Silver Pines/Full Walkthrough

Silver Pines Walkthrough Part 2: Riverside, Town Hall & Church Hill

Part 2 picks up where Part 1 ended: on the bridge into Riverside. This is the bell-hunting stretch of Silver Pines. You will recover Bell A from the Sheriff's Office, Bell D from the flooded heart of the Union Apartments, Bell F f

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Part 2 picks up where Part 1 ended: on the bridge into Riverside. This is the bell-hunting stretch of Silver Pines. You will recover Bell A from the Sheriff's Office, Bell D from the flooded heart of the Union Apartments, Bell F from the statues in Loomis Park, and Bell B from Church Hill — picking up the Flashlight, the Crowbar, the Model 7 Rifle and the Sledgehammer on the way. Two bosses wait in this part, plus one fight you are not meant to finish.

Saint Adjutor Church on Church Hill — Part 2 ends here, with a bell, a sledgehammer, and a wave fight. Player screenshot via Steam Community.

At a glance

  • Areas: Riverside

    · Sheriff's Office

    · Union Apartments

    · Loomis Park & Town Hall

    · Church Hill

  • Key items: Gate Key

    · Basement Key

    · North Wing Key

    · Evidence Room Key

    · Crowbar

    · Badge 0013

    · Utility Room Key

    · Union Level 3 Key

    · Floor 4 Button

    · Manhole Cover Key

    · Flower Shop Key

    · Cemetery Key

    · Crank Handle

  • Weapons gained: Model 7 Rifle

    · M1911 Service Pistol

    · Double-Barrel Shotgun

    · Sledgehammer

    · North Star Shotgun

  • Puzzle answers in this part: Station code 1715

    · Safe 15 CW → 7 CCW → 3 CW → 10 CCW

    · Interrogation keypad 3100

    · Sport Smart cage 2367

    · Supervisor's door 1C → 3A → 2A → 3C

    · Basement storage 1525

    · Funeral Home keypad 752

    · Chapel cubes Triangle, Cross, Cross, Triangle

    · Statue masks: Weeping left, Malformed middle, Blissful right

  • Bosses: Deputy Roberts

    · the Union Apartments creature

    · The Driver (unfinishable)

    · church wave fight The main road into Riverside is closed, so the route bends through the junkyard: In the storage building, combine the Spare Parts and Duct Tape into a Repair Kit. At Dana's Auto, shoot the padlock on the back-office kitchen door and drink the coffee pot stamina upgrade. Take the Gate Key from the table past the first enemy; two more ambush you on the way out. The Gate Key opens the yard gate. Go north, then west, to the Sheriff's Office. The front door keypad wants a code you do not have. Behind the station, find the police cruiser and photograph the police radio settings with your camera. This photo is the puzzle — you will match these settings later. At the Wing Oil Gas Station, restore power at the fuse box behind the building to open the automatic doors. Take the Bathroom Key from the key board behind the counter. The office has a payphone — save. Take the Flashlight from the far end of the garage. The way back seals shut and two enemies drop on you; escape through the damaged shutter. In the restroom, cut the stall barrier for a Hip Bag (+2 slots).

Riverside and the Sheriff's Office — Bell A

The junkyard route into Riverside. Crowds of enemies here are an ammunition tax — walk around what you can. Wych Elm / Team17 (via Steam).

Now the dark Highway 13 tunnel is passable. A crawling creature inside spits poison — kill it at range with the revolver. Shoot the hanging bell in the tunnel for a Memento Vessel Fragment — whenever you hold four, combine them for an extra Memento slot.

