In Silver Pines, you start running into locked doors, safes, and puzzles almost immediately, and many of them require a clue from another part of town. Some locks open with four digits, while others need symbols, specific items, or an entire sequence of actions. This guide collects the codes and puzzle solutions in roughly the order you explore Silver Pines, from the first radio at the diner to Thelend Broadcasting and the strange telephone behind the red door.
If you are looking for one specific safe, check the combination list below first. If the code is correct but the lock still refuses to open, jump to the detailed section for that location. Silver Pines has plenty of doors that require a key, tool, or another completed action in addition to the code itself.
All Silver Pines codes at a glance
Save this cheat sheet. It contains the numerical combinations and symbol sequences you will need throughout the game.
Miner Diner radio: frequency 89.0.
Rodney's General Store freezer: 2311.
Crimson Bear Motel gate: unique code from Eddie Velvet's line in the Guest Registry.
Motel gift shop weapon locker: 6671.
Motel Room 3 safe: 6671.
Ammo Zone rear entrance suit lock: Spade - Heart - Club - Diamond (♠ ♥ ♣ ♦).
Ammo Zone weapon cage: 2367.
Riverside tunnel radio: frequency 86.6.
Sheriff's Office front door: 1715.
Sheriff's circular safe: right 15 - left 7 - right 3 - left 10.
Holding cell keypad: 3100.
Union Apartments stairwell door to the basement: 54399.
Church cube gate: Triangle - Cross - Cross - Triangle.
Church Hill fishing shack crate: 4514.
Sewer lockbox near Valve B: 1467.
Lockbox near the old diner tied to the boat: 1972.
Pet clinic cat cage: 3819.
Cable car bells: E - G - D - C - F - A - B.
Upper cable car station keypad: 0441.
Green safe at Thelend Broadcasting: 66666.
Lockbox containing the rear door key at Thelend Broadcasting: 0002.
Thelend Broadcasting audio panel: OUT 2 - IN 6, OUT 4 - IN 5, OUT 5 - IN 2.
Beginning of the game
Silver PinesSilver Pines
How to tune the Miner Diner radio: 89.0
At the starting diner, search the back room first. A note there lists the emergency broadcast frequency. Return to the radio and tune it to 89.0 to hear the evacuation message. You do not need a separate item for this puzzle, only the correct dial position.Before leaving, check the restroom and pick up the locked constellation box. You cannot open it yet because you need five stars from different parts of town. The diner front-door key hangs in the kitchen. Also inspect the plaque with the establishment's dates. The number 1972 will be useful for another cache much later.
Rodney's General Store freezer code: 2311
The key that gives access to the motel grounds is hidden inside the freezer at Rodney's General Store. A calendar on the wall shows the number 11, while a note in the side room tells you to place 23 before the current day of the month. You do not need to add anything mathematically. The result is 2311.Enter the combination on the freezer keypad and take the Motel Reception Key. You can now return to the Crimson Bear Motel. Do not forget to check the rear of the store as well. A key to the underground passage is also located there and will later help you reach the ferry station.
Crimson Bear Motel
How to find the motel gate code
First unlock the reception desk using the key from Rodney's General Store freezer. Behind the counter is the Guest Registry. Find Eddie Velvet's entry and copy the five-digit number from his line. That is the code for the gate leading to the motel rooms.The code changes from one playthrough to another. If a combination from a video does not work, do not waste time guessing the other digits. The correct number is in your own Guest Registry. After opening the gate, start looking for the pool-area key and the Grizzly Suite keycard.
How to enter the Grizzly Suite and open the palm-tree door
To reach the pool area, you need a fuse and a key. The fuse is on the lower floor of the main building. Install it in the electrical panel near the arcade, power up the shooting gallery, and complete the air-rifle minigame. Your prize is the Pool Key.Open the route to the pool, then pick up the Grizzly Suite Keycard from the changing room. Eddie's suite contains a revolver, a pool net, and a motel brochure. The pool net is needed for the next door. Return to the pool and fish an object covered in grime out of the drain grate. Use the cleaning solution from Room 5 on it to reveal a door handle.Go down to the lower floor of the main building and install the handle on the door decorated with palm trees. Behind it is the Ferry Office Key. This door cannot be opened with a code. Without the pool net, cleaning solution, and handle, the route stays blocked.
