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Red Walker, in a trench coat and glasses, fires a long gun through a doorway as blood and debris fly across a wrecked room in Silver Pines.

Silver Pines Best Weapons: Where to Find Each One and Which I’d Pick

The W-500 early, the Model 7 for big targets, the .44 Magnum late: where to find all 19 Silver Pines weapons.

Written by
George
Updated
Reading time
5 min
Key takeaways

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The best weapons in Silver Pines are the W-500 Shotgun early, the Model 7 Rifle for big targets and the .44 Magnum once you’ve taken it off the Sheriff in the sewers. The Steam page says “every bullet, bottle of medicine and upgrade matters”, and those three do the most per shell.

Key takeaways

  • Get the W-500 first: motel gift shop locker, code 6671. It breaks barricades too.
  • Save the Model 7 and .44 Magnum for bosses. Guns never break, but ammo runs out.
  • The Omega Rifle tops Vaagame’s list, but it only comes after the Live ending.

Where do you find every weapon in Silver Pines?

Vaagame counts 19 weapons, and they’re all below. Bonus Action’s weapons guide has the fullest route to each one. The damage numbers are Vaagame’s, credited to community testing on Survival Horror difficulty.

WeaponWhere to find itWhat it’s good for
BoxcutterOutside Rodney’s General Store, after the freezer (code 2311)Cutting cloth and tarps. Damage 7
Baseball BatMarket Street backlot padlock: spade, heart, club, diamondEarly melee. Damage 9
CrowbarSheriff’s Office evidence lockup, after the painting safe (15, 7, 3, 10)Prying boards. Damage 9, durability 28
ShovelDigging man’s caravan, Downtown, once the cable car runsDigging. No damage figure
SledgehammerChurch Hill, upper street by the cemeteryCracked walls. Damage 15, durability 28
BladeRiverside red graffiti room, behind the cracked wallMelee hits. Damage 15, durability 21
Snub .38 RevolverGrizzly Suite, Crimson Bear Motel (keycard in the pool changing rooms)First gun. 5 rounds, damage 12
1911 Service PistolUnion Apartments supervisor’s lockbox: 1C, 3A, 2A, 3CFull-clip reload. 7 rounds, damage 12
.44 MagnumTaken off the Sheriff in the sewers, alongside Cable Station Bell ELate bosses. 6 rounds, damage 45, piercing
W-500 ShotgunMotel gift shop locker, code 6671Close range, barricades. 4 shells, 5 per pellet, 50 per slug
Double Barrel ShotgunSport Smart cage, code 2367 (on the jersey upstairs). Bring a flashlight2 quick shells at W-500 pellet damage
The North StarCowboy at the Downtown cafe. Talk once, return after the cemeterySlugs at range. 4 shells, faster cycling
Model 7 RifleSheriff’s Office armory. Armory Key is on the Cell B bedBig targets. 5 rounds, 20 FMJ, 70 Hollow Point
S-1 CarbineFishing shack crate, Church Hill docks, code 4514Model 7 ammo, twice the fire rate
Swedish K SMGChurch Hill funeral home attic. Attic Key is upstairsFull auto. 20 rounds, damage 9
NailgunDowntown cinema projector room. $20 key from the entrance vending machineMid-range. 14 nails, damage 8
Pipe BombAmmo Zone stairwell (Crank Handle) or Mt. Siah Kopa basementOne big throw. Damage 120
SwitchbladeLeave ending, on your next gameRepeat runs. Damage 9
Omega RifleLive ending, on your next gameRepeat runs. 4 rounds a load, damage 50, piercing

Those numbers aren’t official. Wych Elm’s Steam posts don’t list damage and Vaagame is the only guide here that prints them, so use them to compare guns and not much else. Guides also call the same Downtown shop both Sport Smart and Ammo Zone, and the games.gg codes guide has the puzzles behind these locks.

Which gun should you get first?