At the crashed truck, set the truck radio to 86.6 MHz and match its mode lights to your cruiser photo exactly — published guides disagree on which lights those are, so trust the photo, not any written list — then press the red microphone button. A deputy answers with the station code:

1715. Save at the phone room first. Then: Photograph the lobby painting showing the number 7 — image 1 of 4 for the safe puzzle. Take the Basement Key from the wall box in the sheriff's office. The desk book hints at the safe. Basement: Deputy Roberts is locked in the interrogation room, promising Eddie's interrogation recording if you free him. The keypad code is unknown. Leave him for now. Storage holds a Safe Manual Page (the safe's dial directions) and the North Wing Key. Shoot the vent grille and crawl through for another Vessel Fragment. In the archive, photograph the bones painting (image

2) and take the Incident Report. Note the locked Gun Case in the armory; the rifle behind the gate is your real prize. North Wing: the Sheriff's Office Map is the fire-escape plan on the wall. The briefing room has a projector missing an object and a memo listing the four picture locations. In the garden, take the License Plate from the debris by the boarded shooting-range entrance, and photograph the morgue-area image (3) and the garden stone plaque (4). In the morgue, examine the corpse's tray: the sheriff's badge is wedged between its teeth, too tight to pull by hand. In Cell B, take the Armory Key from the bed. Open the armory gate for the Model 7 Rifle and its ammunition — you need this gun in about ten minutes. Put the License Plate in the projector. The message reads: "Badge number — reversed — free the prisoner."

Inside the station

The safe, using all four photographs: 15 clockwise → 7 counterclockwise → 3 clockwise → 10 counterclockwise. Both walkthroughs give this exact sequence. Inside: the Evidence Room Key. The evidence room by the dog cages holds the Crowbar. The dogs are loose — one attacks immediately. In the morgue, pry the badge out with the Crowbar: Badge 0013, itself a Memento. Reversed, it is the interrogation keypad code: 3100.

Free Roberts with

3100. Take the Eddie Velvet Interrogation Tape and play it on the tape player. Roberts is gone when you look up. Save and restock.

Two detours before you move on. At Sport Smart, enter the dark interior from the café alley with your flashlight and read the framed baseball jersey — 23 + class of '67 = 2367 opens the ammo cage to the Double-Barrel Shotgun. At Dana's Auto, crowbar the wooden barrier for the Hula Figurine Memento in the blue car's trunk.

Slipping past a shadow in the junkyard

Union Apartments — Bell D

The streets get less forgiving from here. Keep the rifle loaded and your back to the light. Player screenshot via Steam Community.

Reach the apartments through the Movie Theater: cross the dark auditorium with your flashlight, leave by the rear exit, and walk west. The man from the bridge is outside — talk to him — and unlock the shortcut door behind you. In the grounds, crowbar the boarded shed room for a bell and a Vessel Fragment. At the entrance, take the Union Apartments Map from the fire-escape plan and the Utility Room Key from the key box. The intercom says 4B belongs to Alice Baker, but a broadcast inside the building jams the line. Utility Room (east side): shoot the gas cylinder to clear the two enemies. In the flooded basement, use the wall intercom to shut down the broadcast. Back at the entrance intercom, call 4B. An unknown man answers and says to meet upstairs. The entrance unlocks.

  • Floor

    1. In 1A (the supervisor's flat) take Laundry Token #1. The notice board pins four newspaper stories in a fixed order: Artist's death → Albie's obituary → Writer's suicide → Union stalker. A locked door here takes apartment numbers — that board is the sequence, and the flats name the residents. In 1C, the gallery pamphlet identifies the Artist = 1C; note the painted-over writing in the bedroom. Use the safe room at the floor's east end.

  • Basement. Right storage unit: Token #2. The laundry machine needs four tokens, with a key visible inside. The far-end bag holds Token #3.

  • Floor

    2. The duffel by the locked gate holds Token #4. In 2B, fill a bottle at the still: Bottle of Alcohol. In 2C, crawl the vent and shoot the hanging bell for a Vessel Fragment. Run the washing machine with all four tokens: the Union Level 3 Key.

  • Floor

    3. Crowbar the boarded window by the stairwell, cross the scaffolding, and shoot down another bell fragment from the ladder. The Level 3 Key opens floor 3 — the stairs above are collapsed, and the elevator to floor 4 is missing its button. In 3C, the diary identifies the Stalker = 3C. Smash the bathroom mirror, crawl into 3B, and work through to the west half. In 3A, a birthday card among the cats names the Cat owner = 3A. Drop from the balcony to west floor 2 and unlock the gate shortcut. In 2A, the typewritten page names the Writer = 2A; take the Dried Paint Solvent from the floor. The sheriff waits outside 2A — hear him out.

