Silver Pines Sheriff's Office Guide

Game data checked October 8, 2026 · Build 25806663

The Sheriff's Office is the sheriff's department building in Riverside, with a ground floor and a basement. You can only reach it from Riverside: through the front doors, which need a keypad code, or through the Parking lot behind it. In the full game's files it holds 22 rooms and 55 items, documents and containers.

Silver Pines Sheriff's Office: getting in and finding the crowbar

For the rest of the town, start at the Silver Pines walkthrough hub.

  • Front door code: walkthroughs report that a deputy reads it out over a truck radio in Riverside. The number is on the Silver Pines puzzle solutions page.
  • Crowbar: in the locked inner room of Evidence. The Evidence Lockup Key opens it, and walkthroughs find that key in the safe in the Office.
  • Interrogation room door: a keypad in the basement whose code is the same in every save. The clues are the badge in Cold Storage and the projector in Briefing; the number is in the Sheriff's Office section of the puzzle solutions page.

Silver Pines Sheriff's Office at a glance

Silver Pines Sheriff's Office at a glance
Field Value
Area The Sheriff's Office, the sheriff's department in Riverside. Evidence: The game files, build 25806663; checked October 8, 2026.
Size 22 rooms on two floors, with 29 items, 7 documents and 19 containers. Evidence: The game files; checked October 8, 2026.
Ways in Two, both from Riverside: the front doors into the Lobby, and the Parking lot. Evidence: Map connections in the game files; checked October 8, 2026.
Keys Six: Basement Key, Evidence Lockup Key, Armory Key, North Wing Key, Weapon Case Key and Locker Key. Evidence: The game files; checked October 8, 2026.
Weapons The Crowbar and the Model 7 Rifle. Evidence: The game files; checked October 8, 2026.
Artifacts Two: Badge 0013 and Snake Earring. Evidence: The game files; checked October 8, 2026.
Cable car bell Cable Station Bell (A), one of five bells in the game. Evidence: Item names in the game files; how you get it is from walkthroughs.

How to get into the Sheriff's Office

The station sits in Riverside, and both of its doors lead back there; no other part of town connects to it. The front doors in Riverside are locked with a keypad, and its code is the same in every save.

Walkthroughs and launch-day playthroughs get the code the same way. Look inside the police car with its lights on in the Parking lot behind the station and note how its radio is set. Then take the Flashlight along the dark road towards the Route 13 exit, set the radio in the truck there the same way, and a deputy answers with the front-door code. The number itself is on the puzzle solutions page under Riverside.

Once you are inside, walkthroughs report that the Reception door to the left of the entrance is locked from the other side. You open it later from within, which gives you a shortcut back to the front doors.

The station's own map is the fire escape plan on a wall in the north wing, according to walkthroughs. It marks every room, so it is worth taking before the basement gets busy.

Sheriff's Office keys and what they open

Sheriff's Office keys from the game files, build 25806663. The lockbox, the safe, the key rack and the drawer are from walkthroughs.
KeyWhere it isWhat it opensThe game's description
Basement Key Office, in a lockbox on the wallThe gate into the basement holding cellsKey to the basement at the sheriff's department.
Evidence Lockup Key Office, inside the safeThe locked inner room of Evidence, where the Crowbar isA key found at the Sheriff's department.
Armory Key Cell B, in the basementThe inner gate of the Armory, where the Model 7 Rifle isKey to the armory at the sheriff's department.
North Wing Key Storage, on a key rack in the basementThe door into the Pantry, on the way to BriefingKey to the North wing at the sheriff's department.
Weapon Case Key Cold Storage, in a drawer that needs a handleThe Weapon Utility Case, not a doorSmall key for a weapon utility case.
Locker Key Parking lotNo door in the game filesLocker key, found near the sheriff's department.

The North Wing Key has no pickup spot in the game's map data, so its place on the basement key rack comes from walkthroughs. The Locker Key lies at the Parking lot, but the game files do not tie it to any door, so this page does not guess what it opens.

