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Silver Pines Room 3

Silver Pines Room 3: the lighthouse keycard, the 58883 call that reveals 6671, what is inside the safe, and why the card sometimes fails to spawn.

検証日 Oct 25, 20268 分1058 語

このガイドは現在英語版のみです。

// 要点

Room 3 needs the keycard from the top of the lighthouse and the code 6671 for the door and the safe. The safe holds a Gold Star, and the keycard may not appear until you have called 58883.

Room 3 is where three separate systems meet: a keycard you find across the map, a phone call that hands you a code, and a collectible that feeds the best ending. It is also the room players ask about most, because the keycard has a reputation for not appearing.

The short version: the door code and the safe code are both 6671, and the keycard sits at the top of the lighthouse behind a wall you break with the sledgehammer. If it is not there, make the phone call first.

What do you need before you go?

Three things, and two of them are easy to skip.

  • The Motel Room Key — the card that opens Bungalow 3, found at the lighthouse.
  • 6671 — the door code, which also opens the safe inside.
  • A completed call to 58883 — the conversation with the woman in Room 3.

The Grizzly Suite keycard you used earlier is a different card. That one opens Eddie Velvet's suite during the opening act; it does nothing at Bungalow 3.

Where is the Room 3 keycard?

At the top of the lighthouse in the Outskirts. The game files place it high up beside the lighthouse, and guides describe reaching it by breaking into the structure with the Sledgehammer and climbing the ladder.

The Sledgehammer is in the Church Hill cemetery, next to the well, and the cemetery key comes from a coffin in the funeral home. That means the Room 3 keycard is technically a mid-game item even though the room is in the starting district.

Getting back is its own step. If you have not repaired the Downtown ferry yet, the crossing needs the 20A fuse from the ticket booth near the dock.

How do you get the code?

The code arrives through the phone, not through a note on the door. The chain starts in the Welcome Booklet inside the Grizzly Suite; page 2 gives the dialling rule, which is 5888 plus the room number.

Room 3 means dial 58883 from the phone booth by the pool. The woman who answers gives you 6671, and then asks you to join her for a drink. That conversation is the trigger the rest of this page depends on.

Enter 6671 at the Bungalow 3 keypad. Inside, the safe uses the same code.

What is inside the room?

The safe holds a Gold Star, one of the five that open the Locked Ring Box in the Miner Diner bathroom. The wardrobe also contains a cassette tape, which can be played on the answering machine on the right side of the room.

The Star is the real reward. Five of them open the ring box, the box holds one of the two gold rings, and both rings are required for the Rest ending. Without this room you cannot finish that route.

// 5 stars, not 7

Some guides say the ring box needs seven stars. The files put the requirement at five, and the box has a state for each star from zero to five. Room 3 gives you one of the five, not one of seven.

Why is the keycard missing?

Because the phone call has not happened. The most repeated warning across the guides is that if you never spoke to the woman on the phone, the lighthouse does not spawn the card.

The exact condition controlling the spawn has never been confirmed by the developers, and the guides that describe it treat it as an observed pattern rather than a documented rule. That makes the fix empirical: go back to the poolside booth, dial 58883, finish the conversation, then return to the lighthouse.

// troubleshooting order
  1. Confirm you have the Sledgehammer and the lighthouse wall is open. 2. Confirm the 58883 call happened. 3. Re-enter the area from the ferry side so it reloads. Only then assume a bug.

The cassette and the answering machine

The wardrobe in Room 3 holds a cassette tape, and the answering machine on the right side of the room plays it. The tape is not required for any ending.

It is worth listening to anyway. The room belongs to the woman from the phone call, and the tape is the game's main piece of characterisation for her outside the bar scene.

If the machine refuses the tape, check that you are using the machine in Room 3 rather than the one in the suite.

Does the room reset?

No. The safe stays empty once looted, and the Star does not respawn on the same save. Reloading an earlier save is the only way to get it again.

That matters when you replay for a different ending: the Star is tied to the save, not to the ending. A file that already took it does not need to go back.

What the woman asks for

The conversation is not purely transactional. She gives you 6671 and then asks you to join her for a drink at the bar, which is where the Rabbit Hole scene later takes place.

That invitation is the thread connecting the motel to the bar. Skipping the call does not only cost you the code; it also skips the setup for the scene where the first Star and the ring box context appear.

Is Room 3 required?

For the Rest ending, yes. For the Leave ending, no — you can finish the game without ever opening the door. For the Live ending, the Star is irrelevant because that route needs mementos rather than rings.

That makes Room 3 a Rest-specific detour. If you are doing a single story run and do not care about endings, skipping it costs you one Star and one cassette, nothing else.

If you are collecting, the room is unavoidable. The stars page lists the other four, and the endings page explains what the ring box actually unlocks.

What else uses 6671?

The Gift Shop weapon locker uses the same four digits. Players who open the locker first sometimes assume Room 3 will be already unlocked, which is not the case: the two containers share a code but not a state.

The locker holds the W-500 Shotgun and 12ga Buckshot. The shotgun code page covers how the number is obtained and what to do when the locker refuses it.