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Silver Pines Walkthrough

Silver Pines walkthrough in the order the town opens: Outskirts, the motel, Downtown, Riverside, Union, Town Square, Church Hill, the Sewers and Mt. Siah Kopa.

확인일 Oct 25, 20269 분1298 단어

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Follow the town in this order: Outskirts and the Crimson Bear Motel, then Downtown, Riverside and the Sheriff's Office, Union Apartments, Town Square, Church Hill and the Sewers, then Mt. Siah Kopa and Thelend. Tools, not levels, are what gate you.

Silver Pines is a survival-horror metroidvania, so there is no level select and no chapter menu. The town opens in a fixed order, and what actually blocks you is a missing tool rather than a missing key. This page walks the same route the game expects, area by area, and lists the item that opens each next step.

The route below assumes the standard difficulty. On Survival Horror and Nightmare the order does not change, but you will have to skip more fights, because ammunition is finite and enemies do not drop loot.

What order do the areas unlock in?

The game's own sequence runs Outskirts and the Crimson Bear Motel → Downtown → Riverside and the Sheriff's Office → Union Apartments → Town Square → Church Hill and the Sewers → Mt. Siah Kopa and Thelend Broadcasting. Downtown is the hub: the ferry drops you there, and every other district connects back to it.

The order is not enforced by walls. You can reach Church Hill before you finish Riverside, and you can enter the Sewers early if you already have the Crowbar. What you cannot do is finish an area without the tool it hands out, which is why the route below names the tool at every step.

Outskirts and the Crimson Bear Motel

You start at the Miner Diner with a knife, a camera and no money. Take the car key and the Locked Ring Box from the diner, then read the General Store note: it tells you the keypad is 23 plus the day of the month, and the calendar on the wall reads 11, so the door opens with 2311.

The motel gate is the one lock in the game that is randomized per save. Its code is in the guest ledger at reception, on the line for Eddie Velvet, and no guide can give you the number for your file. Inside the motel, the BB gun game wins the poolside key, and the fusebox restores power to the shop lights.

The Gift Shop weapon locker takes 6671, the same number that opens Bungalow 3. If you have not called room 58883 yet, do that first: the woman in Room 3 is who tells you the code. Both steps are covered in the shotgun code page and the Room 3 page.

Downtown, Riverside and the Sheriff's Office

The ferry only runs once its console has a fuse. The 20A fuse sits in the ticket booth near the dock, and inserting it is what unlocks the crossing to Downtown. Downtown is where the map opens up: Loomis Park, the pet clinic, Market Street, the cinema and the Sport Smart store all branch from here.

Riverside is reached over the bridge and is where the Sheriff's Office sits. The front door takes 1715, read out over the truck radio at 86.6. Inside, the interrogation room keypad is 3100, which is badge 0013 reversed, and the office dial safe is the four-picture puzzle covered on the safe code page.

The safe gives you the Evidence Lockup Key, and the lockup gives you the Crowbar. That crowbar is the single most important tool in the mid-game: it opens sewer entrances, pryable crates and the path to several mementos. Do not leave the Sheriff's Office without it.

Union Apartments and Town Square

Union Apartments is a vertical area with a tenant code box. The box takes 1C, 3A, 2A, 3C, and the four clippings inside apartment 1A point at the four tenants in that order. The 1911 Service Pistol is in that same supervisor box, which is why the revolver or 1911 comparison matters here.

The stairwell keypad is 54399, but you do not have to solve it: the utility room on the lower floor lets you walk around the door. The storage room lock is 1525, and the clue is painted over on the 1C bedroom wall until you craft Paint Solvent and wipe it off.

Town Square is the Town Hall area. Three masks have to be recovered and placed on the statues in the park: left Weeping, middle Malformed, right Blissful. That solves the drawbridge and awards one of the five cable-car bells. The clock puzzle in the Town Hall reads 10:07, and the operations locker downstairs is 1893.

Church Hill and the Sewers

Church Hill holds the funeral home, the church tower and the dock. The funeral home keypad is 752 (lily 7, rose 5, bluebell 2), the dock tackle crate is 4514 from the letters in "NOT DEAD NOT YET", and the church tower door uses the necklace symbols: triangle, cross, cross, triangle.

The Sewers are entered from the broken boards east of the pet clinic. The main gate needs a Heavy Mechanical Cog from the manhole room plus a Crank Handle from Church Hill; together they lower the water. Three flow-control valves then have to be opened, and the third one starts a poison-gas boss fight, so bring a syringe and a shotgun with slugs.

Both areas feed the bell chain. Church Hill's siege gives you one bell, and the flooded chamber behind the sewer pressure door gives you another. That is also where the 1467 keypad and the red-lit door sit.

Mt. Siah Kopa and Thelend

Five bells hang the cable car back into service. The order is fixed and is written on the plaque at the station: E, G, D, C, F, A, B. Two hooks are already loaded when you arrive, so you are hunting the remaining five across the earlier areas.

The cable car takes you up to Mt. Siah Kopa, where the machine room keypad is 0441 and the painted numbers are in the station restroom. From the mountain the route continues into Thelend Broadcasting: the editing room is 0002, the office safe is 66666, and the recording booth patch bay is OUT2 → IN6, OUT4 → IN5, OUT5 → IN2.

Thelend is the last new area. After its boss, the game moves you to the final conversation, where the ending is decided by what you carry and which button you press. That choice is documented in full on the endings page.

Where most players get stuck

Almost every "I cannot get further" report traces back to one of five items. Check this list before you assume a bug.

  • Crowbar — Sheriff's Office evidence lockup, behind the dial safe.
  • Sledgehammer — Church Hill cemetery, next to the well; needed for the lighthouse wall.
  • Crank Handle — Church Hill, used on the sewer sluice gate.
  • Heavy Mechanical Cog — the manhole room in the Sewers, left table.
  • The 58883 phone call — without it the Room 3 keycard may not appear at the lighthouse.

If a door still will not open, check the codes hub before you assume the game is broken. One lock is randomized, and a number from a video is not evidence for your save.

How long does the route take

The developer's own estimate is 12 to 14 hours for the main story, and press playthroughs landed between 10 and 15 hours depending on how much they explored. A completionist run with all 25 mementos and both extra endings runs closer to 19 hours.

The route above is the critical path. It skips optional backtracking for mementos and coffee upgrades, which is why it lands near the short end of that range. If you want the full collection, the mementos page lists what you would otherwise walk past.