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Silver Pines Shotgun Code

The Silver Pines shotgun code is 6671 for the Gift Shop weapon locker at the Crimson Bear Motel, plus the phone chain that gives you the number.

検証日 Oct 25, 20268 分1061 語

このガイドは現在英語版のみです。

// 要点

The shotgun locker in the Crimson Bear Motel gift shop opens with 6671. It holds the W-500 Shotgun and 12ga Buckshot, and the same number opens the Bungalow 3 safe.

The Silver Pines shotgun code is 6671. It opens the weapon locker in the gift shop at the Crimson Bear Motel and contains the W-500 Shotgun along with 12ga Buckshot. The same four digits also open the keypad on Bungalow 3, which is why the two puzzles keep getting mixed up.

Getting the number is a small quest rather than a single find. You need the Welcome Booklet, a phone call and a specific room number, and players who skip the call often report that the code "does not work" when the real problem is that they never triggered the dialogue.

What is the shotgun code?

6671. Enter it at the keypad on the weapon locker inside the gift shop, next to the museum display of ceramic bears. The locker opens and hands you the W-500 Shotgun plus a box of 12-gauge buckshot.

The file-level lock table lists the clue as a "Weapon Locker Code" document, and several guides describe the same answer arriving through a phone call instead. Both routes lead to the same four digits, so use whichever one your save has already unlocked.

How to get the code step by step

The chain starts in the Grizzly Suite, the room with the Eddie Velvet display. Take the keycard from the clothes hanging in the changing room, use it on the suite door, and let the scripted encounter play out.

After the encounter, search the small room inside the suite for the Welcome Booklet. Page 2 of the booklet states the dialling rule: 5888 plus the room number.

Walk to the phone booth by the pool and dial 58883, which is room 3. The woman who answers is the one who gives you 6671, and she asks you to join her for a drink in return. That conversation is also the trigger that makes the Room 3 keycard appear later, so do not skip it.

Why the code sometimes fails

The most common failure is not a wrong number. It is arriving at the locker before the phone call, with no document read and no dialogue triggered, and assuming the code is universal.

The second most common failure is mixing in demo values. The free demo had its own code set and was taken down when the full game launched on October 8, so a number from a demo video is not evidence for the retail build.

Third, check that you are at the right locker. The gift shop locker and the Bungalow 3 safe use the same code but are two different containers, and the motel gate at the front of the property is randomized per save. That gate will never match 6671.

What else 6671 opens

Bungalow 3, also called Room 3, uses the same code on its door keypad and on the small safe inside. The safe contains a Star, one of the five needed to open the Locked Ring Box in the Miner Diner bathroom.

The room also holds a cassette tape in the wardrobe that can be played on the answering machine, and the woman you spoke to on the phone is the same person you meet inside. The full chain, including the lighthouse keycard, is on the Room 3 page.

Where the shotgun sits in the weapon list

The W-500 is the first shotgun and not the last. The North Star appears later, near the Quiet Hour Cafe, and it is the weapon guides recommend for the sewer gas boss with slugs.

The Model 7 Rifle from the Sheriff's Office armory covers long range, and the two handguns cover everything else. The shotgun's niche is short-range burst damage against anything that blocks a corridor.

Nothing in that list makes the W-500 obsolete. It stays the close-quarters answer for most of the game, and 12-gauge ammunition is common enough to keep it fed.

Where to find 12ga ammunition

Shotgun shells come from vendors, crates and a few scripted pickups rather than enemy drops. The Ammo Zone in Downtown is the reliable supplier, and buying shells whenever you pass is cheaper than a wasted boss attempt.

On Survival Horror and Nightmare the stock per visit is smaller, so treat shells as a budget item rather than a reflex. Two shells in the tube are worth more than ten in a box you never open.

What the code does not tell you

6671 is a number, not an instruction. The locker only opens if the keypad is powered and the shop lights are on, which means the fusebox in the motel basement has to be running.

That is the step players skip when they report a dead keypad. If the gift shop is dark, fix the power before you doubt the code.

Should you use the shotgun?

Yes, but not as a primary weapon. The W-500 fires slowly and reloads shell by shell, which makes it a poor choice against fast enemies in open rooms. Where it earns its slot is against bosses and anything that blocks a corridor, because the damage per shot is high and the spread forgives the lack of a crosshair.

Guns in Silver Pines never lose durability; only melee weapons break. That means the shotgun is a permanent addition to your kit rather than something you save for emergencies, and 12ga ammunition is worth buying whenever a vendor stocks it.

If you are still deciding what to carry, the revolver or 1911 comparison covers the two handguns and where each one fits. The shotgun sits outside that comparison because it is the only weapon of its class you get in the first half of the game.

What to do if the locker is already empty

Then you have already looted it. Containers do not respawn, and the shotgun does not appear a second time on the same save. If you are replaying for a different ending, the locker resets with the new save, not with the new ending choice.

If the locker is closed and 6671 does nothing, the likeliest explanation is a demo save or a save from a build before the launch patch. Update the game, reload the area, and try the phone booth again before you conclude the code has changed.