Part 3 is the endgame of Silver Pines: the final cable car bell in the Sewers, the gondola ride up Mt. Siah Kopa, the infiltration of the Thelend Broadcasting Company, and the strange place beyond its stage door — three Metal Spikes, the final boss, and the conversation with Eddie Velvet that the whole game has been walking you toward. You should arrive here holding Bells A, B, D and F, with the Sledgehammer, the Crowbar and the Flashlight in hand — the North Star Shotgun joins them at the first stop below. If you are missing any of those, Part 2 has them.
At a glance
Areas: Downtown Sewers
· Cable Car Station
· Mt. Siah Kopa
· Thelend Broadcasting Company
· A Place That Ends
Key items: Heavy Mechanical Cog
· Sewer Key
· Tower Key
· Backdoor Key
· Stage 1 Key
· two Cables
· Cyan/Yellow/Magenta Lenses
· Broken Keys → Bloodied Key
· Rotary Dial
· Wire Cutter
· three Metal Spikes
Weapons gained: .44 Magnum
· Pipe Bomb
Puzzle answers in this part: Sewer gate 1467
· Bell sequence E-G-D-C-F-A-B
· VHS gate 0002
· Office safe 66666
· Stage light: Magenta + Yellow in, Cyan out
· Rotary phone symbols: Omega, upside-down triangle, arrow, crossed-out circle, lined upside-down triangle
Bosses: Sewers boss
· The Sheriff (scripted)
· The Driver, second fight
· the final boss
· (Rest route: the secret boss) After Church Hill, the town's new enemy types patrol Downtown. First, stop at the Quiet Hours Cafe: the Cowboy from earlier in the game has been shot, and his table now holds a Star for the Ring Box, the North Star Shotgun, and shells. Save there. Second, walk to the Friendly Paws Veterinary Clinic. The final bell is visible below the clinic area, locked away — reaching it runs through the sewers, and the sewers start at the docks.
Before you descend: two stops
Enter the Sewer System entrance by the docks and look at the Sluice Gate Mechanism across the bridge: a gear is missing. Take the Sewers Map from the table inside — the pipe deeper in is flooded and impassable until the water drops.
The Sewers — Bell E
Enter through the manhole by the Pet Clinic instead. Take the Heavy Mechanical Cog from the table and unlock the nearby door — a shortcut back to the docks entrance.
At the Sluice Gate Mechanism, insert the Heavy Mechanical Cog and rearrange the movable gears until the large gear on the right turns. Work the mechanism with the Crank Handle (the diamond-shaped crank from Church Hill fits here too) to lower the water level.
Re-enter from the docks. The Sheriff is waiting by the entrance — speak with him and remember that he was here. Climb into the pipe on the left, follow the tunnel, and take the Sewer Key from one of the motionless creatures. Everything wakes up at once; clear the ambush before you head back. Unlock the northern gate with the Sewer Key, kill the enemy beyond it, and open the next passage — a shortcut toward the Silver Gazette office and Loomis Park.
The three Flow Control Valves
The bell sits behind a sealed, bolted hatch. The Safety Notice by the pipes explains the trick: open all three Flow Control Valves, then over-pressurise the system until the hatch blows. The Staff Only room is your safe room here — save, and check the valve status panel before each push.
Valve A: From the new shortcut, go east and through the northern doorway. Turn left, climb over the pipe, kill the monster, and crawl through the pipe on the left.
Valve C: Continue east and crawl through the pipe on the right (you surface near the Quiet Hours Cafe — come back down the broken drainpipe). In the staff area, cross the broken bridge and pick up the clipboard on the ground: it gives the combination
1467. Valve C is to the left; the door beside it is a shortcut to the Cable Car Station.
Valve B: Go back to the combination door with the red glow and enter 1467.
Inside the chamber, the Sheriff attacks you — follow the on-screen prompts to survive the struggle. Take the .44 Magnum from the scene (the hardest-hitting handgun in the game) and collect Cable Station Bell E from the right side of the chamber. Five of five.
