ground, and attempt to strangle him.
Follow the prompts on-screen, pressing the indicated buttons at the right times. After successfully completing the sequence, Red will defeat the sheriff. You can take his .44 Magnum revolver, one of the most powerful handguns in the game. Then head right and collect the final cable car bell, Cable Station Bell E.
Red now has all five bells needed to start the cable car.
How to Start the Cable Car
Return to the cable car station in Downtown Silver Pines and head up to the mechanism with the bell mounts.
Install all the bells in their corresponding lettered positions. Then inspect the restored plaque above the mechanism. It shows the correct order in which to ring them.
Ring the bells in the order shown by the clue. If you've done it correctly, a cable car will arrive at the station. Save, prepare your weapons and healing items, then board the car and travel to Mt. Siah Kopa.
Mt. Siah Kopa: How to Reach the Cabin
After arriving at the mountain station, enter the safe room on the right and save your game. You can find a Hip Bag that expands your inventory below and to the left of the entrance. Then leave the building and head right. Flying monsters will attack Red on the bridge. Kill them or run past. Beyond the bridge is a hiking-trail sign. Keep following the road east, jump over the gap, and climb the ledges.
Kill the monsters on the upper platform and head north to a small cabin.
There's an electrical box nearby. You'll need two 40A fuses to restore power. You can save the game inside the cabin.
Where to Find the First 40A Fuse
From the cabin, head left along the road to a ledge. Climb up and continue west.
You'll reach the Weather Station. There's an electrical panel with a 40A Electrical Fuse beside the damaged antenna. Take it and return to the main road.
Where to Find the Second Fuse
Go up the northern stairs leading to the Access Tunnel. Inside, turn on your Flashlight and head right, up the staircase. The Mt. Siah Kopa map hangs on the wall.
Take it and go through the northern door. There's a small room with another electrical panel containing the second 40A fuse.
Return to the cabin and install both fuses in the electrical box outside. Once the power is restored, head back to the Access Tunnel.
How to Reach Thelend Broadcasting
The grille that was locked at the bottom of the Access Tunnel stairs is now open. Go through. There's a Pipe Bomb in the room on the left. Take it if you want, then follow the northern passage and climb the stairs to the surface.
Turn left and climb the northern staircase. You'll arrive at Thelend Broadcasting.
Head left through the northern passage. There's someone here you can speak to. A **Star** lies nearby, needed for one of the secret endings. Afterward, return to the main path and head right to the broken drainpipe. Crawl through it. You'll hear a telephone ringing on the other side. Answer Mr. Jackman and save your game.
Silver Pines Chapter 8 Walkthrough: Thelend Broadcasting, Final Boss, and All Endings
After climbing Mt. Siah Kopa, Red Walker reaches Thelend Broadcasting, where the search for Eddie Velvet comes to an end. Several puzzles, boss fights, and a choice that determines the ending await. Here's how to complete Silver Pines' final chapter and unlock all three endings.
How to Enter Thelend Broadcasting
The broadcast center's main entrance is boarded up, so head right to the hole in the wall and crawl inside.
In the first room, inspect the television, which lets you switch between four cameras. One shows a mysterious door illuminated by red light. You'll need to open this passage later.
Head behind the counter to the north and enter the room on the right, the Recording Booth. There's a console here with a cable plugged into the second channel. To solve the puzzle, you'll need two more cables and a set of instructions. Return to the entrance, head east, then north along the corridor. Find the door marked Stage 1. Behind it is a safe room with a telephone.
Save your game and take the Technical Manual from the table. Its second page shows the cable connection diagram.
Where to Find the Two Audio Console Cables
Leave the safe room through the right-hand door and find the room marked Live Show, the Editing Bay. Kill the enemy and take the first Cable from the console on the right.
There's a grille with a keypad lock on the left, with VHS tapes nearby. You'll need them for the next puzzle. Head east into the broadcast center's storage area. Break the padlock on the grille on the right and continue north. The Cyan Lens is behind the door on the left. Take it, then head east and use the northern passage before the back exit.
Go all the way right, kill the enemy, and take the second Cable from the shelf.
How to Solve the Audio Console Puzzle
Return to the Recording Booth and insert the two cables you found. Connect the sockets according to the diagram on the second page of the Technical Manual.
Once the connections are correct, Red will hear a voice repeating four phrases:
- All Lies;
- Red Light;
- No Breaks;
- The Last Exit.
These are clues to the combination lock in the Editing Bay.
How to Open the VHS Tape Door: Code 0002
Return to the Editing Bay and inspect the shelf of videotapes. Match the phrases you heard to the recording titles:
- All Lies: Rear View Lies, 0;
- Red Light: Red Light, Dead Night, 0;
- No Breaks: No Brakes No Mercy, 0;
- The Last Exit: Finale: Last Exit, 2.
