Silver Pines Motel Walkthrough: Revolver, Pool Key and Hip Pouches
Crimson Bear Motel route for the Silver Pines demo: check-in key, Eddie's suite .36 Revolver, the pool, the BB gun shooting gallery and both hip pouches.
FAQ
Where do you get the .36 Revolver in Silver Pines?
How many hip pouches are in the Silver Pines demo?
Can you open the motel car trunk or Room 3 in the demo?
How do you win the pool key at the Crimson Bear Motel?
Where does Part 3 of the Silver Pines demo begin?
Part 3 starts when the underpass spits you out on the Crimson Bear Motel side. This is the demo’s biggest single area and the one carrying most of its optional loot: one weapon, one key item, at least two inventory upgrades, and the phone call that hides the game’s most-missed gun.
If you arrived here without the revolver or with a full junk inventory, that is normal. The motel is where the demo opens up, and it is also where the demo starts lying to you about locked doors.
| Stop | What you do | Reward |
|---|---|---|
| Motel front / check-in | Pick up the check-in key | Access to the guest side |
| Eddie’s suite | Enter the guest code, search the room | .36 Revolver |
| Second floor balcony | Go left, jump the broken railing, keep left and vault down | Hip pouch (+2 slots) |
| Games room | Win the BB gun shooting gallery | Pool key |
| Games room, right side | Shoot the wooden vent grille, climb in | Hip pouch (+2 slots) |
| Pool and changing room | Fight or avoid the drained-pool enemy | Progress, not loot |
For the route that gets you to the motel door in the first place, see Part 2: General Store and underpass.
How do you check in and get the check-in key?
The motel is the demo’s hub, and the check-in key is the piece that turns it from a facade into a playable building. The clearest record of the pickup is in a full walkthrough video’s chapter list, which puts the check-in key at roughly the 26-minute mark. The demo does not make a ceremony of it, and the Crimson Bear Motel location page tracks the layout room by room.
One recurring obstacle is the locked gate at the motel. A dedicated Steam thread, “Stuck At the Motel Locked Gate,” exists for it, which is the usual sign that the gate looks more final than it is. Walk the perimeter before assuming the gate is a puzzle lock, and check whether the check-in key is already in your key items list. Patch 2 stopped certain key items from being discarded, so a key you picked up is very likely still in your bag.
[!note] The motel shop stairs used to be a trap Demo Patch 1 fixed players getting stuck on the motel shop stairs and stopped enemies from piling up at the bottom of them. If you are reading older discussions about a motel staircase softlock, that was patched in June 2026. Update the demo before you plan around it.
How do you get the .36 Revolver in Eddie’s suite?
Eddie’s suite holds the .36 Revolver, and this is the demo’s real turning point. Before it, every locked thing is either scenery or a job for the boxcutter. After it, padlocks and wooden vent grilles become shootable.
The revolver is not a normal video-game handgun. Reloading is manual, one round at a time, pushed into the cylinder by hand, and the game frames it as a small timing challenge rather than a menu action, as a press preview described it. You cannot run and gun with it, you cannot free-aim, and there is no crosshair, all of which the developers confirmed as intentional. Aiming locks your character in place.
That design has two consequences in the motel:
- Fire from a cleared room, never from a doorway with a walker behind you.
- Treat each shot as a purchase. Ammo is one of the demo’s four scarce resources, and the developers said the full game gives you a more direct, non-ammo way to break locks once you reach town.
The developers also admitted a readability problem around the gun and the locked strongbox it sits near, saying they should “move the locked strongbox closer to the gun in the scene” because “I see a lot of people missing it.” That is the studio describing the exact miss that produces the “where is the revolver” threads.
What is the guest code for Eddie’s suite?
The suite uses a guest code. In one recorded playthrough the value entered was 61124, and the Eddie suite code page walks through how that run derived it.
Treat the digits as a record, not a password:
| Detail | What we know |
|---|---|
| Input type | Guest code entered on a keypad |
| Documented value | 61124 in one recorded playthrough |
| Officially confirmed | No |
| Same for everyone | Unlikely. One developer preview says codes are randomised between every run |
| Correct approach | Read the environment for this run’s number |
[!warning] The guest code may change between runs The randomisation claim has a single source, a developer hands-off preview, so it is not proven. It is still the right assumption. If you type a guide’s number and nothing happens, stop retyping it and go read the room again. The demo codes overview lists every reported number and how much weight to give it.
What is waiting at the motel swimming pool?
The pool is where the motel gets mean. A walkthrough chapter labels a pool drain zombie encounter at around the 45-minute mark, and players describe the changing room as the one fight you cannot fully avoid: the pool changing room has no door to close, so an enemy that notices you follows you back out into the open.
