This is a practical, step‑by‑step Project Silverfish Contract Guide for a neutral playthrough (Freelancer/Revolutionary) in Project Silverfish v0.1.6. It covers contracts from Simei, Dr. Mosby, The Broker, and Mama Roach. Cultist/Insurrection exclusives aren’t included here.
- Before you start
- Signal Jammers (Simei)
- Simple Fetch and Clear
- Hardware & Documents (Dr. Mosby, Broker)
- Elimination & Special Contracts
- Lenny’s House (Elimination)
- Buried Treasure (Courier Chain)
- M35 Transmission (Data Tape)
- Scorched Earth (Scorcher Weapon for Broker)
- Dead Drops and a Riddle (Broker)
- Crossroads Dead Drop + Missing Contact (Farmer)
- Metropole Police Station Dead Drop
- Flooded Village Dead Drop
- Sawmill Pair: Fan the Flames + Stolen Goods (Insurrection Zone)
- Facility Pair: Modal Interaction + Bad Egg (Lab Complex)
- Counter Sniper (Metropole/Industrial Edge)
- E206 Lab Tape + Red Root Sample (Dr. Mosby)
- Kill Sprat → Prototype Drill Chain (Broker/Revolutionary Fork)
- Flood Control (Metropole Subway)
- Copper Stop (Resource Grab)
- Refinery Raid (Large‑Scale Assault)
- Stone Maze Readings (Data Tape)
- Strange Shopkeeper – Molasses Delivery (Broker Adjacent)
- Door Codes and Keys (Quick Reference)
I’ve kept things readable and focused on what you actually need to do: where to go, what to pick up, which doors and terminals matter, and the little tricks that keep you alive. Use this as a reference when a task stalls your run.
Before you start
Recommended loadout. A scoped rifle with armor‑piercing for headshots, a reliable close‑range weapon, a melee for traps, a few flares, basic meds, and at least one door solution (crowbar, lockpicks, or blowtorch). Keep a couple of data tapes on you—many contracts become faster if you can record on the spot.
Movement and luring. Fire a couple of rounds into a safe surface to pull nearby enemies to one side, then clear them as a group. It’s safer than chasing scattered targets.
Night vs day. Some raids are dramatically easier at night with a sniper and patience. Others absolutely require a flashlight (not just night vision), because certain hazards only appear under a beam.
Signal Jammers (Simei)
Crossroads – Signal Jammer
- Where: Junkyard zone in Crossroads.
- Spawns: Antenna top, silo roof, garage roof/corner, water tower, or the little tank.
- Clear: You can just shoot the jammer. Return for turn‑in.
Flood Plains – Signal Jammer
- Where: Industrial center.
- Spawns: Sniper tower, shelf tops, tanker roof, or the radio towers near RW East/West labs.
- Tip: Approach with cover; towers expose you to long sightlines.
Black Lake – Signal Jammer
- Where: Always dock‑side.
- Spawns: Watchtower, crane, or near the end of the dock.
Simple Fetch and Clear
Broken Wrench (Simei)
- Guaranteed wrench: Crossroads warehouse interior.
- Routes: Ladder route through an opening, or use the boat office key to enter from below.
- Bonus: Lockers often hold early essentials (lockpicks, computer parts, meds).
Retake the Safe House (Black Lake)
- Where: Floating island north from Crossroads.
- Hazards: Trip mines along the path and in bushes; disarm and pocket them.
- Tactic: Draw defenders to one side with gunshots, then clear. Set a bed and stash here—great mid‑map anchor.
Hardware & Documents (Dr. Mosby, Broker)
Hardware Problems (Computer Part)
- Reliable spawns:
- Observatory lockers (early free part).
- Burrows north of Metropole (near Mama Roach office).
- E206 Lab under Depot (static spawn).
- Reality: You’ll often loot one naturally before you finish checking all three.
Collect Depot Documents
- Step 1: In Depot office, use the terminal: check Directory → Staff Notice. You’ll learn Mr. Sheffield is the key holder.
- Step 2: At the Rolodex, grab 405 Mabel Square (Sheffield’s address). It’s in the adjacent neighborhood.
