Silver Pines Shotgun Location: The Demo's Most Missed Weapon
How to get the Silver Pines shotgun by dialling the Room 3 phone, why almost every let's play misses it, and what the gun opens once you have it.
FAQ
Where is the shotgun in the Silver Pines demo?
Why did I miss the shotgun in Silver Pines?
Do you need the shotgun to finish the Silver Pines demo?
What does the shotgun break in Silver Pines?
Can you still get the shotgun after finishing the demo?
Where is the shotgun in Silver Pines?
It is behind a phone call, not behind a lock. Somewhere in the Rabbit Hole stretch of the demo there is a phone in Room 3, and dialling it with the right code is what produces the shotgun. There is no shotgun case to smash, no key to find and no vendor to pay.
That is genuinely unusual, and it is the root cause of the game’s most common piece of lost content. The Steam thread that kicks this off opens with a player asking, plainly, whether anyone else got the shotgun, and the reply that follows is the clearest statement of the problem: “I’ve watched some lets plays and they all have seemed to missed the shotgun.”
Official source: Steam forum thread: did you get the shotgun?
Once you have the weapon, everything about the back half of the demo changes. Boarded routes open, some backtracking becomes possible that was not possible before, and the answer to a lot of “how do I get past this” questions turns out to be a shotgun blast rather than a puzzle solution.
How do you get the shotgun, step by step?
The sequence is short once you know it exists. The hard part is realising the phone is worth dialling at all.
| Step | What to do | Notes |
|---|---|---|
| 1 | Reach the Rabbit Hole section of the demo | This is the bar area reached through the dark passage after the motel |
| 2 | Find the phone associated with Room 3 | It is a dialling interaction, not a pickup |
| 3 | Work out the code from your own environment | One recorded playthrough used 6671; the digits may be randomised |
| 4 | Dial the number | The shotgun becomes available once the call resolves |
| 5 | Test it on wooden barricades and boarded doors | This is the ability the weapon actually adds |
What is the code for the shotgun case?
There have been several threads asking exactly that, and the honest answer is that no code is universally valid.
Official source: Steam forum thread asking for the shotgun code
In the full playthrough video that most guides draw from, the number used at the 49:00 mark is 6671. That is a real value someone entered on a real run, and you can watch the call resolve in the full demo walkthrough. It is not a constant, and a developer hands-off preview states that the puzzles and codes are randomised between every run.
Official source: Kyusai Media developer preview
[!critical] Read the number, do not copy it Any code you see in a guide, including the 6671 on this page, is one player’s recorded value from one run. The game may generate different digits for you. The actual skill being tested is reading the clue out of your own environment, so check notes, calendars, phone books and signs in your save before you assume a guide is wrong or that the phone is broken.
The same caution applies to the payphone save number, the meat locker code, the guest code for Eddie’s suite and the diner radio frequency. Our demo puzzle codes overview collects how each of those numbers is meant to be derived, rather than listing digits as if they were permanent.
Why does everyone miss the shotgun?
Three reasons, and all three are visible in the developer’s own replies.
First, guidance. The demo is deliberately light on hand-holding, and a phone that gives you a gun is not a convention most players scan for. Several let’s play channels walk straight through the area.
Second, the reward is invisible until it is claimed. There is no glowing outline, no locked display case, no vendor stall. A player who does not already suspect the phone is special has no in-game signal telling them to try it.
Third, the developers know it. In the same thread where they explained that padlocks can be shot off, they said they were already thinking about moving a locked strongbox closer to the gun so that players would stop walking past it.
Official source: Steam forum thread on padlocks, barriers and missed pickups
Their exact words were: “Maybe we need to move the locked strongbox closer to the gun in the scene. I see a lot of people missing it.” That is a studio openly acknowledging that this corner of the demo is not signposted well enough, and it is the strongest possible confirmation that missing the shotgun is normal rather than a personal failure.
What can you open with the shotgun?
Wooden barricades and boarded doors, which makes the weapon a route-opener rather than just a damage upgrade. That function was not in the demo at launch. It was added in Demo Patch 2 on June 12, 2026, and the developers described it as the biggest change in that patch, asking for feedback specifically about how it affected backtracking.
Official source: Silver Pines Steam news and patch notes
Two limits are worth remembering. The shotgun does not open everything that looks destructible. The lighthouse’s concrete wall is confirmed to need a later item rather than more firepower, and the same is true of the cracked rock face in the lower right of the map. Players reported trying the shotgun and heavy melee on both and getting nowhere.
The other limit is ammunition. Shotgun shells are not plentiful, and there is a real trade-off between opening a route and keeping something in the tube for the tunnel boss. Players who used the shotgun to remove padlocks rather than using the revolver have said they ran out of ammunition quickly, which is a solvable problem but an avoidable one.
Is the shotgun required to finish the demo?
No, and the developers have been explicit about it. Their statement is that shooting padlocks with the revolver and blasting wooden barriers with the shotgun is not required for progression in the Outskirts, and that once you reach the town you get another, more straightforward method of breaking both that does not consume an expensive resource.
The practical consequence is that the demo’s critical path does not run through the shotgun. You can reach the ferry station, fight the tunnel boss and see the ending without it. What you cannot do is use the backtracking shortcuts that the shotgun opens, and those shortcuts are where a few of the demo’s hidden upgrades sit.
[!tip] Grab it anyway The shotgun turns several tedious backtracking routes into ten-second detours, and it makes wooden boards a non-issue for the rest of the run. If you are already at the Rabbit Hole, the cost of getting it is one phone call.
What if you finished the demo without the shotgun?
Then you saw most of what the demo has to offer and missed a weapon plus the routes it unlocks. There is no way to recover it in that run short of reloading a save from before the Rabbit Hole, because the demo ends at the ferry station with a to be continued card and offers no post-credits free roam.
The good news is that a second run is short. Players who know the route describe the demo as breezing by on a repeat playthrough, and knowing that a phone call hides a shotgun removes the single biggest piece of missable content. Whether that run is worth it for you depends on how much you care about the hidden hip pouches, since one of the two known ones is reached by shooting a wooden vent grate, and the shotgun is not the tool for that. The revolver location guide covers that one, and the Crimson Bear Motel walkthrough covers where both pouches sit.
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