  • Drop into 1B through 1C's smashed bathroom mirror for a coffee pot stamina upgrade. In 1C's bedroom, combine Dried Paint Solvent + Bottle of Alcohol and strip the painted wall: basement storage code

    1525. That unit holds Gasoline and a Burnt Note (gasoline + empty bottle = Molotov).

  • At the supervisor's door, enter the numbers in the clippings' order: 1C → 3A → 2A → 3C. Inside: the Floor 4 Button and the M1911 Service Pistol — it reloads a full magazine at once, so take it into the next fight. Install the button and ride up. Floor

    4. At the phone-sign doorway, go up to the roof for a Diary Page and the Apartment 4B Key — the crows turn hostile, so run. The stairwell below floor 4 hides another Hip Bag (+2 slots). Save at the floor-4 safe room before opening 4B.

Every flat in the Union Apartments is a clue: the writer's page in 2A is one of four names the supervisor's door wants. Player screenshot via Steam Community.

After the fight, go west first in the swamp for the Sea-Polished Glass Shard Memento (it cuts swimming stamina drain — equip it now) and swim east. Step on the strange object and collect the Black Flesh. To the north-east, take the Injured Bird from its cage. Backtrack to the first southern passage, go west to the table, and feed the Injured Bird to the hole in the wall for Cable Car Bell D. (Alternative: combine the Black Flesh with bloody feathers to fake the offering. The walkthroughs document both and agree on no difference in outcome — we flag it rather than guess.) You are returned to the Union entrance. Answer the ringing phone — Jackman again — and save. Three quick stops before the park. At the Rabbit Hole (crowbar the boards in the alley across the dam), a Star now lies on the table where you sat — attach it to the Locked Ring Box. In the dressing room, take the Torn Polaroid piece from the mirror and combine it with the Grizzly Suite half for the Repaired Polaroid Memento. Behind the stage, pull the rope: the wall behind the curtain has two circular recesses shaped like rings. It belongs to the Rest ending route — leave it for now. At the Quiet Hours Cafe, the cowboy by the counter hands you four 12-gauge slug shells — free. A horse is waiting outside. Silver Pines does that sometimes.

A night street in Silver Pines
3A belongs to the cat owner — one of the four names on the supervisor's door. Player screenshot via Steam Community.

Rabbit Hole and café detours

Eddie's stage. The Polaroid's second half is in the dressing room behind it. Player screenshot via Steam Community.
The Rabbit Hole stage, quieter than you remember it. Two ring-shaped recesses wait behind that curtain. Player screenshot via Steam Community.
Red light and a stage prop: the wall behind the curtain holds two ring-shaped recesses you cannot use yet. Player screenshot via Steam Community.

Loomis Park and Town Hall — Bell F

Crowbar the boards on the Loomis Park gate. At the east end stand three damaged statues: the middle one grips a Cable Car Bell in locked hands. Beneath the seating area, a manhole grate shows a statue face below — the third mask is down there. Note the Concrete Mixer by the stairs, then head into Town Hall. Restroom vents: someone speaks through them. Listen, then move on.

  • Save room (phone symbol): take the Fireplace Tongs by the fireplace. Crawl through the fireplace and shoot the hanging bell for a Vessel Fragment.

  • The auditorium's mask hangs out of reach from this side. Backstage, take the jacket on the ladder by the locked Community Meeting Room: Town Hall Office Key. The ruined-paintings room holds an Empty Mold.

  • Floor 2: the Town Hall Map is on the notice board. An aggressive enemy bursts through a door here and chains melee attacks — keep your distance. The Night School room has a coffee pot and an NPC. Use the Office Key on the gate by the office stairs, and take the balcony door before the stairs for the Blissful Mask (mask 1).

  • Floor 3 offices: take the Unmixed Clay from the sandbags and the Manhole Cover Key from the filing cabinet. Outside the window, the Town Hall clock stands stopped at a diamond-shaped socket — a crank puzzle for later.

