Silver Pines/Beginner & Core Systems

All Weapons in Silver Pines and How to Get Them

Silver Pines gives Red Walker 19 weapons: six melee, three handguns, three shotguns, two rifles, an SMG, a nailgun, a throwable, and two that only unlock after the credits.

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Silver Pines gives Red Walker 19 weapons: six melee, three handguns, three shotguns, two rifles, an SMG, a nailgun, a throwable, and two that only unlock after the credits. Half double as exploration tools; every melee weapon wears out as you swing it. Below: each weapon's location, the code or errand guarding it, and its job. Damage figures are per-hit on Survival Horror difficulty, from community weapon data.

Silver Pines key art — Wych Elm / Team17 (via Steam)

At a glance

  • Total weapons: 19 (plus 7 weapon upgrades)

  • Handguns: Snub .38 Revolver, 1911 Service Pistol, .44 Magnum

  • Shotguns: W-500, Double Barrel, The North Star

  • Rifles: Model 7 (bolt-action), S-1 Carbine (semi-auto)

  • Ending unlocks: Switchblade (Leave), Omega Rifle (Live)

How weapons behave in Silver Pines

Three rules govern the whole arsenal. Melee weapons degrade (21 or 28 durability); a snapped weapon needs a repair kit or duct tape before it swings again. Guns are slow on purpose — reloading is an active, timed process, done between rooms, not during fights. And size matters: long guns eat several grid slots until upgrades shorten them. Damage numbers below assume Survival Horror difficulty.

Your first weapon: weak, fragile, and also a tool. Player screenshot via Steam Community.

Melee weapons

Box Cutter — Outside Rodney's General Store. Open the freezer (code 2311), take the Check-in Key, and the cutter is lying outside. Damage 7, durability

21. Terrible reach, but it slashes cloth and plastic tarps — a key as much as a weapon.

Baseball Bat — Market Street backlot, behind Sport Smart. The "Stack your odds" sign in the Sport Smart window shows Spade, Heart, Club, Diamond; set the backlot padlock to match. Damage 9, durability 21.

Crowbar — Sheriff's Office evidence lockup. Solve the painting safe (15, 7, 3,

10) for the Evidence Lockup Key, then take it. Damage 9, durability

28. It pries boards off gates all game long; expect to carry it permanently. Watch the dogs on your way out.

Shovel — The digging man's caravan, Downtown. When the digging man finishes and disappears, his caravan opens: shovel inside, pouch beside it. It digs up a Gold Star, the Confession Key and a corsage Memento — tool first, weapon second.

Sledgehammer — Church Hill, upper street by the cemetery. Damage 15, durability 28, heavy stamina cost. The wall-breaker: cracked concrete anywhere in town is a door waiting for it.

Blade — Riverside, red graffiti room. Smash the cracked wall at the far right of the "Welcome to Riverside" sign with the sledgehammer and pull the old paper cutter's blade loose. Damage 15, durability 21 — the hardest-hitting melee in a normal run, and priced accordingly in fragility.

Melee is your ammo-free option — until the weapon snaps. Keep a repair kit in the bag. — Wych Elm / Team17 (via Steam)

Handguns

Snub .38 Revolver — Crimson Bear Motel, Grizzly Suite. Take the Grizzly Suite Keycard from the pool changing rooms and open Eddie's suite. Five rounds of .38, damage 12 — your first-half workhorse, with two of the seven weapon upgrades built for it.

1911 Service Pistol — Union Apartments, supervisor's lockbox. Read the four newspaper cutouts in the supervisor's office, match tenants to rooms (artist 1C, cat lady 3A, writer 2A, paranoid tenant 3C), and enter that sequence on the lockbox beside the Floor 4 Button. Seven rounds, damage 12, faster follow-up shots than the revolver, full-clip reload. The Extended Magazine takes it to 10.

.44 Magnum — The sewers, taken from the Sheriff by Cable Station Bell E. Open the main gate (three flow controls, pressure wheels to maximum), then survive his chokehold prompt sequence. Six rounds of .44, damage 45, piercing — the strongest handgun in the game, earned the hard way.

The active reload wheel on the Snub .38. Every handgun reloads one deliberate step at a time. — Wych Elm / Team17 (via Steam)

Shotguns

W-500 Shotgun — Crimson Bear Motel, gift shop weapon locker, code

6671. Dial 58883 from a payphone to reach the crying woman in Room 3; she gives you the code. Four shells, 5 damage per pellet, 50 per slug. The Extended Magazine Tube (bowling car trunk, Silver Road) doubles it to 8.