The correct code is 0002. Enter it on the panel on the left and go through the grille. Open the chest to get the Backdoor Key. Then return to the storage area.
How to Find the Stage 1 Key
Unlock the Backdoor Exit with the key you found. Outside, go down the stairs and head north. Kill the enemies and continue west. Pass the locked gate leading to the antenna and head all the way left. Turn south, pass the closed door, and climb onto the ledge on the right. Enter the office through the window.
Take the Stage 1 Key from the desk. Kill the enemy and unlock the door on the right to open a shortcut. Return to the safe room near the Editing Bay and unlock the northern door with the key.
Spotlight Puzzle: Where to Find All Three Lenses
In Stage 1, take the door on the right. Behind it is a large Stage Light aimed at the stage below. It has three slots for colored lenses. You've already found the Cyan Lens. You'll need to collect the yellow and magenta lenses as well.
The third page of the Technical Manual explains how to mix colors. Your goal is to create red lighting to reveal a hidden door.
How to Find the Yellow Lens
From the spotlight, head right to the stairs leading down to Stage A. There's a broadcast center map nearby. Take it.
Go down to the stage, then head left into the adjoining room. Kill the enemies and take the Tower Key from the table. Leave through the door on the left to reach the backyard and return to the previously locked gate by the antenna. Unlock it and climb the metal tower all the way to the top. You'll find the Yellow Lens here. A flock of crows will attack when you pick it up. It's best to head straight back down without wasting ammunition.
How to Find the Magenta Lens
Return to Stage A and head right to the stairs leading to the Workshop. Turn left and continue to the metal walkway in Prop Storage. Kill the enemy, head north, then go all the way right through the door. Find the hatch and climb down to the lower section. Kill the enemy, head left toward the southern exit, then right to the end of the corridor. The Magenta Lens is on the table. Take it and return to the spotlight.
How to Open the Red Door on the Stage
You now have all three lenses:
- Cyan Lens: in the storage area;
- Yellow Lens: at the top of the antenna tower;
- Magenta Lens: in the lower part of the Workshop.
To create red light, insert the Yellow and Magenta Lenses and remove the Cyan Lens.
Once the light is set correctly, a hidden door will appear on the stage. Go down to it to start a boss fight.
How to Defeat the Broadcasting Center Boss
Red encounters the huge creature he previously fought in Town Hall. This time the enemy is stronger and more aggressive, though its main attacks are unchanged.
The boss favors melee combat and constantly closes the distance. We recommend using a rifle, Magnum, or shotgun loaded with powerful ammunition. Keep moving so the monster can't pin you against the wall. When it winds up for an attack, dodge and retreat to the opposite side of the arena. After the attack finishes, fire a few shots and create some distance again.
After defeating the boss, collect the 8 Ball Gear Shift Memento. Then go through the door that appears on the stage. Red will be transported to the final area.
Final Area: The Place Where It All Ends
Head east to the intercom and speak to the person on the other side. Then continue to the hole in the floor and drop down.
Turn on your Flashlight and head left. Smash the cracked wall with the Sledgehammer and take the Love Cassette Tape from the hidden room. Return to the corridor and head north. There's a telephone without a rotary dial here. Nearby is a key rack holding a Broken Key and a Rusted Key. Take both. Continue east to the yellow road. Near the telephone booth, examine the symbols on the wall and photograph them. You'll need them for the telephone puzzle.
Continue east until you reach a broken bridge. Unlock the grille with the Rusted Key and take the northern passage.
There's a strange pulsating tree here. To continue the story, you'll need to find three Metal Spikes and insert them into the tree.
How to Find the First Metal Spike
Return to the broken bridge and jump across the gap. On the opposite side, climb down the stairs and inspect the area near the wrecked car. The Rotary Dial is lying here. Take it and return to the telephone without a dial.
Install the part and dial the symbols from your photograph from left to right.
After entering them correctly, a second Broken Key will drop from the coin return slot.
Combine the two Broken Keys in your inventory to make the Bloodied Key.
Use it on the locked door to the left of the telephone. Inside is a hanging piece of flesh with the first Metal Spike stuck in it. Take it, return to the tree, and insert it into one of the holes.
How to Find the Second Metal Spike
Head back to the broken bridge, jump across the gap, and continue east.
Take the northern passage and head right until you reach a bed with a television. There's a diary page nearby. Insert the Love Cassette Tape you found earlier into the television and play the recording.
After a while, the television will catch fire, and the second Metal Spike will appear inside the screen. Take it and insert it into the tree.
How to Find the Third Metal Spike
Return to the main road and head east. Jump over the gap, climb onto the platform on the right, and take the northern door. Head left and climb the stairs. In the next room, there's a container holding Wire Cutters on the right.