- Step 3: Loot his jacket for the records key.
- Step 4: Open the Company Records room, take the dossier.
- Read it before turn‑in. It lists train car inventories and a key location, saving lockpicks and granting early military gear and a consistent crowbar.
Elimination & Special Contracts
Lenny’s House (Elimination)
- Entrance trap: Step aside from the door; a sawed‑off rig will fire.
- Inside: Use melee to spring bear traps safely.
- Target: Lenny uses a .30‑06 LMG—peek carefully, secure the gun and ammo.
Buried Treasure (Courier Chain)
- Start: Slums, tall blue building.
- First room: silver‑gray door → Courier’s Journal (name Whitney, mentions the Therapist).
- Therapist’s room: Bottom floor, locked. Use the terminal to open Whitney’s session notes; clue references a horse on a beach.
- Go: Flooded Village graveyard → grab a shovel (and dig for jewelry if you want cash).
- Then: Run west to Skeleton Coast. Find the structure shaped like a horse and dig under the legs.
- Reward: Duffel bag with Arc Wardstone and Luftballon.
M35 Transmission (Data Tape)
- Where: M35 radio station at the first intersection right.
- Bring: Data tape. Guaranteed tape in Dr. Mosby’s lab projector room, or buy one from freelancers.
- Route: Crouch‑jump to roof, record, done.
Scorched Earth (Scorcher Weapon for Broker)
- Where: The MAW off M35 (left exit past the secret shop).
- Enemies: Cultist‑type humanoids.
- Drop: Scorcher weapon drops reliably from them. Extract and turn in.
Dead Drops and a Riddle (Broker)
Crossroads Dead Drop + Missing Contact (Farmer)
- Tool Station: North of the railroad; grab fire axe and a shovel.
- Attic loot: Read Farmer’s Note. Clue: “Out his right eye, the scarecrow spots what lies beneath twin stones. Spades for aces.”
- Solution: The scarecrow fell pointing to the dig spot right outside.
- Inside the package: Stardust (vital for artifact farming) and Glow‑Sprout.
- Dead drop locations nearby: Under the tank, on the walkway, or on the boat just past the water‑lock door. Early prize: two rifles including the Type‑18 AR.
Metropole Police Station Dead Drop
- Search: Under desks on first and second floors.
- Loot: Honey eggs and other supplies.
Flooded Village Dead Drop
- Where: Drowned Café upstairs.
- Loot: Ether container and glowing sample.
Sawmill Pair: Fan the Flames + Stolen Goods (Insurrection Zone)
- Where: From Crossroads, head east to Goldwood Forest.
- Threat: SMG carriers will shred you in the open. Bring armor and spare meds.
- Fan the Flames: Blow six fuel tanks. The sawmill has several; an extra cluster sits just east in a tucked‑away yard.
- Stolen Goods: Easiest entry is through a small window ledge into the locker room; otherwise fight to the top office, kill the overseer, and use his key.
- Duffel reward: Friend Maker Wand.
Facility Pair: Modal Interaction + Bad Egg (Lab Complex)
- Lighting: Bring a headlamp or night vision, but also a handheld light for dark corners.
- Primary terminal doors to open: C01, C04, L01, U03, U02, E04, E03.
Optional: C02, C03. - Bad Egg: Usually in L01. He carries a strong SMG, attic key (Metropole), and a facility keycard.
- Second terminal: Activate S06 and read the Lockdown Notice for the four‑digit door code 8344.
- Battery: Retrieve the battery and install it at the marked slot to finish Modal Interaction.
- Loot notes: Blue crate can roll decent guns. L‑wing lockers often hold samples and armor.
Counter Sniper (Metropole/Industrial Edge)
- Target: Insurrection sniper with night vision.
- Approach: Move building to building; once indoors he’s slow to react.
- Reward: A proper sniper with armor‑piercing ammo.
E206 Lab Tape + Red Root Sample (Dr. Mosby)
- Entrance: Basement door labeled E206 inside Depot office complex.
- Spawns: Expect light humanoids early; tougher factions later.
