INDIE GAME / PLAY GUIDE
Minit Second Run Guide | 40-Second Routes, Changed Items, and Collection Notes
Organizes the normal PC main story, fixed items, collectibles and 27 Steam achievements · Updated 2026-10-12
North, south, east, and west in the tables mean the direction of a screen transition; numbers count screens traveled. A row is not guaranteed to fit into one life. Save whatever progress you make within 40 seconds, then switch to the next objective.
Choose a separate save before starting
Select Second Run from New Game+. Check the 40-second timer and Broken Sword, and avoid reusing normal mode's 60-second collection notes unchanged.
If your goal is simply to finish, you can aim for the toilet before rebuilding the factory sword. For full collection, plan this shortcut ending separately from the additional island, temple, and Grinder routes.
- Keep your existing normal save and check the starting state for Second Run.
- Before each departure, check your home, inventory, and next entrance.
- When a row changes your home, enter the building and confirm the registration message before returning.
Ten stages to the ending: from home to the next required action
This route specifies entrances and forks. If enemies stop you in the mine, avoid rushing and taking hits just to move faster; continue on your next departure.
| Start / objective | Movement and actions | Next check |
|---|---|---|
| House → sword and watering can | South 1 and west 1 for the sword; from there, east 2 and north 1 for the watering can | Afterward, carry the watering can on departures that require watering |
| House → Coffee | Defeat the five crabs in the table below in one life, then return to the Bar | Collect the reward and check that you can push boxes |
| House → Flashlight | West 2, north 1, east 1 for the key. West 1, south 2, west 1 to enter the lighthouse, then climb to the top | Collect the light needed for dark caves |
| House → Caravan | Pass through the cave north 1; from its exit, go east 3 and enter Caravan | Register the desert as your starting point |
| Caravan → rescue | Take the watering can outside and travel ten screens south. Water the collapsed sign maker | Keep going past the false oasis until you reach the person |
| Caravan → sword throwing | Clear the cacti at the desert oasis and deal with two ghosts | Pick up Sword Thrower |
| Caravan → Glove → house | West 1, south 1, west 1 to the tree cave. After collecting it, west 1, south 1, cross the bridge, then north 1 to the house | Check that you can cut trees and update your home to the house |
| House → Press Pass → Hotel | North 1, west 1; from the upper-left, throw your sword at the two enemies across the water. North 1 for credentials; west 1, north 1, east 1 to the Hotel's upper floor | Collect the credentials and enter the guest room |
| Hotel → bridge guest | East 1, south 1 to the mine. East 1; follow the track west 1 from the upper part of the screen and throw your sword at the bomb. From the exit, north 2 to the middle switch, then south 1 to the guest | Do not confuse this with normal mode's top switch |
| Hotel → ending | From outside, travel four screens east and flush Broken Sword down the factory toilet | Check for ANOTHER MINIT and the ending screen |
The five crabs for Coffee are not all on the beach
Second Run also changes crab locations. The last one is in a hidden cave beneath a pot, so avoid searching only above ground.
| Order | Landmarks from the house | Action |
|---|---|---|
| 1 | South 1, east 1 | Defeat one crab |
| 2〜3 | West 1 from the previous screen | Defeat the two on the same beach |
| 4 | North 1, west 2, north 1 | Defeat the one above ground |
| 5 | The pot south 1 from the previous screen | Hit the pot five times, enter the cave, and defeat the remaining crab |
| Report back | Leave the hidden cave and go to the Bar | Receive Coffee before the life ends |
The tree cave's route changes before and after getting the glove
The cave west 1, south 1, west 1 from Caravan has more trees than in normal mode. Rather than trying to cut trees before obtaining the glove, use the open paths between them to reach Gardening Glove.
- Go around between the trees, choosing gaps you can pass through to reach the glove.
- After picking up Gardening Glove, cut trees to open the exit.
- Return home via the bridge west 1 and south 1, then update your home inside the house.
- On your next departure, throw your sword at the enemies across the water and head to the Press Pass building.
Collectibles with changed locations or conditions
Moved locations are distinguished from unchanged locations made harder by the 40-second limit. The table below is not presented as a complete Second Run location list for all 19 coins, six hearts, or fixed items.
| Target | Second Run entrance / action | Caution |
|---|---|---|
| The first pot's coin | Break the pot in the island house reached by boat | Do not keep searching the starting house's pot |
| Boatwood | Cut the tree near the building where you get Press Pass | Different from the tree north of the normal-mode house |
| Fast Shoes | Have nine coins ready at Sneaker Hut | Do not confuse this with normal mode's seven |
| Treasure Island coin | Starting from the island reached by boat, check the Second Run directions given by the lighthouse's old man | Do not reuse normal mode's offshore directions unchanged. Arrive early to hear the old man |
| East temple coin | Past the three entrance fires, extinguish every fire inside and reach the back unharmed | Extinguishing only one, as in normal mode, does not open the way |
| Factory waiting-room coin | Wait without destroying the plant. Watch for it appearing just before the 40 seconds expire | Enter early and wait until the plant breaks naturally |
| The Hotel's box guest | Move the additional boxes and speak to the hidden guest | Do not treat normal mode's two-box layout as a fixed solution |
| South temple heart | Run with Fast Shoes and use the shortcut open in Second Run | The precise sequence of turns through every fork is unconfirmed |
Eleven coin options for Fast Shoes
These eleven locations have collection descriptions in Second Run play records. With nine coins needed for the shoes, you can switch locations if the waiting room or bandits prove difficult. This is not a complete dedicated solution for all 19 coins.