Weapon locker code: 6671
Go up to the motel gift shop floor. The locked weapon cabinet contains a W-500 Shotgun and ammunition, and its combination is 6671. To get the clue, use the payphone to call the woman in Room 3 at 58883.The number 5888 is the motel-room phone prefix, so calling Room 3 means adding the digit 3 at the end. You will need the same 6671 code later when you enter Room 3 and open the safe inside.
Downtown
Where to find the three bird figurines for the cafe cage
A cage in the downtown cafe has three empty slots. To open it, find the red, yellow, and silver bird figurines. They are scattered around different parts of Downtown, so it is easiest to collect them while exploring the area, then return to the cage afterward.
Red Bird is near the green building marked as the veterinary clinic. Talk to the woman hiding inside and she will send the figurine out on a cart.
Yellow Bird is inside the movie theater at the far end of Downtown.
Silver Bird is above the cliff on the outskirts of the district. Swim to the far side, drop down to the ledge, and shoot the rusty lock holding the ladder. Climb up to reach the figurine.
Place all three figurines into the cage. It opens to reveal a Memory shaped like a stone with a hole through it. This is a useful passive collectible, not a key for the next door.
Ammo Zone suit lock: ♠ ♥ ♣ ♦
Ammo Zone has a rear courtyard entrance secured by a four-symbol lock. You can see the clue before entering the shop. Look through the storefront at the membership advertisement. The suits are shown in the order Spade, Heart, Club, Diamond.Go around the building from Market Street and set the lock to Spade - Heart - Club - Diamond. The passage opens. You can also pick up a baseball bat in the rear courtyard if you want a backup melee weapon.
Ammo Zone weapon cage code: 2367
Silver PinesSilver PinesA double-barrel shotgun is behind the mesh door inside the store. Enter 2367 on the lock. To understand where the combination comes from, go upstairs with the Flashlight and inspect the framed baseball jersey. It shows player number 23 and the class year 67.
Riverside and the Sheriff's Office
How to open the front door: 1715
The Sheriff's Office front door uses a numerical keypad. You can hear the code 1715 over the radio in the Riverside tunnel. Before going after the radio, pick up the Flashlight near the Wing Oil gas station. Going through the dark tunnel without it turns the trip into unnecessary trouble with enemies.Inside the tunnel, find the radio, tune it to 86.6, and listen to the message. Then return to the Sheriff's Office and enter 1715 at the main entrance. Even if you have already opened a route through the rear parking lot, it is useful to remember this code for quick access.
How to open the Sheriff's circular safe: right 15, left 7, right 3, left 10
There is a dial safe in the Sheriff's office. The solution is not just the numbers. You must change the rotation direction after every stop. Enter the sequence without extra turns:
Turn right to 15.
Turn left to 7.
Turn right again to 3.
Finally, turn left to 10.
The clues come from notes in the office and four images with numbers. Bones represent 15, spirit is 7, body is 3, and evil is 10. The final clue is near the stone image in the inner courtyard, while the others are spread across the building's wings. Inside the safe is the Evidence Storage Key. Use it to open the locked section of the evidence room and take the Crowbar, one of the most important tools for exploring the town.Silver PinesSilver Pines
How to solve the projector puzzle and open the cells: 3100
The holding-cell doors in the basement require a four-digit code. First get badge 0013 from the mouth of the body in the morgue. The stuck object is easier to pry out with the Crowbar, so the Sheriff's safe should already be open by this point.Next, pick up the license plate in the rear courtyard and place it in the projector. The holes in the plate reveal the clue on the screen: the badge number must be read backwards. 0013 becomes 3100. Enter that number on the holding-cell keypad and free the prisoner. The next story sequence leads into a fight, so save before opening the cells if possible.
Union Apartments
How to use the intercom and enter the apartments
At the residential complex entrance, speak to the man by the gate and receive the utility-building key. Go inside and disable Broadcast Mode on the intercom. Then return to the main entrance and call Apartment 4B, which is connected to Alice Baker. This opens the next route through the building.
How to get the third-floor key from the washing machine
The laundry room contains an unusual washing machine that takes four tokens. One is near the supervisor's room by reception, two are hidden in gym bags in the basement and laundry room, and the fourth is on the second floor. Collect all four and start the machine.When the cycle finishes, take the Third Floor Access Key. If the machine does not start, check how many tokens you inserted. This is not a numerical combination. You need the actual items or the required door will remain locked.