Sheriff's Office puzzles: where the clues are

The station has two lock puzzles that matter: the safe in the Office and the keypad on the interrogation room door. A third, the cold storage drawer, leads to a weapon upgrade. All the clues sit in rooms listed on this page, and the code numbers are kept on one page, the Sheriff's Office section of puzzle solutions.

The safe in the Office

The safe is a dial, not a keypad. Walkthroughs solve it from three things:

  • Four paintings with a number under each. One hangs in the Lobby, one in the Archive, one in the basement corridor outside Cold Storage, and the fourth is a stone plaque in the Garden. The Note to Sheriff in Briefing lists where they are. Walkthroughs photograph each one with the camera so the numbers stay on hand.
  • The Sheriff's Office Book on the Office desk, which pairs each painting with the direction to turn the dial.
  • The Safe Manual Page in Storage A, in the basement, which explains how to turn the dial for each step.

Walkthroughs report that the safe holds the Evidence Lockup Key and .223 rounds for the rifle.

The interrogation room door

A deputy is locked in the interrogation room in the basement and asks you to open the keypad door in return for a cassette tape. Its code does not change between saves. Two clues lead to it, according to walkthroughs:

  • Badge 0013, an artifact stuck in a body in Cold Storage. You need the Crowbar to pry it loose. The game describes it as "0013 stamped into dull brass."
  • The projector in Briefing. Lay the License Plate over the projected text and slide it around; the holes cut into the plate pick out a message that tells you what to do with the badge number. The game describes the plate as having "strange holes" cut into it.

The License Plate is in the alley behind the Parking lot, near the boarded-up way into the Range. The number for the door is on the puzzle solutions page.

The cold storage drawer and the weapon case

One drawer in Cold Storage is missing its handle. Walkthroughs shoot out the vent in Cold Storage, climb through into Cell A and take the Metal Handle, then come back the same way. The handle opens the drawer, which holds the Weapon Case Key. The key opens the Weapon Utility Case from the Armory, and inside is the Six-Shot Cylinder, "a 6 chamber cylinder for a .38 revolver."

What each room in the Sheriff's Office holds

Items and documents use the game's own English names. Containers are listed by count only, because what a container holds varies.

Ground floor

  • Lobby: the Note to Deputies document and the Snake Earring artifact, which walkthroughs pick up after the station's boss fight. One of the four safe paintings hangs here.
  • Reception: the Crumbled up Journal Page document and one container.
  • Office: the Basement Key, the Evidence Lockup Key, .223 Full Metal Jacket rounds, the Sheriff's Office Book document and the safe.
  • Sheriff's Department: the room with the save phone, and one container.
  • Locker Room: Duct Tape and four containers.
  • Pantry: a Bottle. You need the North Wing Key to get in.
  • Briefing: the projector, the Note to Sheriff and Projector Labels documents, and one container.

Outside

  • Garden: one container, the dog cages and the stone plaque used for the safe.
  • Evidence: two boxes of .38 Bullets and the Handwritten Note from Wulfe document. The locked inner room, Lockup (inner cells), holds the Crowbar, .38 Bullets and one container.
  • Parking lot: the Locker Key and a Pastry. The alley behind it has the License Plate.

Basement

  • Basement holding cells: the keypad door to the interrogation room.
  • Interrogation: a Cassette Tape, a First Aid Kit, a Tonic (Healing), .38 Bullets and .223 Full Metal Jacket rounds, plus a tape player.
  • Archive: one container and one of the safe paintings.
  • Storage A: the Safe Manual Page document and a Battery. Storage B has no items in the files.
  • Armory: a Weapon Utility Case and six containers. Behind the inner gate are the Model 7 Rifle and .223 rounds. Before launch a developer said the building "may or may not contain firearms."
  • Cold Storage: Badge 0013 and the Weapon Case Key.
  • Cell A and Cell B: the Metal Handle in Cell A, and the Armory Key in Cell B.
  • Range: a Bottle and two containers.

