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Silver Pines VHS Puzzle

The Silver Pines VHS puzzle turns four whispered phrases into the code 0002 for the Thelend editing room. Match each phrase to its tape and enter the digits.

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Этот гайд пока опубликован на английском.

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The editing room keypad at Thelend Broadcasting takes 0002. Wire the recording booth console, listen to the four whispered phrases, then match each one to a VHS title on the rack: three tapes read 0 kills and the fourth reads 2.

The Thelend Broadcasting editing room keypad takes 0002, and those four digits are not written on a wall anywhere in the building. They are read off a rack of VHS tapes, one tape per phrase you hear whispered in the recording booth on the other side of the building.

Reaching that point means repairing an audio console with two cables that live in opposite wings of the station. Every step is on the critical path, so the puzzle cannot be skipped; only the tapes themselves are easy to walk past.

Where is the editing room keypad

The keypad sits in the Editing Bay, on the wall beside a locked gate. You enter the bay through the door marked Live Show, and the room holds three things that matter: the rack of VHS tapes, the gate, and the console where the first cable is sitting.

The gate opens sideways once the code lands. Behind it is a chest holding the Backdoor Key, which is the real reward: 0002 does not open the next area directly, it opens the route to the Stage 1 Key.

Getting into the building

The front doors are boarded shut. Walk around the right side of the building and crawl through the gap in the wall.

Inside, the lobby holds a bank of four security monitors. One feed shows a door bathed in red light — a door that does not exist in the room yet. It is the same door you open much later with the stage light, so remember the picture now rather than wondering about it then.

The recording booth is behind the counter, through the door on the right. The audio console hangs there, with a free cable end trailing above the second channel. Leave it alone for now: wiring it without both cables does nothing.

Pick up the Technical Manual first

From the lobby, head east past the restrooms, then north and left through the door into the Editing Area. Pass through the door marked Stage 1 to reach a small room with a telephone.

Save at the phone. Then take the Technical Manual from the table. Page two is the wiring diagram for the recording booth; page three explains the stage light. Both matter later, and neither is readable from memory once you are standing at the console.

The office off the lobby is locked from the corridor at this point. You reach it later from outside, through a window, and the 66666 safe inside holds cash rather than anything this puzzle needs.

Cable one: the Live Show room

The first cable is in the Editing Bay, behind the door marked Live Show.

An enemy drops from the ceiling as you enter. Kill it, then take the cable from the console on the right. On the left side of the room are the locked gate and the rack of VHS tapes. Read the tape titles now if you want, but the phrases mean nothing until the console is wired.

Cable two: through Storage

The second cable is in Storage, east of the Editing Bay.

Break the padlock on the right and head north. An enemy comes through the door on the left as you arrive — kill it, then enter that room for the Cyan Lens, which the stage light needs much later.

Continue east and turn north just before the Backdoor Exit. Follow the passage to the right, kill the enemy that drops, and take the second cable from the shelf.

Wire the console

Back at the recording booth, use the AUDIO page of the manual, not the video page. The correct connections are OUT 2 to IN 6, OUT 4 to IN 5 and OUT 5 to IN 2.

Wiring the video pattern instead — OUT 1 to IN 1, OUT 2 to IN 7, OUT 5 to IN 3 — does nothing at all. The console will not tell you that you used the wrong page, which is the usual reason people sit in that room convinced the puzzle is broken.

Once the connections are right, a whisper plays in the room and repeats four phrases: All Lies, Red Light, No Brakes, The Last Exit. It loops, so there is no need to write it down in a hurry.

Match the phrases to the tapes

Return to the Editing Bay and read the VHS titles on the shelf. Four of them line up with the whispers, and the number printed under each title is that tape's kill count.

WhisperTape titleKill count
All LiesRear View Lies0
Red LightRed Light, Dead Night0
No BrakesNo Brakes No Mercy0
The Last ExitFinale: Last Exit2

Read in the order the whisper gives them, the digits are 0, 0, 0, 2. The tape titles are the only part that requires reading rather than listening, and they are also the part that makes the code look arbitrary to anyone who skipped the shelf.

Enter 0002

The combination panel is on the left wall of the Editing Bay, beside the gate. Enter 0002 and the gate retracts.

Inside, open the chest for the Backdoor Key. There is also a television you can switch on, which plays a broadcast and adds nothing to the puzzle — it is atmosphere, and worth a look before you leave.

What the Backdoor Key opens

Leave through the Backdoor Exit beside Storage and use the key on the door. Outside, go down the stairs and continue north through an ambush. Ignore the northern path toward the antenna tower for now; that gate is still locked.

At the end of the path, turn south, climb the ledge on the right, and enter the Office through the window. The Stage 1 Key is on the table. An enemy drops from above as you take it; kill it and unlock the door on the right to connect the office back to the rest of the building.

Return to the Pantry and use the Stage 1 Key on the northern door. That is the entrance to Stage 1, and the reason 0002 is worth solving carefully rather than brute-forcing.

What 0002 leads to

Inside Stage 1, an air vent on the left hides an optional memento, and the door on the right leads to the stage light. The light needs three coloured lenses: cyan from Storage, yellow from the top of the antenna tower, and magenta from the Workshop below Stage A. The tower climb ends with a flock of crows chasing you down, so take the lens and keep moving.

Load magenta and yellow, and pull cyan out. That combination turns the beam red and reveals the door the lobby camera showed you at the start of the building.

Behind it is a rematch with the creature from Town Hall, called The Driver. He is stronger and more aggressive than the first meeting but has no new moves, so keep distance and shoot between his swings. Take the 8 Ball Gear Shift memento from his body before you go through the stage door — that door leads to the finale, and there is no walking back.

Common mistakes

  • Wiring the video pattern. The AUDIO page is the one that works, and the console gives no error.
  • Hunting the keypad before the cables. The panel is visible from the moment you enter the Editing Bay, and entering it early does nothing.
  • Skipping the tape shelf. The four digits exist only as kill counts under titles, so a player who ignores the rack has no way to derive 0002 and usually resorts to guessing.
  • Leaving the boss room without the body. The 8 Ball Gear Shift is one of six mementos that come off boss corpses, and the stage door behind it is a point of no return.

If the gate will not open after 0002, check the panel once more before assuming a bug: the code is fixed, not randomised per save, and the same four digits work on every file.