| Area / entrance | Collection action | Prerequisite / use of time |
|---|---|---|
| Waterfall north of the house | Swim from the lower-right to the chest behind the waterfall | After obtaining Flippers. Collect separately from the dangerous mine |
| Snake cave side path | Enter the hidden entrance in the west wall corresponding to the X above ground | Flashlight. Do not head straight to the ordinary exit |
| Underground near the Bar, north | Descend through the pot, defeat every bat, then reach the chest beyond the opened passage | You can aim for one coin early without Flippers |
| Underground near the Bar, south | After dealing with the northern enemies, swim south along the waterway to the left before the stairs | Flippers. Do not force both this and the northern coin into the same departure |
| Behind the Hotel | From outside, follow the back of the building into a hidden room | Not the ordinary front door |
| Bandits north of Hotel | Rescue the guest, defeat the bandits on later departures, and collect the coin they drop | Avoid asserting a fixed three attempts; check the sound and actual drop |
| Factory waiting room | Wait beside the left plant, then collect the coin when it breaks naturally | Do not break it. It appears late, so hurry to reach the entrance |
| Factory delivery area | Go south of the toilet and enter the bed of the large left-facing truck | This is not a location where you search for boxes outside the building |
| Factory drill | Destroy the central power distributor, then hit both supports and the drill in the southern room | Collect the coin in the opened passage. The passage remains usable on later departures |
| East of Secret Temple | Extinguish every indoor fire with the watering can and reach the back unharmed | Avoid bats. Distinguish entrance fires from indoor fires |
| Quicksand north of the sign-maker | Stop in the quicksand on the side nearer the chest and sink underground | Avoid the underground scorpions and retry to return after collecting it |
Factory differences if you choose the boss route
Separately from the toilet shortcut ending, you can shut down the factory and proceed to the final boss. On this route, use Fast Shoes to shorten return trips and stop the lines within 40 seconds.
The west uses the same three-box process as normal mode. Even if time expires after placing a box on the final belt, its movement toward the machine can still be observed. The east has more switches than normal, so do not count only the usual seven and assume it has stopped.
- Enter the western Grinder room, avoid scorpions, and move three boxes to the intake.
- Hit every switch lined up along the eastern belt and confirm the machine has stopped.
- Lodge your sword in the southern gears, then return with the watering can on your next departure.
- Destroy the central machine with Mega Sword to shorten the journey to the boss.
- When dealing with each stage's swords, aim to finish within one 40-second life without damage. Confirm a stage is complete before proceeding.
The exact total of eastern switches and whether all swords in the boss's second stage must be handled in one life remain unconfirmed. Play-record guesses such as "about twice as many" and "the second stage should be the same" are not stated as fixed conditions.
Preparing to return to Grinder in 40 seconds and handling the boxes
This is optional collection after stopping the Grinder. With Fast Shoes, run from the Hotel via the bridge, southern pipe, eastern underground area, and northern Grinder room. Another route returns from Caravan through the drill passage.
Learn where to position the three boxes as stepping stones beforehand. Move the upper box down and the left and remaining boxes into the water to form a horizontal crossing, then move the fourth box left across it into the Grinder. When dealing with scorpions, reassess your remaining time and the stretch you must run again.
- Stop the main-route Grinder and prepare Fast Shoes before departing.
- Hotel → eastern bridge → southern pipe → eastern underground area → northern Grinder room.
- Move the upper box down and make a three-box crossing in the same horizontal row as the fourth box.
- Move the fourth box left across the stepping stones and push it into the Grinder to collect Grinder.
This describes the boxes' roles without reproducing the normal-mode box diagram. The route is based on a PC completion record; 40-second input tests have not been performed on every platform.
Distinguish hearts collected from actual health
Hearts can still be collected in Second Run, but each pickup does not necessarily increase health as it does in normal mode. Guidance saying ordinary pickups leave you at one heart is distinguished from multiple completed PC play records where only the shop's final heart persists, giving two hearts.
Cross the poisonous water on the Trophy route only after collecting that shop heart and confirming the display shows two hearts. Prepare by discovering 19 coins and collecting the final heart at the shop behind Sneaker Hut. This guide does not use a shortcut into poisonous water with only one heart.
- With 19 coins discovered, collect the final heart behind Sneaker Hut.
- Confirm the health display shows two hearts. If your version's display does not change, do not continue along this poisonous-water route.
- Cross right from the mine's horizontal moving platform without stopping, then enter the tent near the pipe to register it as your home.
- From the tent, aim for the pipe maze's right-hand exit and choose the unlit Trophy.
The shop exception has been cross-checked against PC reports. The full set of south-temple shortcuts, receiving the mine coin in Second Run, and mode-specific acquisition checks for all 17 items remain incomplete.
Damage in Mary's Mode needs version-specific checking
Treat Mary's Mode's lack of a time limit separately from invulnerability to enemies. PC records describe losing health and increasing the death count, while PlayStation guidance says death occurs only through manual retries.
Whichever guidance you read, check the displayed health and mode name in a safe place immediately after starting. For an unverified version, this guide does not recommend rushing into poisonous water or enemies on the assumption of invulnerability. ANOTHER MINIT requires finishing Second Run, rather than finishing this mode.
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