Take them, return to the main route, and use the lower passage. Kill the enemy and find the electrical panel. Use the Wire Cutters to cut two wires.
Go through the newly opened door on the right and continue to the hole in the floor. Drop down, descend all the way to the bottom, and take the door on the left. Head left until you find the third Metal Spike.
You can now return to the tree. Before inserting the final spike, save, restore your health, and prepare a powerful weapon.
Completing the puzzle will trigger the final boss fight.
How to Defeat the Final Boss in Silver Pines
The final boss deals enormous damage, knocks Red back with its attacks, and frequently uses long attack combos.
We recommend using the Magnum, the rifle, or a powerful shotgun. Mementos that boost headshot damage are also useful. The female boss has four main moves:
- Attack combo. The boss unleashes several attacks in succession. Don't try to counter after the first hit; wait for the entire combo to finish;
- Disappearance. She periodically vanishes from the arena. Move toward the center and be ready to dodge when she reappears;
- Scream. At close range, she knocks Red back and inflicts Madness. Try not to get too close;
- Red phase. When the surrounding world turns red, she becomes more aggressive. Keep your distance and use your most powerful weapons.
Keep moving, aim for the head, and don't waste ammunition on ineffective attacks.
After defeating her, Red will be transported somewhere else. Pick up the Polaroid Negative Memento and save using the telephone.
All that remains is to decide Eddie Velvet's fate. Your choice, along with the items you've collected, determines the ending.
Ending A: Leave
This is the standard ending and has no additional requirements.
After saving, head right until you reach Eddie Velvet and speak to him twice. Two options will appear:
- Kill Eddie Velvet;
- Leave.
To unlock Ending A, choose the first option.
After Red shoots Eddie, he'll return to Miner Diner. Answer the telephone, then approach the car and get inside. The closing cutscene will begin.
Ending B: Live
To unlock the second ending, you must collect all Mementos.
After defeating the final boss, approach Eddie Velvet and choose Leave during the conversation.
Red will return to Downtown Silver Pines. Head right and climb the ladder. Speak to the man near the wrecked car.
Then travel to the Burned Man on the outskirts of town.
If you've collected all the Mementos, he'll offer to burn them in a furnace.
Enter the cabin east of him and interact with the burning furnace. Agree to destroy your collection to unlock Ending B. If that option doesn't appear, you're missing one or more Mementos.
Ending C: Rest
To unlock the third ending, you'll need two Gold Rings. You can obtain the first by collecting all seven Stars scattered across the game world. Then open the Locked Ring Box in the restroom at Miner Diner.
The second ring becomes available after you encounter Eddie Velvet. During the conversation, choose Leave. When you return to Downtown, head left until you find Alice Baker's body floating in the water. Examine it and take the second Gold Ring.
Now head to the Rabbit Hole Bar.
How to Open the Secret Passage in the Rabbit Hole Bar
Enter the bar and head backstage. There's a wall with two circular recesses that you may have found back in Chapter 5. Insert both Gold Rings into them. Red will be transported to a strange version of the bar.
The smoking woman from Room 3 at the Crimson Bear Motel is sitting on the left. Speak to her, then head right to the bartender. After the conversation, the eastern passage will open. Follow it and find the item storage container. Before going farther, stock up on powerful weapons, ammunition, and healing items. The secret final boss is ahead.
How to Defeat the Secret Boss
Head east to the Server and speak to him. When he learns that Red refused to kill Eddie, he'll become furious.
Go through the door on the right. The Server will soon transform into an enormous monster and begin chasing Red.
Stage one: The chase. Run forward and jump over the obstacles. Don't stop to explore or kill regular enemies.
At the end of the chase, Red will reach a dead end where he must fight the boss. It has three main attacks:
- Falling debris. The monster causes pieces of the environment to fall from above. Move away from dangerous spots;
- Long-range strike. The creature stretches out a limb and attacks from a distance. Crouch to avoid it;
- Poison projectile. The boss spits a blob of poison. Move away from where it lands to avoid being poisoned.
Keep dodging and dealing damage until the next scene begins.
Stage two: Another chase. The floor will collapse, and the creature will pursue Red again. Run forward, navigating the obstacles.
At the end of the route, you'll reach Miner Diner, where the final showdown takes place.
Use your remaining ammunition and healing items to defeat the creature.
After the fight, approach the monster's remains and speak to it. Then leave through the door.
The final cutscene for Ending C: Rest will play.



























































































































