Four more documents belong to the station without a spot on the map: the Diary Page, the Incident Report, the Interrogation Room Booking Sheet and the Sheriff's Office Door Code. Walkthroughs find the Incident Report in a filing cabinet in the Archive and the booking sheet on a table near the interrogation room.

Getting through the Sheriff's Office

Player walkthroughs follow much the same order through the station:

  1. Search the ground floor first. Photograph the Lobby painting, take the Basement Key from the Office lockbox, read the Sheriff's Office Book and save at the phone in the Sheriff's Department.
  2. Open the basement with the Basement Key. Speak to the deputy in the interrogation room, then take the Safe Manual Page and the North Wing Key in Storage, photograph the Archive painting, and look into the Armory.
  3. Go up to the north wing. Search the Locker Room, take the station map from the fire escape plan, and use the North Wing Key on the Pantry door to reach Briefing and the Note to Sheriff.
  4. Work round the outside and the back of the basement. Pick up the License Plate in the alley, photograph the painting outside Cold Storage and the Garden plaque, take the Armory Key from Cell B, and unlock the Reception door for a shortcut.
  5. Open the safe, then Evidence. The Evidence Lockup Key gets you the Crowbar. Walkthroughs warn that the caged dogs get loose when you leave Evidence; a developer has said dogs in the game only appear as enemies.
  6. Use the Crowbar. Pry the badge out in Cold Storage, take the Metal Handle from Cell A for the Weapon Case Key, open the Armory gate for the rifle, and break the boarded doors, including the way into the Range.
  7. Solve the projector and open the interrogation room. Take the cassette tape and play it on the tape player in the room.
  8. Save and get ready for a fight. Back upstairs, the station ends in a boss fight, and dogs join in partway through. Walkthroughs bring the Model 7 Rifle and healing items, keep their distance and roll past when cornered. The Snake Earring and Cable Station Bell (A), one of the bells the cable car needs, come after the fight.

How the bells fit into the rest of the game is on the walkthrough hub, and the Silver Pines map shows the station's rooms in place. For everything else in Silver Pines, see the guide hub.

Version notes and limits

The room-by-room lists come from the full game's files. The order through the station, where the clues hang and how they combine come from walkthroughs written before launch and from launch-day playthroughs; every check against the launch files matched, but a patch can move things.

Three details are still open. The North Wing Key and the cable car bell have no pickup spot in the map data, so how you get them comes from walkthroughs only. The files place a second Weapon Utility Case in a basement corridor, and walkthroughs mention only the one in the Armory. The Locker Key has no door in the files. This page is checked again after each patch.

Silver Pines Sheriff's Office FAQ

How do I get into the Sheriff's Office in Silver Pines?

Through the front doors in Riverside, which need a keypad code. Walkthroughs report that a deputy gives you the code over a truck radio near the Route 13 exit once you set the radio like the one in the police car behind the station. The number is on the puzzle solutions page.

How do I open the safe in the Sheriff's Office?

Find the four paintings (Lobby, Archive, the corridor outside Cold Storage and the Garden plaque), read the Sheriff's Office Book in the Office for the turn directions, and read the Safe Manual Page in Storage A for how to turn the dial. Walkthroughs report the safe holds the Evidence Lockup Key.

Where is the crowbar in Silver Pines?

In Lockup (inner cells), the locked inner room of Evidence at the Sheriff's Office. The Evidence Lockup Key from the Office safe opens it. The game describes the crowbar as able to "break wooden objects."

How do I open the interrogation room and free the deputy?

Pry Badge 0013 out of the body in Cold Storage with the crowbar, then use the License Plate on the projector in Briefing to read how to turn the badge number into the code. The code is the same in every save and is on the puzzle solutions page.

Where is the North Wing Key?

On a key rack in Storage, in the basement, according to walkthroughs; it has no pickup spot in the game's map data. It opens the Pantry door on the way to Briefing.

Sources and version history for this guide: Silver Pines sources and versions.

Spot an error or a post-patch change? See how we label evidence and handle corrections in the Editorial Policy.