Two habits make the pool cheap:
- Kill or dodge in the open, not in the changing room. Fighting in a room you cannot seal means fighting with your exit already compromised.
- Backstep before you dodge. Dodging past an attack is what gets people hit, because the dodge is short; a backstep out of range first, then a dodge, is the pattern players recommend for saving both health and weapon durability.
The pool area is also where the pool key matters, though the demo never spells out exactly what the key gates. The useful part is knowing the pool is a route, not just a set piece.
How do you win the pool key at the BB gun shooting gallery?
The games room contains a BB gun shooting gallery, and winning it awards the pool key. It also quietly functions as the demo’s shooting tutorial, teaching the aim-lock and fire rhythm before the revolver makes ammo expensive.
A press preview specifically praised this puzzle’s internal logic, describing the shooting-gallery-to-pool-key chain as carrying a Silent Hill feel in the way the answer follows from the environment.
Official source: Bloody Disgusting preview describes the BB gun gallery and its pool key reward as a puzzle whose logic felt like classic Silent Hill design.
Score the gallery, take the key, then go back to the pool side of the motel. If you cleared the pool first and wondered why the water was a dead end, this is the missing half.
Where is the first hip pouch on the motel’s second floor?
Hip pouch one is on the second floor, past a jump that looks like a broken piece of scenery. The route, as reported in a Steam thread where the developers also answered the surrounding stuck points:
- Go up the stairs to the second floor.
- Turn left and follow the walkway to the balcony with the broken railing.
- Jump across the broken railing.
- Keep going left and vault down.
- The hip pouch is there. Each pouch adds +2 inventory slots.
The instinct to treat a broken railing as a wall is what hides this one. In a game with no double jump, a gap in a railing is an invitation, not a barrier.
Where is the second hip pouch in the games room?
Hip pouch two is back in the games room, on the right side, and it is the one that requires the revolver.
- Stand under the wooden vent grille high on the right wall.
- Shoot the grille with the revolver to break it open.
- Jump up into the opening and crawl in.
- Collect the hip pouch.
Players routinely describe this as the pouch they “never put together to shoot.” It is also the single best argument for spending one revolver round inside the motel rather than saving every bullet for enemies.
How many hip pouches are in the Silver Pines demo?
Nobody agrees, and the disagreement is genuine rather than a sign that you missed one.
| Claim | Detail | Source strength |
|---|---|---|
| Three pouches | Players report three in the demo, six extra slots total | Player posts |
| Two pouches | The two locations above, each +2 slots | Developer-answered thread |
| One pouch | One player found only the pouch obtained near the end | Player post |
| A possible third | A fenced ledge near the pharmacy, reachable from a rooftop | Single source, forum summary |
Our hip pouch locations page keeps all of these versions rather than picking a winner, because the demo has no inventory-slot counter you can compare against a published maximum. Check the two confirmed locations first, then decide whether you are still short.
What stays locked at the motel in the demo?
The motel is where the demo most clearly shows you its future. Several doors are fully built and completely inert.
| Locked thing | Status in demo | Evidence |
|---|---|---|
| Rabbit Hole locked dressing room | Cannot be opened | Player-built list of demo dead ends |
| Motel Room 3, the woman’s room | Cannot be opened | Same list; one player notes another route to her that avoids the door |
| Car trunk in the motel parking lot | Cannot be opened | Player-confirmed, listed as unusable in the demo |
| Blue painted-tree door near the motel | No key opens it; it needs something else | Player explanation in the same thread |
| Lighthouse | Cannot be entered; needs a later item | Developer-confirmed |
[!critical] Do not spend ammo proving a wall is a wall The revolver and shotgun shoot padlocks and wooden barriers, but the developers stated plainly in this thread that this is not required for progression in the Outskirts, and that town gives you a more direct method. Concrete walls and cracked rock faces do not open in the demo, and players who tried wasted shotgun shells finding out.
The shotgun is the flip side of this section: it is the demo’s most-missed weapon, and it hangs off a phone call rather than a visible room. The shotgun location guide covers that call and the case it opens, while the revolver location page covers everything the .36 can and cannot shoot.
Related
- Silver Pines walkthrough Part 2: General Store and underpass — the calendar puzzle and the developer’s loop fix
- Silver Pines walkthrough Part 4: Rabbit Hole and ferry — the show, the ferry keys and the tunnel boss
- Silver Pines hip pouch locations — every reported pouch and the 1/2/3 conflict
- Silver Pines revolver location — the .36, manual reloading and shootable locks
- Crimson Bear Motel location guide — the full layout, including the games room and pool
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