Supervisor's lockbox code: 1C, 3A, 2A, 3C
The supervisor's lockbox opens with apartment numbers. The correct sequence is 1C - 3A - 2A - 3C. It is tied to four newspaper clippings about residents: an artist, a cat lover, a writer, and a suspicious neighbor.In Apartment 1C, find the artist's materials. In 3A, find the postcard belonging to the woman with cats. In 2A, inspect the page near the typewriter. In 3C, find the message tied to the resident everyone feared. Enter the apartment numbers in that order. Inside are the Fourth Floor Elevator Button and a 1911 Pistol.
Basement lockbox code: 1525
Another locked box uses the code 1525. The clue is painted over on the wall of Apartment 1C. Take the Dried Solvent from the bedroom in Apartment 2A, fill an empty bottle with alcohol from the improvised still on the second floor, and combine the ingredients.Clean the painted-over wall in 1C, then return to the basement lockbox and enter 1525. Inside is gasoline that can be poured into a bottle to make a Molotov cocktail. Another stairwell door to the basement opens with 54399, although you can bypass it through the utility room.
Town Hall and Loomis Park
Town Hall Operations Office locker code: 1893
Go up to the administrative section of Town Hall and find the keypad locker in the Operations Office. Enter 1893 to get a box of shotgun shells. This is an optional cache and is not required to open the next story route.
How to set the Town Hall clock: 10:07
Silver PinesSilver PinesThe large clock mechanism is at the top of Town Hall. To operate it, you need the Crank Handle from Church Hill. Once you have it, return to the clock, install the handle, and move the hands to roughly 10:07. Positions from about 10:06 to 10:08 also work.After setting the time, go to the third-floor corridor and pull the wall sconce. It did nothing before, but now it opens a secret room. Inside is the Cracked Wristwatch, a Memory that improves melee combat while at low Health.
Loomis Park three-statue puzzle
The three defaced statues in Loomis Park are missing their masks. This puzzle does not use a code. You need three specific items, each obtained differently:
Bliss Mask is inside Town Hall above the meeting chamber. You can reach it from the classroom side.
Distorted Mask must be crafted. Find the empty mold in the artist's workshop on the lower floor of Town Hall, mix clay in the yellow cement mixer, fill the mold, and fire it in the fireplace. Remove it with the fireplace tongs.
Weeping Mask is in the sewers. Open the manhole near the gazebo using the Manhole Key from the Town Hall office.
Place the masks on the statues in this order: Weeping on the left, Distorted in the center, Bliss on the right. The center figure opens its hand, allowing you to take Bell F for the cable car.
Church Hill
Funeral home coffin room code: 752
To enter the funeral home, first find the Flower Shop Key in the parish hall, then unlock Ashbrook Florist. Break through the obstruction behind the counter and take the Funeral Home Family Entrance Key. While you are in the flower shop, inspect the price tags: Lily costs 7, Rose costs 5, and Bluebell costs 2.On the second floor of the funeral home, read the note near the mirror. It gives the flower order: Lily, Rose, Bluebell. That makes the combination for the coffin room on the lower floor 752. Open the door and inspect the coffins, carts, and records because they are needed for the next puzzle.
How to open the church gate: Triangle, Cross, Cross, Triangle
Near St. Adjutor's Church is a gate with four rotating cubes. One is already installed, while the other three metal cubes must be brought to the mechanism. You can find them as follows:
First cube is inside the parish church.
Second cube is in the funeral home's crematorium. Use the coffin ledger to select Coffin 2 with Father Jacob Foster, move it onto the blue cart, send it into the furnace, and collect the item from the chamber after the cremation finishes.
Third cube is hidden in the cemetery well. To reach it, take the Cemetery Key from one of the coffins, then find the Crank Handle in the ruined house beyond the ledge in Church Hill to raise the bucket. The cracked wall there must be broken with a sledgehammer.
Return to the gate and install all three cubes. Rotate them until the sequence from left to right is Triangle - Cross - Cross - Triangle. The same pattern appears on Father Foster's necklace. Once the gate opens, head up toward the bell tower.
Fishing shack crate code: 4514
There is a separate shack on the Church Hill pier with a locked weapon crate. Enter 4514 and take the S-1 Carbine. It is optional, but particularly useful against fast enemies because you do not have to rely only on the slower revolver.
