Silver Pines/Puzzles & Codes

Sheriff's Office Code & All Key Locations in Silver Pines

The Sheriff's Office in Riverside has a keypad on its front door and no note anywhere telling you the number. The code is 1715 — and the game does teach it to you, through a broken police radio, a working truck radio, and your cam

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The Sheriff's Office in Riverside has a keypad on its front door and no note anywhere telling you the number. The code is 1715 — and the game does teach it to you, through a broken police radio, a working truck radio, and your camera. This guide gives the code up front, then walks through how it is derived in-game, what waits inside the station (a painting safe, the holding cells, and a chain of seven keys), and finishes with a reference for the major keys elsewhere in town: the Motel Poolside Key, the Projector Room Key, the Room 3 key, and more.

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

At a glance

  • Front door code: 1715 (fixed — the same in every save)

  • How you earn it: Photograph the broken cruiser radio, then match its settings on the truck radio (86.6 MHz) in the tunnel

  • Painting safe: 15, 7, 3, 10 — alternate direction after each number

  • Holding cells: 3100 (badge 0013 read backwards)

  • Inside the office: 7 keys, including the Armory Key and the Evidence Lockup Key

  • Elsewhere: The motel gate code, by contrast, is random per save — see the FAQ

The inventory's Examine view, with the Motel Poolside Key selected — one of the keys covered in the reference below. — Wych Elm / Team17 (via Steam)

Step 1: Photograph the broken police radio

Go to the parking area west of the Sheriff's Office and find the police cruiser. Its radio is broken, but its settings are frozen in place — frequency and mode lights exactly as the last deputy left them. Interact with the cruiser and take a photograph of the radio. This photo is the clue; there is no other copy of it anywhere.

Silver Pines hides its codes on inspectable objects and in photographs. Player screenshot via Steam Community.

Step 2: Match the settings on the truck radio

Head to the tunnel northeast of the station (the Highway 13 tunnel). A blue truck is parked inside, and unlike the cruiser, its radio works. Interact with it and copy your photograph exactly:

  • Frequency: 86.6 MHz

  • Mode lights: Set them to match the pattern in your photo of the cruiser radio

Get both right and the transmission goes through. A deputy answers — the station is empty, but he is not — and he reads out the front-door code:

1715. Walk back to the station and punch it into the keypad.

Through the front door. The station is a small dungeon in its own right: offices, a locker room, a basement with cells and a morgue. Player screenshot via Steam Community.

Inside the office: the painting safe

The office holds a dial safe whose combination is spread across four paintings in the station. Each painting hides a number in its subject: bones (15), spirits (7), body (3), evil (10). A Safe Manual Page found in the station gives the handling rule: turn to each number in turn, reversing direction every time. So: clockwise to 15, counter-clockwise to 7, clockwise to 3, counter-clockwise to 10.

The Sheriff's Department lobby — "SILVER PINES SHERIFF DEPT." over the door, a mounted skull on the wall, and one of the station's framed paintings behind Red. Four paintings around the station carry the numbers this section is about; examine every one you pass. Frame from the Silver Pines full-collection playthrough by 友利奈绪大魔王丶 (Bilibili).

Inside the safe is the Evidence Lockup Key — do not leave without it; the safe is easy to forget once the door is open.

Inside the office: the holding cells

The basement holding cells use the code

3100. The clue is a deputy's badge numbered 0013 — read backwards. The cells are worth the trip on their own: Cell B holds the Armory Key on the bed, and Cell A is where the cold-storage chain below begins.

You reached this building through a photograph. Keep the habit — the station's own map hangs between the North Hall and the Locker Room, and its locks repay the same treatment. Player screenshot via Steam Community.

The seven keys inside the Sheriff's Office

The station hands out keys in a chain, each one opening the next layer of the building. The set below follows the layout reported by players who have cleared the office; the chains marked with an asterisk are confirmed by a second walkthrough.

