Silver Pines Revolver Location: Eddie's Suite and Ammo Rules
Where to find the .36 Revolver in Eddie's suite, how the manual reload works, and the two spots in Silver Pines you should never waste bullets on.
FAQ
Where do you find the revolver in Silver Pines?
How do you reload the revolver in Silver Pines?
What can you shoot with the revolver in Silver Pines?
Should you shoot the concrete wall in Silver Pines?
Do you need the revolver to finish the Silver Pines demo?
Where is the .36 Revolver in Silver Pines?
Eddie’s suite, at the Crimson Bear Motel. It is the single most useful item in that building, and it sits behind a guest code rather than a fight. The room belongs to the man you were hired to find, which is why the code is a piece of detective work rather than a shop transaction.
Official source: Finger Guns Silver Pines preview
Getting the code is the real puzzle. The demo records guest codes in the world rather than handing them over in dialogue, and one full playthrough enters 61124 at the 34:16 mark. As with every number in this game, treat that as that run’s value rather than a universal constant. The derivation method, including where the guest-code concept comes from, is broken down on the Eddie’s suite code page.
[!note] Codes in Silver Pines may be randomised A developer hands-off preview states that the puzzles and codes are randomised between every run. One source, one claim, but it is the most important caution on this site. Read the clue in your own game and enter your own digits.
How do you get into Eddie’s suite?
The route runs through the motel’s normal progression. You check in, explore the building, and the suite is one of the rooms you can open once you have worked out the code. The walkthrough for that whole section, including the pool, the games room and the second floor ledge, is on the Crimson Bear Motel walkthrough.
Once you are inside, search properly before you leave. The revolver is the headline item, but the suite is also where a chunk of the Eddie Velvet storyline is told through notes and objects, and the demo’s narrative leans heavily on documents rather than cutscenes.
How does the revolver reload in Silver Pines?
Badly, on purpose. The revolver does not have a magazine. You load individual rounds into the cylinder, and on top of that there is a ring-shaped button prompt minigame tied to the reload action.
Official source: Finger Guns Silver Pines preview
The two reference points reviewers reached for were the skill checks in Dead by Daylight and the active reload system in Gears of War. Shacknews described the game’s real-time micro-interactions, including loading the revolver and entering keycodes, as a marriage of those two ideas. It is a deliberate friction point: your hands are busy, your character is vulnerable, and the world keeps moving.
Official source: Shacknews Silver Pines interview
Because reloading happens in real time, do it before you need it rather than during a fight. The game deliberately does not pause when you open your inventory either, so there is no safe menu to hide in. That design decision and its consequences are covered on the inventory guide.
How do you shoot padlocks off in Silver Pines?
Aim at the padlock and fire. One hit is enough. Locked boxes, cages and small gates all use the same padlock object, and the revolver is the intended tool for removing them.
Official source: Steam forum thread on padlocks and wooden barriers
The same thread contains the developer clarification that makes this optional rather than mandatory. Shooting open padlocks with the revolver, and blasting wooden barriers with the shotgun, is not required for progression in the Outskirts, and once you reach the town you get another, more straightforward method that does not cost an expensive resource.
Two practical consequences follow. First, you can ignore every padlock in the demo without risking a dead end. Second, the revolver is the cheap option: players who used shotgun shells on padlocks instead have reported running dry quickly, which is a bad trade given that shells are the rarer ammunition and the shotgun is the only tool that opens wooden barricades.
How do you get the hip pouch with the revolver?
The revolver’s most valuable non-combat use is in the motel games room. Above the right-hand side of the room there is a wooden vent grate. Shoot it, jump up and crawl in, and you will find a hip pouch that adds two inventory slots.
Official source: Steam forum thread on hip pouches and hidden routes
This is the puzzle a lot of players solve accidentally. One player described finding the last pouch completely by accident, having already known about the vent but never putting together that you could shoot it. The other confirmed pouch is reached on the motel’s second floor by heading left, jumping the broken balcony railing and vaulting down.
Whether the demo contains one, two or three pouches is genuinely unclear, and sources disagree. The hip pouch locations page keeps all three claims on the record instead of picking a favourite. Either way, the games room pouch is the one the revolver unlocks, and it is worth two extra slots in a game where inventory space is the scarcest resource you own.
Where should you not waste revolver ammunition?
Two places, and both have cost players time and shells.
The first is the lighthouse. Its concrete wall cannot be opened in the demo. A player thread on the subject is unambiguous: the shotgun did nothing, heavy melee did nothing, and the conclusion was that there is no way through in the demo. The developers confirmed it directly, stating that you will not be getting into the light house in the demo and that you will need a later item for it.
Official source: Steam forum thread on the concrete wall
The second is the cracked rock face in the lower right of the map. It looks breakable in exactly the way the concrete wall does, players have asked how to get through it, and no solution has been published. Nothing in any developer answer suggests it works in the demo.
[!critical] Do not shoot the concrete wall or the cracked rock face The lighthouse concrete and the cracked rock wall at the bottom right of the map are both confirmed or strongly indicated to need a later item. Even the shotgun does not work on them. Every round you put into either one is a round you do not have for a padlock, a vent grate or the tunnel boss. Walk away and mark them on your map for the full release.
Which targets are worth a revolver bullet?
| Target | Worth a shot? | Reason |
|---|---|---|
| Padlock on a box, cage or gate | Yes, if you want what is inside | One round, and the revolver is the cheap tool for it |
| Wooden vent grate above the motel games room | Yes | Unlocks a hip pouch with two extra inventory slots |
| Wooden barricade or boarded door | No | That is the shotgun’s job, and it was added in Patch 2 |
| Lighthouse concrete wall | No | Confirmed to need a later item |
| Cracked rock face, lower right of the map | No | No published solution and no developer hint |
| Enemy humanoid | Rarely | Dodging or a charged melee attack costs nothing |
| Enemy bug | No | A single charged attack kills bugs, per player reports |
Is the revolver worth the ammunition in the demo?
Yes, provided you treat it as a key rather than a weapon. The demo is built so that firearms compete with saving your game for the same money, and ammunition is scarce enough that IGN’s preview called it hard to find. A revolver round spent on a padlock buys you loot or a shortcut. A revolver round spent on a humanoid you could have crouched past buys you nothing except a shorter fight.
Used that way, the .36 Revolver is the most valuable item in the motel. It opens the inventory upgrade, it removes the lock problem from the rest of your run, and it does all of it without consuming the shotgun shells you want to keep for wooden barricades and the tunnel boss. For the wider resource picture, including how money splits between vending machines and payphone saves, see the healing items and ammo page.
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