Shotguns delete problems at arm's length. The W-500 is the first one most players find. — Wych Elm / Team17 (via Steam)

Double Barrel Shotgun — Sport Smart, chain-link cage, code

2367. Enter through the back door (Spade, Heart, Club, Diamond), return with the flashlight, and read the framed jersey upstairs: "23, Class of 67." Two shells, W-500 pellet damage, both barrels near-instant. Two enemies guard it.

The North Star — Quiet Hours Cafe, from the cowboy. Talk to the cowboy once and he hands you free 12ga slugs. Come back after the cemetery and he has been shot — The North Star, a lever-action shotgun, waits at his table with three boxes of slugs. Four shells, W-500 damage, faster cycling. The best shotgun in the game, and it costs you a friend.

The Quiet Hours Cafe. Visit the cowboy early, and again after the cemetery. Player screenshot via Steam Community.

Rifles, the SMG, and the nailgun

Model 7 Rifle — Sheriff's Office armory. The Armory Key sits on the bed in Cell B, down the basement corridor. Bolt-action .223, five rounds: 20 damage with piercing FMJ, 70 with Hollow Point. The Rifle Scope (a purse at the cable car station) adds 2.1x zoom.

S-1 Carbine — Church Hill docks, fishing shack crate, code

4514. Same .223 ammunition as the Model 7, same five rounds, twice the fire rate. Prefer volume over the bolt-action's rhythm? This replaces it.

Swedish K SMG — Church Hill funeral home attic. Take the Attic Key upstairs in the funeral home and open the attic. Full-auto 9mm, 20 rounds, damage 9 per bullet. The Sport Smart and Thelend vending machines sell its ammunition — which tells you how fast it eats a magazine.

Nailgun — Downtown cinema projector room. Buy the Projector Room Key from the vending machine at the cinema entrance for $20 — easy to walk past without noticing it sells keys. Fourteen nails per load, damage 8, and a fire rate that makes it the mid-game panic button.

A long gun fired through a doorway, and the room beyond stops arguing. The Model 7 and S-1 share one .223 ammo pool, so whichever rifle you carry draws from the same stock. — Wych Elm / Team17 (via Steam)

Throwable and ending unlocks

Pipe Bomb — Sport Smart stairwell, behind the crank door. Return with the Crank Handle from Church Hill, turn the crank box, and take the bomb: single use, damage

120. A second one sits in the basement near the fuse box on Mt. Siah Kopa. Save them for bosses and locked-room ambushes.

What the pipe bomb is for: one throw, problem deleted. Player screenshot via Steam Community.

Switchblade — Unlock: finish the Leave ending. Kill Eddie, and it (damage 9, durability

21) waits at the start of your next game.

Omega Rifle — Unlock: finish the Live ending. Complete the Live ending — all 25 Mementos collected and burned, Eddie spared — and the Omega Rifle waits at the start of your next game with 30 Magnetic Slugs. Four rounds per load, damage 50, shots pierce everything. A repeat run becomes a victory lap.

The seven weapon upgrades, quickly

  • Six-Shot Cylinder (Snub .38 → 6 rounds): combine the Weapon Utility Case (Sheriff's armory) with the Weapon Case Key (morgue).

  • Double Action Mechanism (nearly halves the Snub .38's time between shots): lockbox at the back of the Quiet Hours Cafe; the Quiet Hour Key lies beside the cable car building.

  • Extended Magazine (1911 → 10 rounds): under the manhole in the Thelend flooded basement; another sits in the sewer under the Crimson Bear courtyard.

  • Attachable Laser Sight (1911): Sport Smart stairwell, behind the crank box.

  • Extended Magazine Tube (W-500 → 8 shells): trunk of the bowling car on Silver Road.

  • Rifle Scope (Model 7, 2.1x zoom): in a purse at the cable car station.

  • Compact Weapon Kit (×2): Downtown liquor store, and under the stairs by the Workshop sign at Thelend. Each shortens a Model 7 or Double Barrel from 5 slots to 3.

FAQ

What is the best weapon in Silver Pines? On paper, the Omega Rifle — but it only exists after a Live ending. Within a first run, the .44 Magnum hits hardest per shot; The North Star is the best all-round shotgun.

Can I miss any weapons permanently? Most sit in places the town keeps open for backtracking. The time-sensitive ones are errands, not locks: the cowboy's story advances whether you visit him or not, so talk to him on your first pass.

Do guns degrade like melee weapons? No — durability is a melee stat. Guns are limited by ammunition and reload speed instead.

Related guides

  • Silver Pines Beginner's Guide: 15 Essential Tips Before You Start

  • All Inventory & Stamina Upgrade Locations in Silver Pines