Silver Pines has no minimap, no quest markers, and no fog of war that politely fills itself in. Every district has exactly one paper map, fixed to a notice board or printed as a fire escape plan, and until you walk up and take it you are navigating that district from memory. There are 11 maps in total. This guide gives the spot for each one, flags the ones that sit behind tools or story progress, and then covers the system the maps exist to support: photographing the doors and puzzles you cannot open yet and pinning those photos to the map so your future self knows where to come back to.
At a glance
Maps in total: 11, one per district
First map: Silver Pines Town Map, available from the opening minutes
Last map: Thelend Broadcasting Lot, gated behind the audio puzzle
Maps behind gates: Sewers (crowbar), Church Hill (padlocked door), Thelend Broadcasting Lot (audio puzzle), Crimson Bear Motel (gate passcode)
Companion system: Camera — photograph points of interest, pin the photos to your maps
Missable? The maps stay fixed to their boards and walls; you can always go back for one
How maps work in Silver Pines
A map in this game is a physical pickup. Most hang on notice boards out in the street; indoor ones are fire escape plans mounted on walls. Taking one reveals that district's full layout, including save rooms, resource caches and the shortcuts that fold the area back on itself. Nothing charts itself as you walk, so the first job in any new district is always the same: find the board before you go deep.
The Outskirts: your first two maps
Silver Pines Town Map. Exit the Miner Diner, take the items from your car, and walk right. The map is on the Silver Pines poster board along the road. It is close to unmissable and the game clearly wants you to learn the habit here.
Crimson Bear Motel Map. After you get through the motel gate — the passcode comes from Eddie Velvet's row in the Motel Guest Ledger, and it is generated fresh for every save file, so nobody can post yours online — head left toward the Museum and Gift Shop. The map is posted on the building's exterior wall.
Downtown: three maps, one ferry ride away
Downtown Silver Pines Map. Take the ferry for the first time, head inland, and look for the bus stop near Loomis Park. The map is mounted on the bus stop.
Town Hall Map. Inside the Town Hall, go up to the first floor and check the wall to the right of the stairs. The map is a fire escape plan on the notice board there.
Union Building Map. Walk in the front entrance of the Union Building and check the wall right there. Again a fire escape plan, and again easy to walk past if you charge straight in.
Riverside: the bridge, then the station
Riverside Map. Cross the bridge into Riverside, find the payphone, and climb the stairs to its left. The map is on the notice board above the payphone stairs.
Sheriff Station Map. This one waits until you have access to the station itself (the front-door code is 1715 — our Sheriff's Office guide walks through the radio puzzle that earns it). Head to the back of the building and take the fire escape plan mounted on the wall between the North Hall and the Locker Room.
The gated four: Sewers, Church Hill, the mountain, Thelend
Sewers Map. You cannot enter the sewers at all until you have the crowbar. Once inside, stop: the map is mounted on the wall just past the entrance. Walking deeper without it is the single easiest way to lose an hour in this game.
Church Hill Map. Inside the small Parish Hall building at Church Hill — behind a padlocked door inside. If you arrive without a way through that lock, do not just leave; photograph the door and pin it (see below) so the return trip happens the moment you have the tool.
Mt. Siah Kopa Map. After you reach the mountain, push east to the tunnel entrance and look just inside, on the right.
Thelend Broadcasting Lot Map. The last map and the most heavily gated. Complete the audio puzzle first, then work through to the Bleachers section; the map is near a door on the right in that area.
All 11 maps at a glance
Silver Pines Town Map — Poster board right of the Miner Diner — None — game start
Crimson Bear Motel Map — Museum and Gift Shop exterior — Motel gate passcode (from the Guest Ledger)
Downtown Silver Pines Map — Bus stop near Loomis Park — After the first ferry ride
Town Hall Map — First floor, right of the stairs — Enter Town Hall
Union Building Map — Wall by the front entrance — Enter the Union Building
Riverside Map — Notice board above the payphone stairs — Cross the bridge into Riverside
Sheriff Station Map — Wall between North Hall and Locker Room — Sheriff Station access (door code 1715)
Sewers Map — Wall just inside the entrance — Crowbar
Church Hill Map — Inside Parish Hall, behind a padlocked door — Reach Church Hill; open the padlock
Mt. Siah Kopa Map — Just inside the eastern tunnel, on the right — Reach the mountain
Thelend Broadcasting Lot Map — Near a door by the Bleachers — Complete the audio puzzle You pick up a camera from the trunk of your car outside the diner, right at the start of the game, and it is the second half of the navigation system. Anything you cannot deal with yet — a locked door, a padlock, an unsolved puzzle, a code clue written on a wall, a resource cache you had to leave behind — can be photographed, and photos can be pinned directly onto your maps as physical markers. A pinned photo is a promise your later self can actually keep: get the tool, open the map, follow the pins back.
The photo system: pin it, don't memorise it
The strongest example in the game is also an early one. The Sheriff's Office front-door code is never written down anywhere you can carry; instead you photograph the settings of a broken police radio and recreate them on a working one. The camera is how Silver Pines expects you to move information between rooms.
Film is not infinite — the camera interface keeps a running shot count, so spend photographs on things you genuinely intend to revisit. A locked door you will pass again in ten minutes does not need a portrait. A padlocked door in a district you are about to leave for an hour does.
What to carry while you hunt maps
Inventory space is tight all game, and map hunting is backtracking work, which means the tools that open gates are worth more than the supplies that keep you comfortable. If a hard choice forces itself — drop the spare healing item, keep the crowbar. A map you cannot reach because the gate tool is sitting in a stash across town costs you far more than one tonic ever will.
FAQ
Do maps reveal themselves as I explore, like other metroidvanias? No. Each district's layout stays hidden until you physically take its paper map from the board or wall where it hangs.
Can I permanently miss a map? Nothing in the game removes them. The realistic risk is reaching a late area without an early map and having to re-trace a district blind, which is slow rather than fatal.
Does the map show collectibles? The map shows the district layout — rooms, save points, caches and shortcuts. Players also report that sectors still holding a collectible are marked with a faint blue aura, which makes the maps the base layer for the Memento and cassette hunts.
Where do I get the camera? In the trunk of your car outside the diner, in the opening minutes of the game. You will have it long before the first door you need to photograph.
Related guides
Silver Pines Beginner's Guide: 15 Essential Tips Before You Start
Sheriff's Office Code & All Key Locations in Silver Pines
All 25 Memento Locations in Silver Pines