Ring the bells, ride to the stars
Back at the Cable Car Station, install all five bells and ring them in the sequence on the plaque above the mechanism. Neoseeker records it as: E – G – D – C – F – A – B. The car arrives. Save at the station phone before you board — the mountain is a one-way commitment until you open its shortcuts.
Mt. Siah Kopa
At the mountain station, save in the safe room on the right. A Hip Bag sits left and below the station entrance if you want one more inventory upgrade. Head out the southern exit and east: cross the bridge under attack from flying balloon-like creatures, pass the trail sign, jump the gap, and climb north to a small Shack with a save phone. Beside it, a Fuse Box wants two 40A Electrical Fuses:
Fuse 1: From the Shack, go left, climb the ledge, continue west to the Weather Station, and pull the fuse from the box on the damaged antenna.
Fuse 2: Back on the trail, climb the northern stairs into the dark Access Tunnel. Take the Mt. Siah Kopa Map from the wall, then enter the northern room and take the fuse from its box.
Install both fuses at the Shack and restore power. Return to the Access Tunnel, pass the now-open gate, and take the Pipe Bomb from the room on the left. Climb out of the tunnel, follow the northern passage — speak with the character there and collect the Star for the Ring Box — then continue east, crawl through the broken drainpipe, and answer the ringing phone: Mr. Jackman, one more time. Save. The path ahead is Thelend Broadcasting.
Thelend Broadcasting Company
The front entrance is boarded. Circle right and crawl through the opening in the wall. In the lobby, study the television showing four security feeds: one camera watches a door lit in red. That door is your destination, and it does not exist yet.
Go north behind the counter into the Recording Booth and examine the Audio/Video Console. The wiring puzzle needs cables and a diagram — leave it for now.
Head east, then north into the Editing Area, and through the Stage 1 door to the phone room. Save, and take the Technical Manual from the table: page two holds the wiring diagram, page three explains the stage light.
Cable 1 is in the Editing Bay behind the Live Show door. A creature drops from the ceiling; kill it and take the cable from the console on the right. Note the locked gate and the rack of VHS tapes beside it.
Cable 2: east into Storage, break the padlock, go north, kill the enemy, and enter the room on the left for the Cyan Lens (you will need it). Continue east, turn north before the Backdoor Exit, and take the second cable from the shelf at the end of the passage.
Back in the Recording Booth, connect the cables following the manual's diagram. A voice repeats four phrases: All Lies, Red Light, No Brakes, The Last Exit.
In the Editing Bay, match those phrases to the VHS tape titles on the rack. The matching numbers form the combination
0002. Enter it on the keypad, open the gate, and take the Backdoor Key from the chest.
Stage 1 Key and the three lenses
Use the Backdoor Key to exit near Storage, head down the stairs and north, fight through the yard, and follow the path west (the Antenna Tower route is still locked). At the end, climb the ledge and enter the Office through the window. Neoseeker's route opens the office safe with the code from the picture behind the lobby counter — 66666 — and takes the Stage 1 Key from the table. Unlock the office door as a shortcut. Unlock the Pantry's northern door with the Stage 1 Key. Inside Stage 1, the vent on the left hides an optional Memento; the door on the right leads to the Stage Light, a camera-fed projector that takes three coloured lenses:
Cyan Lens: already in your bag from Storage.
Yellow Lens: Right of the Stage Light, take the stairs toward Stage A and pick up the Thelend Broadcasting Map. Downstairs, take the Terminal Drive Script from the chair, then the Tower Key from the table in the next room. Unlock the Antenna Tower gate via the back-alley shortcut, climb to the top, grab the Yellow Lens, and get down fast — a flock of crows attacks and only gives up once you leave the tower grounds.
Magenta Lens: From Stage A, go down into the Workshop, left through Prop Storage, across the catwalks, and north. Through the door, down the manhole, left, out the southern exit, and right: the Magenta Lens sits on a table.
Return to the Stage Light. Set Yellow and Magenta in, and take the Cyan out: that combination produces red light, and the hidden door from the security feed reveals itself on the stage below. Save and stock up before you approach it.