Sewers
How to lower the water at the southern sluice
The pier has a sluice-control panel with gears. First open the city manhole near the green building using the key from Town Hall and take the Heavy Mechanical Gear from the sewers. The other required part is the Crank Handle from Church Hill, the same tool used on the well and Town Hall clock.Install both parts on the sluice mechanism and move all three gears into the lowest positions in their slots. Then turn the Crank Handle. The water level drops, opening access to additional sewer tunnels. If the mechanism does not react, make sure every gear is pushed all the way to the bottom.
Valve B lockbox code: 1467
Silver PinesSilver PinesInside the sewers, you need to activate three flow controls: A, B, and C. Take the Sewer Key from the dead worker and use it on the mesh gate. You will soon reach Control A, while Control C is beyond a broken wall and a ladder.Valve B is locked. Inspect the clipboard nearby with the pipe diagram. The red line passes through the marked numbers 1, 4, 6, and 7. Enter 1467 on the nearby lockbox to reach the third control. After activating all three, return to the panel in the control room.The display should show three green indicators. Turn the pressure wheels all the way up and pass through the now-open main gate. A dangerous fight follows, and afterward you can collect Bell E.
Additional puzzles
Diner lockbox code: 1972 and how to repair the boat
Return to the starting Miner Diner after obtaining the shotgun. Near the first payphone is a shed marked Private Property. Shoot the wall to break it. Behind it are Samuel's diary and a lockbox. The diary mentions a wedding year that matches the date on the diner plaque: 1972.Open the lock with that code and take the Gearbox. It can be installed in the engine of the boat inside the boathouse in Downtown. Repairing the boat gives you another way to travel between docks.
How to open the cat cage at Friendly Paws: 3819
To enter Friendly Paws, first obtain the Veterinary Clinic Key. Use the Crank Handle on the warehouse gate near the UNION sign, open the container, and inspect the trunk of the car inside. The key is there.Inside the clinic, find the list of animals and their ages. Howard is 3, Uno is 8, Amber is 1, and Beryl is 9. Read the digits in list order to get 3819. The cage itself is in the clinic's basement section, reachable through the water from the sewer side. Enter the code and release the cat.
How to open the locked panel on the ghost ship
The ghost ship near Riverside has a panel with unusual symbols. The clue is on a page from the ship manual near the docks. Climb onto the ship from the roof, shoot through the obstructing wall, and find the control panel. Instead of numbers, you need to press three commands in a strict order:
门 - open the door.
释放夹 - release the clamp.
启用 - activate the mechanism.
Entering the sequence correctly opens the way inside. Inspect the body behind the panel to collect a Memory. If the mechanism rejects the solution, compare the actual characters on the buttons with the manual page. The symbols matter, not whether they appear on the left or right side of the panel.
How to open the five-star constellation box
The box from the restroom in the starting diner requires five stars, which must be placed into the empty points of the constellation. Find them in these locations:
Rabbit Hole bar. The first star is on the table near the story vision.
Motel Room 3. After returning to the lighthouse and receiving the room key, open the room and enter 6671 on the interior panel.
Quiet Hour cafe. Return after the cemetery. The star appears near the cowboy you saw in the dream.
Excavation site. Take the shovel from the digger's trailer, climb down to the bottom of the pit, and dig up the box containing the star.
Outside Thelend Broadcasting. Speak to the girl in the yellow raincoat and take the star after her scene ends.
Insert all five stars to receive Eddie's Gold Ring. It is required for one of the ending routes. Do not discard the box before completing this chain.
Cable car
How to arrange and ring the bells
The cable car station has a frame for seven bells. Two, C and G, are already there from the beginning. The other five must be collected across different districts:
A - after the boss tied to the projector sequence at the Sheriff's Office.
B - inside St. Adjutor's Church after opening the cube gate.
D - during the Apartment 4B dream sequence in Union Apartments.
E - beyond the main sewer gate after activating every flow control.
F - in the hand of the middle statue in Loomis Park after placing the three masks.
Hang all seven bells on the hooks marked with their letters. Then take the broken plaque fragment from the bench one floor below and attach it to the inscription beside the frame. The completed clue shows the ringing order:E - G - D - C - F - A - B.Strike the bells in that sequence. After the final bell rings, the cable car arrives at the station. If nothing happens, make sure you are not confusing the lettered hooks with the required ringing order. They are two different things.
