OneShot postgame guide: preparing for the additional story and continuing through each region
Check what to do after finishing the 2016 Windows version based on your current state. Open only the sections you need for the additional story's entrance, tools, and game-intended file operations.
Edition: OneShot 2016 Steam release, AppID 420530, Windows. Uses the actual Windows desktop and game-generated files. Excludes World Machine Edition, the 2014 freeware version, console releases and The Pancake Episode.
Verification scope: Sources checked on 2026-10-04. Assumes the updated 2016 PC version. Gameplay, installed build number and behavior across Windows environments have not been tested.
Sources checked: 2026-10-04
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Read according to your postgame state
The following sections cover the additional story. If you have not finished the first story, return to the first-run walkthrough. The starting conditions and characters are also covered within the detailed steps.
- First check whether you have finished the first run or are partway through the additional story.
- Open only the section whose starting state matches your screen.
- If the steps do not match, open the final state checklist.
This covers the updated 2016 Steam version. Do not mix it with the virtual file operations in World Machine Edition. The build number has not been checked on an actual installation.
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Requirements for Solstice and the one file you handle
Solstice is an additional chapter introduced by the March 2017 update to the main game. You can prepare for it after finishing the first run, whether you returned the sun or sent Niko home.
- Read the post-ending instructions in the game-generated companion app.
- With the main game closed, move only save_progress.oneshot, matching the instructions, out of its original folder. You can keep it as a backup instead of deleting it.
- Launch the main game and start anew from the title screen.
- Check that you have the strange book from the beginning.
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| Requirement | State to check | If it does not match | Target version |
|---|---|---|---|
| First story completed | You have watched through the ending and credits and closed the main game | If you are only stopped at the Tower bed, continue the first-run walkthrough | 2016 PC version |
| New companion-app instructions | Opening the black-clover _______.exe again displays the post-ending text | If it still shows the first-run pages, you have not yet met the completion requirement | Real Windows environment |
| Game-generated file | Documents → My Games → OneShot → save_progress.oneshot | Check the location, name, and extension. Do not delete another file simply because you cannot find it | 2016 PC version |
No matching entries in this table. Shorten the query or clear it to restore all entries.
This is an operation on the restart file provided by the game. Do not change actual saves in AppData, persistent files, Steam Cloud, or your everyday documents. It is also different from deleting everything to replay after the additional chapter.
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The house after restarting: read four images instead of the remote control
In this restarted state, the remote control is missing from the first room. Rather than repeatedly searching the same floor as on the first run, follow the terminal's new clue.
- Examine the bedroom terminal and read the prompt to check Documents.
- Open the four images created in Windows Documents, starting with ONESHOT_password1.
- Read the highlighted letters in page order.
- The word to enter is SOLSTICE. Enter it at the terminal to open the door.
- Follow the first-run sequence for the bathroom branch, refrigerator alcohol, lighting it at the television, fireplace key, and basement lightbulb.
- At Prophetbot in the Barrens, read all the initial questions so that you can proceed.
This is not the place to use the first-run four-digit color code. If the image filenames or contents differ from this description, check your game edition and completion state.
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Barrens entrance: use the glowing book and floor clover to enter the deeper mines
Meet Silver at the Lookout point and enter the mines where you collected the camera on the first run. Inspecting the edge in the mines before taking the boat to the Glen is the entrance to the additional story.
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| Landmark | Required action | Progression result | Where you can still return |
|---|---|---|---|
| Beyond the broken track at the mine entrance | Approach the edge and watch the new vision and conversation to the end | The book glows | You can still explore the Barrens normally at this stage |
| Black clover on the floor | Stand directly on the clover and open the glowing book from the inventory | The image lines up, and a minecart appears | Simply reading the book from a distance does not make it appear |
| Minecart | Ride it deeper inside. If asked along the way whether to return, keep going if you want to enter the additional chapter | You reach the deeper terminal room with Silver | After reaching the terminal room, you cannot return to the normal route |
| Beyond the terminal room | Speak to Prototype in the room at the back | Receive the memory disk | Use the additional chapter's steps from here |
No matching entries in this table. Shorten the query or clear it to restore all entries.
The old-guide restriction that receiving the amber prevents entry to the additional chapter was fixed in the official April 2017 update. A book that does not glow is not a reason to delete all data. Check the room, your position, and whether the conversation has finished first.