The W-500 Shotgun. You just need a payphone: dial 58883, the woman in room 3 gives you the code, and 6671 opens the locker upstairs in the motel’s main building. Wych Elm’s June demo patch also let the shotgun destroy wooden barricades, and full-game walkthroughs still send you through them. It’s a door key as well as a gun.

After that I’d get the Nailgun. Its key is $20 and money is tight early in Downtown, so keep $20 back for it. The games.gg guide says it uses reserves slower than the Snub .38 or the W-500. At 8 damage a nail it’s no boss killer, but it’ll do for whatever’s blocking a corridor.

What’s the best weapon for bosses?

The .44 Magnum, once you have it. It hits for 45 with piercing against 12 for the Snub .38 and the 1911, so one round is worth nearly four of theirs. You don’t get it until the sewers, where the Sheriff jumps you at the main gate. Throw him off with the button prompts, then beat him.

GamerGuides’ checklist disagrees. It says a character it calls the Detective drops the Magnum once you exhaust his conversation. Bonus Action, GameBoost and the games.gg sewers walkthrough all have a fight, and that’s what I’d plan for.

Until then, it’s the Model 7 Rifle. Vaagame has it at 20 with FMJ and 70 with Hollow Point, the biggest number on any gun in that table. I’d keep Hollow Point for bosses. It takes 5 inventory slots until a Compact Weapon Kit cuts it to 3, and with two kits listed by Bonus Action, the first one goes here.

Bonus Action and the Union Apartments walkthrough take the 1911 Service Pistol into that building’s boss because it reloads the whole clip at once. For the sewers’ poison boss, the games.gg endings guide says to back away and use The North Star with 12ga Slugs.

GameBoost also says no gun has a crosshair, and calls the 1911’s laser sight the nearest thing to a reticle in the game. That’s the handgun I’d carry until the Magnum turns up.

Which melee weapon is best?

Guns never break in Silver Pines. Melee weapons do, though GameBoost says durability only drops when you hit enemies, so smashing walls costs nothing. We could argue about the Blade all day, and Bonus Action’s writer calls it their favorite, but it has 21 durability to the Sledgehammer’s 28 at the same 15 damage.

You need the Sledgehammer for cracked walls anyway. Vaagame lists a heavy stamina cost, so if that’s getting you killed, swap to the Blade.

Stop swinging the Boxcutter as soon as you can, but keep it for cloth and tarps. PC Gamer’s June preview called it “a puny boxcutter”, and Wych Elm’s Hotfix 2 notes gave it 50% more damage while broken, which tells you how bad broken was. GameBoost says repairs only buy a little extra life. Skipping the fight is cheaper.

Which weapons can you skip?

The Double Barrel Shotgun is the one I’d leave. It holds 2 shells, takes 5 slots until you shorten it, and you need a flashlight from Riverside plus a fight with two enemies to get it. Going for 100%? You still need it, according to Bonus Action’s completion list, which leaves out the .44 Magnum and the Pipe Bomb.

I’d also pick one rifle. The S-1 Carbine uses the Model 7’s .223 rounds and fires twice as fast, so it eats the same small pile of ammo twice as fast.

What do you get for finishing the game?

Two weapons only turn up after the credits. The Leave ending gives you the Switchblade, and the Live ending gives you the Omega Rifle, fully loaded with 30 Magnetic Slugs, at the start of your next game. Vaagame rates the Omega Rifle best overall. The Live ending needs all 25 Mementos, though, so I wouldn’t plan a first run around it.

FAQ

What is the best weapon in Silver Pines?

On a first run, the Model 7 Rifle and then the .44 Magnum.

What is the W-500 Shotgun code in Silver Pines?

6671, on the weapon locker in the Crimson Bear Motel gift shop. Dial 58883 from a payphone to get it in the game.

Do guns break in Silver Pines?

No. Only melee weapons break, and GameBoost says they only lose durability when they hit enemies.

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