  • Basement Key — In the lock box in the Sheriff's office — The basement

  • North Wing Key — Basement Storage Room — The Pantry Door in the North Wing

  • Armory Key * — On the bed in Cell B — The armory (Model 7 Rifle inside)

  • Evidence Lockup Key — Inside the painting safe (15-7-3-10) — The evidence lockup

  • Locker Key — In the station backlot — The locker in the locker room

  • Metal Handle * — Cell A, reached via the morgue vent — The cold storage in the morgue

  • Weapon Case Key * — In the jacket inside the cold storage — Combines with the Weapon Utility Case from the armory

That last chain is the office's best puzzle, so here it is in full: take the locked Weapon Utility Case from the armory. In the morgue, shoot the ceiling vent and crawl through to Cell A to claim the Metal Handle you could see from the cells. Fit the handle to the cold storage door, take the Weapon Case Key from the jacket inside, and combine it with the case. The reward is the Six-Shot Cylinder — a sixth round for your Snub .38.

The Crimson Bear Motel, home of the other half of this guide: the poolside key chain. Player screenshot by Steam user 鳄鱼阿棺 (Steam Community).

The major keys elsewhere in town

The office is one stop on a town-wide key hunt. These are the major keys outside it, in roughly the order you will want them. The table covers the keys that gate progress and weapons; minor keys are left out.

How every keyed lock in the game presents itself: examine the lock for a close-up, and the inventory grid opens beside it so you can pick the key to try. If the right key is in your bag, this screen is the whole interaction. Frame from the Silver Pines full-collection playthrough by 友利奈绪大魔王丶 (Bilibili).
  • Check-in Key — Used at the Crimson Bear Motel front desk — The check-in desk — read the Motel Guest Ledger for your (random) gate code

  • Motel Poolside Key — Won at the motel shooting gallery, after restoring power at the fuse box beside the Game Room — The gate to the poolside area

  • Grizzly Suite Keycard — The motel Changing Room (mind the enemy inside) — The Grizzly Suite, entered from the poolside (Snub .38 inside)

  • Projector Room Key — Bought from the cinema vending machine for $20 — The projector room — and the Nail Gun

  • Quiet Hour Key — Over the fence to the right of the cable car building — The lockbox at the back of the Quiet Hours Cafe (Double-Action Mechanism)

  • Riverside Bridge Key — On the A hook of the cable station bell rack, upstairs — The Market Street gate to the Riverside bridge

  • Gate Key — Riverside Junkyard workshop, next to the machine — The junkyard rear gate, toward the Wing Oil gas station and the flashlight

  • Bathroom Key — Inside the Wing Oil gas station, on the right — The restroom — cut the fabric inside for a Hip Bag

  • Motel Room Key (Room 3) — Top of the Lighthouse — smash its door with the sledgehammer first — Room 3 at the Crimson Bear Motel (its safe uses 6671)

  • Motel Car Key — Room 3: shoot the high vent and crawl in — The courtyard car trunk — ammo and a weapon

Two patterns run through this table. Keys hide in mundane commercial spots — a vending machine, a shooting gallery, a changing room — so "where is the key" usually means "which ordinary place did I walk past?" And several keys are rewards for returning with a new tool: the Lighthouse door only opens to the sledgehammer, and Room 3 only opens after the Lighthouse.

The cable station, upstairs, is where the Riverside Bridge Key hangs — on the bell rack's A hook. Player screenshot via Steam Community.
Riverside. Half the keys in the table above are spent within a few streets of this waterfront. Player screenshot via Steam Community.

FAQ

Is the Sheriff's Office code the same in every save? Yes. 1715 is fixed. The code that changes per save is the Crimson Bear Motel gate code, which you read from Eddie Velvet's row in the Motel Guest Ledger — nobody can post that one for you.

I tuned the truck radio to 86.6 and nothing happened. The frequency is only half the setting. Match the mode lights to your photograph of the cruiser radio as well; the transmission starts when both agree with the photo.

Where does the painting safe's direction rule come from? A Safe Manual Page in the station. The numbers come from the four paintings; the manual supplies the alternating directions.

What is the single most missable thing in the office? The Evidence Lockup Key inside the painting safe. Players solve the safe, loot the obvious contents, and walk out without it.

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