Go through the red door.
A Place That Ends: three Metal Spikes
The place beyond the stage door is on no map. Head east, use the intercom, and continue to the hole in the floor. Drop down and switch your flashlight on.
Go left and smash the cracked wall with the Sledgehammer. Take the Cassette Tape titled "Love" from the room beyond.
At the old telephone, note the missing Rotary Dial, and take the Broken Key and Rusted Key from the key rack.
Follow the yellow road east and save at the Phone Booth. Photograph the strange symbols on the wall — they are the combination for the telephone. Break the boards on the right for ammunition.
Spike 1 — the telephone
Cross the broken bridge, jump the gap, and climb down the ladder: the Rotary Dial lies near the wrecked car. Return to the telephone, fit the dial, and enter the symbols from your photograph, left to right. Neoseeker lists them as: Omega, upside-down triangle, arrow, crossed-out circle, upside-down triangle with a line. A second Broken Key drops from the coin return. Combine the two Broken Keys into the Bloodied Key, unlock the door left of the telephone, and pull the first Metal Spike from the hanging meat. Take it to the Strange Tree to the north (through the gate you opened with the Rusted Key) and drive it in.
Spike 2 — the burning television
Cross the broken bridge again and go east, then north, to the bed with the television and the empty cassette sleeve. Insert the "Love" tape. The recording plays, the television catches fire, and a Metal Spike appears inside the screen. Take it to the tree.
Spike 3 — the wire cutters
Continue east along the main route, jump the gap, climb onto the platform on the right, and enter the northern doorway. Head left, climb the ladder, and take the Wire Cutter from the container beyond the door on the right. Drop to the lower path, kill the enemy, and cut both wires in the electrical box. Go through the door on the right, take the Diary Page by the hole, and drop down. At the bottom, kill the monster, enter the door on the left, and take the third Metal Spike at the far end.
The final boss
Drive the third spike in. She arrives with massive damage, extended melee combinations, and a knockback that throws Red across the arena. Rules that work:
Fight at range. The .44 Magnum and the rifle are your main damage now; melee trades lose.
When she vanishes, move to the centre and watch for the reappearance — dodge the instant she materialises.
Her scream is the dangerous one: it knocks you back and inflicts Madness. Create distance the moment she draws breath.
When the arena turns red, she speeds up. Spend your strongest ammunition in this phase and attack between combinations, not during them.
Equip Mementos that boost headshot damage before the fight, and go in with your healing stocked — there is no shop on the other side.
After she falls, pick up the Polaroid Negative beside the phone — the final Memento. Save at that phone. This save carries the ending branch.
The choice
Walk right and speak with Eddie Velvet twice. The game then offers the decision the entire walkthrough has been building to:
Kill Eddie Velvet → the Leave ending. Red returns to the Miner Diner; answer the phone outside and get in the car. This branch also unlocks the Switchblade.
Spare him → the road splits again. The Live ending runs through the ladder NPC by the wrecked car in Downtown and the Burnt Man (Drew) on the Outskirts coast, where the furnace in his shack waits for what you have been carrying. The Rest ending — the secret one — runs through Alice Baker's Gold Ring, the matching ring in the Locked Ring Box from the diner restroom (all five Stars), and the two ring recesses behind the Rabbit Hole stage that you found in Part 2, and it ends with a secret boss fight of its own. Sparing Eddie also unlocks the Omega Rifle on the Live route. The exact requirements for Live and Rest are where community sources disagree most — memento counts, tape thresholds, and boss-sparing conditions all have competing versions in print. Rather than print a number we cannot stand behind, this walkthrough stops at the branch point — the branches themselves, the rings and the furnace are laid out above, and our Final Boss guide covers the secret boss fight itself. Reload that phone save, and you can walk all three branches yourself.
Missed something? The full series: Part 1 — Outskirts & Downtown
· Part 2 — Riverside, the Sheriff's Office & Church Hill
· and our complete Memento locations list for the completionist sweep.
