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Silver Pines Market Street Code

Two Silver Pines Market Street codes: the back-alley door takes spade, heart, club, diamond, and the sewer keypad behind the red door takes 1467.

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Market Street has two locks, not one. The back-alley side door uses a symbol wheel in the order spade, heart, club, diamond, and the sewer keypad further along the street takes 1467.

Market Street is the one address in Silver Pines with two locks on it, and that is the source of most of the confusion around this query. The numbers people quote at each other are not competing answers to the same puzzle — they belong to two different doors a short walk apart.

The back-alley side door uses a symbol wheel and the order is spade, heart, club, diamond. The sewer keypad behind the red-lit door further along the street is 1467.

Neither answer is written anywhere on Market Street itself, which is why both get searched.

What is the Market Street code?

Two locks, two answers:

The back-alley side door takes four card suits in the order spade, heart, club, diamond. It is a symbol wheel rather than a keypad, so there are no digits to type.

The Market Street sewer keypad takes 1467. It sits on the red-lit door in the sewer section that runs under the street.

If you arrived here expecting a four-digit code for a keypad and you are standing at the alley door, that is the first thing to check. The alley door will not accept digits at all.

The symbol door takes suits, not numbers

The wheel shows four positions and four suits. Set them left to right as spade, heart, club, diamond and the door opens.

The order is not arbitrary and it is not the suit ranking from cards. It comes from somewhere else in Downtown, and that is the part most players miss: the answer is printed on the Sport Smart shop window, a few streets away. The window display sets out the four suits in that exact sequence.

So the puzzle is a two-stop errand. You find the door, you cannot solve it, and the clue lives in a shop you have probably already walked past.

Where the four symbols come from

The Sport Smart window is the whole clue. Nothing on Market Street repeats it, and the door itself gives no feedback beyond refusing to open.

This is worth knowing because the natural instinct is to brute-force a four-symbol wheel in place. Four symbols give you 24 combinations, and the game does not punish wrong entries, so a determined player will eventually get there — but only after trying every permutation of a set they are not sure about.

Reading the window first turns a five-minute guessing game into a ten-second one. The Sport Smart code page covers that shop and its own keypad in full.

The sewer keypad is 1467

The second lock is a proper keypad and it lives behind the red-lit door in the sewer, on the Market Street side.

The clue is a clipboard: a pipe diagram with red-circled line numbers on it. Read the red numbers in order and you have 1467.

Unlike the symbol door, this one is a straight numeric entry, and there is no ambiguity about which door it belongs to once you are standing in front of it. The red light is the marker.

Why both get called "the Market Street code"

Because both are on Market Street, both are locks, and neither has a name the game prints for you. Guides that list "the Market Street code" as a single answer are usually only documenting one of the two, which is how players end up with a number that does not work at the door they are standing at.

A rough rule: if the answer you were given is four digits, it belongs to the sewer keypad behind the red door. If it is a sequence of suits, it belongs to the alley.

Which one you need first

The alley door is reachable as soon as you have Downtown open. The sewer keypad is not, because the sewers themselves are gated.

Three things stand between you and the 1467 door:

  • The Crowbar, from the evidence lockup in the Sheriff's Office, which is what opens sewer entrances and pryable crates in the first place.
  • A Heavy Mechanical Cog, found on the left table in the manhole room inside the sewers.
  • A Crank Handle, picked up in Church Hill, which together with the cog lowers the water level.

There is also a second way in: the broken boards east of the pet clinic drop you into the sewer without the crowbar route. Either entrance eventually reaches the red door, but the flooded section in between is where the third flow-control valve sits, and that valve starts the poison-gas boss. Bring a syringe and something with spread.

Which means the practical order is: do the alley door early, do the sewer keypad when you are properly equipped for the sewers rather than on a scouting trip.

How to reach Market Street

Downtown is the hub of the map, and Market Street is one of its branches along with Loomis Park, the pet clinic, the cinema and the Sport Smart store.

You get there by ferry, and the ferry only runs once its console has a fuse. The 20A fuse is in the ticket booth near the dock on the Outskirts side. Without it, Downtown stays closed and both locks on this street stay out of reach.

The code for the road ahead is worth carrying in your head: Market Street is the point where the map stops being linear. After this, you are choosing between branches rather than following a corridor.

If the symbols are rejected

The wheel only cares about order, and it only accepts four positions. Common mistakes:

  • Entering the suits in card-rank order rather than the order printed in the Sport Smart window.
  • Treating the wheel as a keypad and looking for digits that were never part of this puzzle.
  • Standing at the sewer door and entering suits, or at the alley door and entering 1467.

None of these break anything. The door simply does not open, and you can retry immediately.

Next

Market Street is one of three Downtown locks. The other two are the Sport Smart keypad at 2367 and the pet clinic cat cage at 3819, both documented in the Downtown section of the codes hub.

If you are working through the town in order rather than by area, the walkthrough places Downtown after the Crimson Bear Motel and before Riverside.