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Silver Pines Sport Smart Code

The Silver Pines Sport Smart code is 2367, read off the framed jersey inside the Downtown store. It also sits one street from the clue for another lock.

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The Sport Smart keypad takes 2367. The clue is the framed jersey on the shop wall, which reads Silver Pines 23, Class of 67 — two numbers placed side by side to make one four-digit code.

The Silver Pines Sport Smart code is 2367. The keypad sits in the Sport Smart store in Downtown, and the clue is a framed jersey on the shop wall that reads Silver Pines 23, Class of 67.

The keypad is not the hard part. The store does double duty: its window display is also the answer to the Market Street symbol door, so the same building hands out two different clues for two different locks. Players who find one usually assume they have found the only one.

What is the Sport Smart code?

2367. Enter it at the keypad inside the Downtown sporting goods store.

Four digits, one keypad, no dial and no symbol wheel. The store is one of five branches off Downtown, alongside Loomis Park, the pet clinic, the cinema and Market Street, so you will pass it on the way to almost everything else in the district.

What the framed jersey says

The jersey is mounted on the wall inside the shop and reads Silver Pines 23, Class of 67.

That is a town team jersey with a season year on it — the kind of dressing a small-town sports store would actually have. It is also, in the game's usual style, a puzzle written as ordinary signage rather than as a note addressed to the player.

Nothing else in the store repeats the numbers. If you walk past the jersey without reading it, the keypad gives you no feedback beyond refusing the entry, which is why the store gets searched twice.

How 23 and 67 become 2367

Take the two numbers out of the line and put them next to each other: 23 and 67 make 2367.

Two readings trip people up here.

The first is treating "Class of 67" as a year and expanding it to 1967. That produces six digits for a four-digit keypad, and it is the wrong instinct — the game wants what the jersey prints, not what the jersey implies.

The second is stopping at the first number. The town name and the number beside it look like one piece of information, and the class year looks like separate flavour text. Both halves are the code.

The window sign solves a different lock

The same storefront holds a second clue, and it has nothing to do with the jersey.

The Sport Smart window display sets out four card suits in a specific order, and that order is the answer to the symbol wheel on the Market Street back-alley door. Spade, heart, club, diamond — the sequence is the whole solution, and Market Street itself never repeats it.

So the store is a two-clue building: jersey inside for its own keypad, window outside for a door on another street. If you are stuck on the Market Street symbols, walking back to this shop is the fix, and the Market Street code page documents what to do with the four suits once you have them.

Where the store sits in Downtown

Downtown is the map's hub. The ferry drops you here, and every other district connects back to it, which makes it the one area you will cross repeatedly rather than clear once.

Getting in requires the 20A fuse from the ticket booth near the dock on the Outskirts side. Until that fuse is in the ferry console, Downtown is closed and the Sport Smart keypad is unreachable.

Inside Downtown the branches are Loomis Park, the pet clinic, Market Street, the cinema and this store. The pet clinic has its own lock in the basement. Market Street has two. That is three of the town's 22 containers inside one district, which is a high density for an area you pass through early.

The other Downtown lock: cat cage 3819

The pet clinic basement cat cage takes 3819, and its clue is the Friendly Paws list — a sheet that records the cats' ages. Read the ages in order and you have the four digits.

It is the same design pattern as the jersey: a piece of ordinary shop paperwork that happens to contain a number sequence, with no framing to tell you it is a puzzle. If you liked the jersey, you will recognise the cat cage immediately.

That leaves Market Street as the odd one out in Downtown, because its two locks use symbols and a pipe diagram rather than a list of numbers.

If the keypad does nothing

Check the digits before you check anything else. 2367 is four digits from two printed numbers, and every failed attempt at this keypad is one of three things:

  • Six digits, from expanding Class of 67 into 1967.
  • Two digits, from reading only the 23.
  • A transposition, usually 2376 or 3267, from copying the jersey in a hurry.

None of those break the keypad. Retry immediately with 2367.

If the digits are right and the keypad still will not respond, the container has already been looted on this save. Containers do not respawn, and a spent container drops its interaction prompt entirely — which reads as a broken keypad if you have forgotten the earlier visit.

Where to go after Downtown

Riverside is next in the natural route: over the bridge, with the Sheriff's Office on the other side. Its three locks are the front door at 1715, the interrogation room at 3100 and the office dial safe, and the safe is what hands you the Evidence Lockup Key and, behind it, the Crowbar.

That crowbar is the reason not to linger in Downtown. It opens sewer entrances, pryable crates and several memento containers, so half the district opens up properly only after Riverside is done.

The codes hub lists all 22 containers by area if you would rather see the whole set at once, and the walkthrough puts Downtown in the order the town actually opens.