  • Weeping Mask (mask 2): use the Manhole Cover Key on the park manhole, climb down, head west.

  • Malformed Mask (mask 3) — you make this one. Put the Unmixed Clay in the park's Concrete Mixer for the Clay Mixture. Combine it with the Empty Mold into a Filled Ceramic Mold, fire it in the Town Hall furnace, and pull it out with the Fireplace Tongs.

With all three masks, return to the statues: Left — Weeping

· Middle — Malformed

· Right — Blissful. The middle statue's hands open. Take Cable Car Bell F. A short scene returns you to the Cable Car Station: you now hold three of the five bells (A, D, F).

Church Hill — Bell B

The last Downtown bell sits beyond the raised drawbridge to Church Hill, and the bridge controls are on the far side. Go around: from Loomis Park, leave by the main gate, follow Loomis Street west to the Silver Gazette, and take the stairs north. Crowbar the boarded passage and pass the Boat Workshop (its engine is missing a part stashed at the Miner Diner — a fast-travel side errand; skip it for now). Jump into the water east of the docks with the Sea-Polished Glass Shard equipped, take the southern passage, then west through the shallows. Climb the ladder below Saint Adjutor Church, head east to the Silver Dog Bus Depot, speak to the person inside the parked bus, save at the phone, and break the barrier for a Battery. Climb the ladder just before the drawbridge and work the control platform: the drawbridge lowers, a permanent shortcut to Downtown.

The lakeside road up to Church Hill
Every apartment tells you who lived there. Church Hill's houses work the same way — read the rooms. Player screenshot via Steam Community.
  • Parish Home (west of the church steps): take the Flower Shop Key from the table, shoot the padlock on the side door for a coffee pot stamina upgrade and the Church Hill Map.

  • Check the Chapel Tower gate: one rotating cube is fixed in place, three slots empty. You need three Metal Cubes.

  • Enter the church, speak with the Sheriff, and take Metal Cube 1 from the table in the next room.

  • At the Funeral Home, photograph the poster of Father Jacob Foster — the symbol on his necklace is the tower puzzle's answer key.

  • Unlock the Flower Shop and read the price tags: White Lilies 7, Red Roses 5, Bluebells 2 — the code is

    752. Climb over the counter, break into the back room, and take the Funeral Home Family Key.

  • In the Funeral Home's upstairs flat, fight through, jump the hole in the floor, and read the mirror note — Lily, Rose, Bluebell, confirming

    752. Drop through the hole and take the Cemetery Key from the coffin. Unlock the shortcut door.

  • Cemetery: the Sledgehammer leans against the well. It breaks cracked walls all over town. Smash the cracked wall in the ruins below the cemetery for the Crank Handle, fit it to the well, activate it, and stomp the eel that comes up: Metal Cube 2 is inside it.

  • Back at the Funeral Home, enter 752 on the stairwell keypad. The Mortician's Ledger puts Father Jacob Foster in Casket No.

    2. Stretcher it up in the lift, transfer it to the Cremation Machine, and run the cycle. Crawl in afterwards and take Metal Cube 3 from the ashes.

  • At the Chapel Tower, set all three cubes in the slots and rotate the four cubes until their markings recreate the necklace symbol from your photograph. Neoseeker gives the pattern outright: Triangle, Cross, Cross, Triangle. The gate unlocks.

  • Climb the tower, take the Diary Page by the great bell, and ring it.

Take Cable Car Bell B through the door on the left — four of five. Sit in the confessional, then leave. The town changes after this: two new enemy types start appearing across Silver Pines. Swing by the Quiet Hours Cafe before you save: the cowboy who gave you the slugs has been shot, and his North Star Shotgun and a Gold Star are on the table beside him. Take both — you will want that shotgun when Part 3's sewers boss starts breathing poison at you.

A lived-in living room, cat portrait on the wall

Next: Part 3 — Sewers, Mt. Siah Kopa & Thelend Broadcasting (Endgame). The final bell, the gondola ride, the Driver's last stand, three Metal Spikes, and the choice the whole game has been walking you toward.