Safe codes at a glance

The Sheriff's Office safe opens with right to 15, left to 7, right to 3, then left to 10. It holds the Evidence Lockup Key, which gives you access to the crowbar and helps you explore more of the map. If you are standing in Crimson Bear Motel Room 3 instead, enter 6671 to collect a Star.

SafeCombinationMain reward
Sheriff's Office wall safeRight 15, left 7, right 3, left 10Evidence Lockup Key
Crimson Bear Motel Room 3 safe6671Star for the Locked Ring Box

Both combinations are fixed. The motel's randomized gate code belongs to a separate lock, so a number from its guest ledger will not solve the Room 3 safe.

The sheriff's puzzle requires attention to direction as well as numbers. The motel safe uses a four-digit code shared with the gift shop weapon locker. Choose the instructions for your location below, especially if you already know a combination but are unsure where it belongs.

Silver Pines screenshot 5
Image: Steam

Sheriff's Office safe: directions and reward

Inside the Sheriff's Office, examine the book on the desk. Its instructions connect four concepts with an alternating sequence of turns: Bones, Spirit, Body, Evil. The corresponding numbers appear on clues elsewhere in the department.

Use this sequence when interacting with the wall safe:

StepTurn directionStop atAssociated clue
1Right, clockwise15Bones
2Left, counterclockwise7Spirit
3Right, clockwise3Body
4Left, counterclockwise10Evil

Each number is a position to reach on the dial. Begin by turning right toward 15, then change direction for every remaining entry. Keep the full sequence together: remembering the four numbers without their directions leaves out an essential part of the solution.

Opening the safe gives you ammunition and the Evidence Lockup Key. The crowbar is elsewhere in the building, so collecting the key is the first part of claiming the useful progression item.

To reach it:

  • Travel back through Reception and the Garden toward the Evidence Room.
  • Use the Evidence Lockup Key on the interior gate.
  • Collect the crowbar leaning against the chair inside.

The crowbar helps open additional routes and is also used during the department's later puzzles. In Cold Storage, it lets you retrieve the Badge 0013 Memento from a corpse's mouth. That badge becomes relevant to the holding-cell combination, giving the safe puzzle a direct connection to your next steps through the station.

Video: Silver Pines gameplay and trailer

Where to find the four safe clues

The clues are spread across the lobby, basement, North Wing, and Garden. Following this route also gathers the keys needed to move between those areas, which saves you from reaching a locked wing without its key.

Start with the office and lobby

Read the desk book in the Sheriff's Office to establish the concept order and turning directions. Take the Basement Key from the blue wall box before searching farther into the building.

Near the entrance lobby, inspect the picture of a cat-like creature. This is the Spirit clue, and its number is 7. Although you can find it early, Spirit is the second entry in the combination. The order in which you discover clues does not determine the dial order.

Search the basement for Bones

Use the Basement Key to open the basement gate, then enter the Archive Room. Continue into the next room and inspect the bones picture to find 15.

Before returning upstairs, take the North Wing Key from the storage-area rack. This is an important stop because the Body clue lies beyond the North Wing door. Collecting the key during your basement visit lets you continue the search without immediately retracing your route.

Enter the North Wing for Body

Unlock the North Wing with its key, pass through the Briefing Room, and go outside. Descend the exterior stairs and enter the door on the right.

Inside, examine the medical operation picture on the wall. It provides Body = 3, the third number in the safe sequence. Pair that number with the desk book's right-turn instruction. At this point, you have the first three entries: Bones at 15, Spirit at 7, and Body at 3.

Visit the Garden for Evil

Return upstairs, continue past the Evidence Room, and enter the Garden. Inspect the stone creature statue on the right to find Evil = 10.

This final clue is easy to overlook if you are searching only for framed paintings. The safe is often described as a painting puzzle, but the Garden statue supplies the last number. Continue through Reception and unlock the security shortcut toward the main office, then return to the safe and enter the complete sequence.

Silver Pines screenshot 6
Image: Steam

Crimson Bear Motel Room 3 safe

The Crimson Bear Motel Room 3 safe uses 6671. Its reward is a Star, one of the five associated with the Locked Ring Box found in the diner's restroom.

You learn the combination through a phone call. The motel Welcome Booklet explains the room-number pattern: guest-room numbers begin with 5888, followed by the room number. To contact Room 3, use a payphone and dial 58883. The woman who answers gives you the four-digit combination.

Keep the phone number and safe code separate:

  • 58883 connects the payphone call to Room 3.
  • 6671 opens the safe inside Room 3.
  • 6671 also opens the gift shop weapon locker.

The gift shop locker contains the W-500 Shotgun and buckshot. Because both containers use the same combination, you may learn the code and collect the weapon before you can reach the room's safe.

Access to Room 3 is a separate requirement. Obtain its keycard from the lighthouse, then return to the motel and enter the room. Knowing 6671 does not replace the keycard needed to get inside.

Once you reach the safe, enter the four digits and collect the Star. If you previously used the combination at the gift shop, you can reuse it here; the Room 3 safe has the same fixed solution.

Check these locks if your code seems wrong

Several nearby locks have different combinations, and confusing them can make a correct safe solution appear useless. Identify whether you are opening the station entrance, a holding cell, the motel gate, or an actual safe before entering anything.

LockCorrect entryWhere to find its clue
Sheriff's Office front door1715Riverside tunnel radio tuned to 86.6
Sheriff's department holding cells3100Reverse the digits on Badge 0013
Crimson Bear Motel gateFive-digit code unique to your saveEddie Velvet's entry in the Motel Guest Ledger

For the sheriff's safe, check your starting direction first. The sequence begins clockwise, then alternates left, right, and left. Also check the concept order: the nearby Spirit picture supplies the second number, even if it was the first clue you found.

For the motel, check both your location and the number's length. Room 3 takes 6671, while the gate requires the five-digit entry recorded in your own ledger. The gate's randomization does not apply to the room safe.

These distinctions also explain why 1715 and 3100 will not solve the sheriff's wall safe. They control separate stages of access through the department.

FAQ

What is the silver pines safe code?

The Sheriff's Office safe combination is right 15, left 7, right 3, left 10. The Crimson Bear Motel Room 3 safe code is 6671. Use the location to identify which solution you need; one uses a directional dial sequence and the other uses four digits.

Do the safe combinations change between saves?

The Sheriff's Office safe and Motel Room 3 safe have fixed combinations. The Crimson Bear Motel gate changes between saves. Read Eddie Velvet's row in the Motel Guest Ledger for that gate instead of copying another player's number.

Is the crowbar inside the sheriff's safe?

The safe contains the Evidence Lockup Key, along with ammunition. Take the key to the Evidence Room and unlock its interior gate. The crowbar is leaning against a chair beyond that gate, so you still need to visit the evidence area after opening the safe.

Where is the final clue for the sheriff's combination?

The Evil clue is on the stone creature statue on the right side of the Garden. Its number is 10, and it corresponds to the final left turn. Check the statue if you have found the pictures but are still missing the last entry.

Why can I use 6671 at the gift shop but still not enter Room 3?

The gift shop weapon locker and Room 3 safe share a combination, but the room itself requires its keycard from the lighthouse. Collecting the shotgun does not provide room access. Return with the keycard, open Room 3, and use 6671 on the safe inside.