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Project Silverfish Contract Guide (v0.1.6, Neutral Route)

Arcellana
Last updated: September 13, 2025 9:45 am
Arcellana
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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.

Contents
  • Before you start
  • Signal Jammers (Simei)
    • Crossroads – Signal Jammer
    • Flood Plains – Signal Jammer
    • Black Lake – Signal Jammer
  • Simple Fetch and Clear
    • Broken Wrench (Simei)
    • Retake the Safe House (Black Lake)
  • Hardware & Documents (Dr. Mosby, Broker)
    • Hardware Problems (Computer Part)
    • Collect Depot Documents
  • 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)
    • Find Sprat’s trail
    • Prep the fork
    • Cistern Dungeon and Sprat
    • PD00002 Lab and Drill Bit
  • 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
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