- Loot: Oxygen tanks, glowing samples, armor crate, a static computer part spawn.
- Gas handling: On the terminal, toggle GAS_05 = FALSE and open the required doors.
- Data tape: Record at the E206 terminal, return to Mosby and play it in the projector to reveal the red root location and the code 8613.
- Use now: Enter 8613 at the root vault while you’re still in the area to skip backtracking.
Kill Sprat → Prototype Drill Chain (Broker/Revolutionary Fork)
Find Sprat’s trail
- Slums Saloon: Sprat’s locked room is off the stairway.
- No tools? Hug the right exterior wall, break the rear window, shoot the plank, and open from inside.
- Note: References Crossroads warehouse, entrance by the water. Mentions A04.
Prep the fork
- Read the Test Drill Memo from RG East, then talk to Dr. Mosby about equipment.
- Speak to the Broker about artifacts. He’ll ask for the Drill.
- Turning in the prototype to the Broker hurts Revolutionary rep. Decide before you commit.
Cistern Dungeon and Sprat
- Entrance: Northwest side of the Crossroads warehouse at the river grate.
- Terminal: Activate AG04.
- Sprat: He’s visible through a window. Eliminate and loot Refinery Keycard and Infrastructure Records.
PD00002 Lab and Drill Bit
- Code: From Infrastructure Records, use 71038.
- Lights: Bring a flashlight. Shadow hazards are only visible under direct light. Night vision won’t show them.
- EMP: Frequent pulses will kill your lights; just keep clicking them back on.
- Route: Open everything except SR06 unless you’re comfortable with additional threats. Clear debris, hit the Flush Generators button to disable EMP and electricity.
- Drill Room: Grab the Prototype Drill Bit quickly—radiation builds up.
- Exit: Expect husks, basic revenants, or worse. Move with purpose.
Flood Control (Metropole Subway)
- Start: West Metropole, First National Bank. Drop into the blown‑out basement and follow signs to STNW13.
- Navigation: Train car to the end, out, then the next car to the end.
- Damage: As of newer tuning, acid and gas hurt more—consider Poison/Acid resist.
- Objective: Turn the valve and extract. Optional upstairs exit grants a blue crate and an armor locker.
Copper Stop (Resource Grab)
- Where: Metropole’s factory in the middle of the lake.
- Do: Enter on the right side, take the copper wire, leave.
Refinery Raid (Large‑Scale Assault)
- Approach: Enter from Slums → Refinery at night with a sniper and AP ammo.
- Open: Clear watchtower snipers first. Most troops funnel to the gate once alerted.
- Sirens: Alarm boxes exist in the overpass, refinery interior, and near the helipad. Shut them off if you want a quieter cleanup.
- Terminal: In the reactor admin, open doors and deactivate gate locks before you plant charges, or you can trap yourself.
- Blow the reactor: Multiple Ospreys will insert squads. Exploding anomalies spawn on the escape route—do not run through them.
- Extraction: Either fight back across the bridge or dive off into the water and climb the ladder out toward Skeleton Coast.
Stone Maze Readings (Data Tape)
- Fast access: With ~1000 Revolutionary rep, use the Burrows’ guarded entrance to the underground rail. Ride it to Graywater Marsh.
- Route: Take the railroad north to skip acid, then head east into Stone Maze.
- Target: Lab tent connected to the antenna. Walk to the end tent and download your data tape.
- Threat: Stalkers patrol here; clear as needed.
Strange Shopkeeper – Molasses Delivery (Broker Adjacent)
- Where: M35, northwest along the tracks. The entrance is heavily decorated; you can’t miss it.
- Do: Hand over Molasses when asked. It’s a straight trade and a tidy wrap‑up to this chain.
Door Codes and Keys (Quick Reference)
- Modal/Bad Egg door code: 8344
- Red Root sample vault: 8613
- PD00002 Lab entry (from Infrastructure Records): 71038
- Sheffield’s records key: In jacket at 405 Mabel Square
- Refinery keycard: Looted from Sprat
- Attic key (Metropole): Looted from Bad Egg