Upper station exit code: 0441
Silver PinesSilver PinesAt the upper station on Mount Siah Kopa, the keypad door opens with 0441. The clue is written on the restroom wall above the urinal. Enter the combination on the door lock and do not skip the first zero. The code contains four digits.A little later, restoring power requires two 40A fuses. One is in the dark building on the left, another is near the fallen satellite dish beyond the barbed-wire fence. There is also a third fuse in a locker on the station catwalks. Any two of the three will work.
Thelend Broadcasting
Green safe code in the administrative office: 66666
Find the green safe in the TV station's administrative office and enter 66666. It contains money that can be used to buy supplies. The safe is not directly required for story progression, so if you are low on Health, you can clear the neighboring rooms first.
How to connect the audio-panel cables
The technical manual is in the phone room near the vending machine. Open the AUDIO section and collect the cables, including the one on the shelf to the right. Then connect them to the panel exactly like this:
OUT 2 - IN 6.
OUT 4 - IN 5.
OUT 5 - IN 2.
Do not use the diagram from the VIDEO section. It uses different sockets and does not solve the audio puzzle. If the panel does not activate, remove the incorrect connections and rebuild the three lines from scratch.
VHS lockbox code: 0002
One room at the TV station plays a strange message containing movie titles. Find the nearby shelf of VHS tapes and look at the number of kills listed for each movie in the order given by the clue. The first three produce zeroes, while the last tape gives a two.Enter 0002 in the locked box on the left. Inside is the Rear Door Key, allowing you to continue exploring the building. As with 0441, the leading zeroes are required.
How to solve the film-projector puzzle with colored lenses
To open the route through the Stage 1 set, collect three colored lenses:
Cyan - in the film-storage room.
Magenta - in the flooded basement of the TV station.
Yellow - at the top of the antenna tower, accessible after finding the tower key.
Install all three lenses in the projector, but leave the Cyan lens raised. Magenta and Yellow should stay lowered. Together, they produce the red light required for the scene. Wait until the set is bathed in red and a door opens in the curtain. A boss fight starts shortly afterward, so prepare your weapons before adjusting the projector.
The red door
After passing through the red door, you enter a strange area with a payphone missing its rotary dial. First look at the wall near the beginning of the section and memorize the five symbols. They must be entered in exactly the displayed order:
Omega (Ω).
Upside-down triangle.
Triangle on a cross.
Circle crossed by a line.
Upside-down triangle with a horizontal bar.
Take the half of a broken key and the Rusty Key from the wall hooks in the room on the left. Use the Rusty Key on the gate to the right, then continue to the far room covered with Eddie Velvet posters. Climb the stairs to get the Bolt Cutters, then return downstairs to the room with the wrecked car and red televisions. The telephone dial is there.Install the dial on the payphone and enter the five wall symbols. The phone dispenses the second half of the broken key. Combine both halves in your inventory to create the Bloody Key and continue.
What to do if the correct code does not open the lock
In Silver Pines, the same symptom can mean two completely different things. Either the combination is wrong, or you have not yet performed the action that activates the mechanism. If you are stuck at a locked door, check the following possibilities one by one.
The motel gate rejects the digits. Check Eddie Velvet's number in your own Guest Registry. The combination changes between saves.
The Sheriff's safe does not react to 15-7-3-10. Change the rotation direction after every number: right, left, right, left.
The holding cells will not open. Make sure you entered 3100, not 0013. If story progression is required, complete the badge and projector sequence first.
The Union Apartments supervisor's lockbox will not open. Use apartment numbers with letters rather than a continuous digit string: 1C, 3A, 2A, 3C.
The Town Hall clock is set correctly, but the secret room stays closed. After setting the time to around 10:07, return to the third-floor corridor and pull the wall sconce.
The correct symbols are showing on the church gate. Find and install all three missing metal cubes. The pattern alone does not replace those items.
The sewer gate will not open. Entering 1467 is not enough. Activate controls A, B, and C, confirm that all three green lights are on, and turn the pressure wheels all the way.
The cable car does not arrive. Install all seven bells on their lettered hooks, repair the plaque, then ring E-G-D-C-F-A-B.
The audio-panel puzzle will not solve. Use the AUDIO diagram from the manual, not VIDEO. Recheck all three OUT/IN connections.
The TV-studio projector does not open the door. Yellow and Magenta must be lowered, while Cyan stays raised.
You now have the combinations for all major Silver Pines areas and the required steps for puzzles where a password alone is not enough. Do not rush to discard key items after their first use. The Crank Handle, Crowbar, shotgun, and other tools are still useful when you return to areas you have already explored.