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The mines' memory device: match each building number to its purpose
Returning the blank disk from Prototype as it is does not complete the task. Solve the device's board before writing to it.
- Set the symbol for each number on the board. Read the numbers instead of relying on how many places from the left a position looks
- Select the blank memory disk and use it on the terminal near the board
- Check that the disk now contains the backup
- Give it to Prototype and read the conversation to the end
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| Building number | Symbol to set | Local clue |
|---|---|---|
| 110 | Robot | Robot remains |
| 112 | Cross | Clinic |
| 113 | Leave blank | Unused building |
| 117 | Leave blank | Unused building |
| 118 | Robot | Robot in the dormitories |
| 119 | Lightning / power | Power cell |
No matching entries in this table. Shorten the query or clear it to restore all entries.
The table has six numbered entries. Some source text says five numbers, but its own list and an independent walkthrough both have six slots, so this guide uses the six numbered entries.
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From the mines to the Glen: use the new exit
After restoring the memory, the situation changes when you try to return the way you came. Follow the newly revealed passage instead of circling the same minecart.
- Try to return with Silver and finish the conversation in the terminal room.
- Return to Prototype's room and take the passage that opens behind the device.
- Board another minecart and continue along the tracks.
- Continue until the conversations and scene changes along the way have finished.
- With the memory disk received, leave through the exit beyond the cave into the Glen.
From this point, progression does not return you to the normal boat journey. Saving and resuming is different from rewinding to before the branch.
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The new crossing in the Glen: from the courtyard to the cemetery
Check the gate robot and the broken bridge to establish that you cannot pass. This is not the stage for gathering the signature tools from the first run.
- Speak to the gate robot and also check the nearby bridge.
- Go past the robot at the ruins entrance and head to Alula and Calamus's home.
- Speak to the siblings, then go out into the courtyard.
- In the courtyard with laundry, enter the building leading to the flooded passage.
- After seeing the new vision and conversation at the edge, stand on the floor clover and open the glowing book.
- Board the boat that appears and cross to the cemetery with the siblings.
- From the lower part of the cemetery, go right and speak to Cedric near the flying machine.
If the ruins robot stops you, check whether you examined the gate and bridge. Even if the book glows, opening it from beside the clover does not align the position.
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Glen parts collection: deliver the battery and music box
After Cedric asks for a battery and gears, make it possible to travel between the islands. The wool and dye from the first run are not used for this repair.
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| Destination | Required state | Collection or action | Progression result |
|---|---|---|---|
| The deeper area where Maize is | You have heard Cedric's request for parts | Talk about the vines connecting the islands | You can cross in place of the broken bridge |
| The evacuated villagers and Magpie | You can cross the bridge | Ask about gears and receive the music box | You have an item that can substitute for gears |
| Large building at the Research station | You have heard the request for a battery | Speak to the robot and remove the charged battery from the generator | You have a power source for the flying machine |
| Cedric in the cemetery | Music box and charged battery | Hand over both. You do not need to dismantle the music box yourself | The flying machine is repaired |
| After the repair | Finish the conversation | Board the flying machine for the Refuge | You move to the next region |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If you still have the blue charged battery made in the Barrens, it can also be used for the repair. This guide's main route uses the battery from the Research station.
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Upper Refuge: the clock door and the unreachable lever
During the conversation after arriving, give the memory disk to Cedric, then split up. This is not a route where you repair the broken elevator using the first-run button.
- Finish the arrival conversation and give the memory disk to Cedric.
- Go right, pass the entrance robot, and head to the elevator deck below.
- Speak to the Lamplighter and check the normal elevator's condition.
- From the Office at the upper right of the deck, go past the clock-faced person and examine the door beneath the large number display.
- Read the clue that appears in Documents and enter SOLSTICE to open it.
- Examine the elevator lever on the right side of the room and establish that Niko cannot reach it.
- Return to the Lamplighter, ask for help, and have him accompany you.
- Have him operate the lever and descend to the surface.
This right-hand elevator route becomes blocked after you descend, but that does not mean you can never return to the upper Refuge. Distinguish it from the other elevator used later.
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Refuge surface: finish the library conversations and bring Rue back
After descending to the surface, watch the conversation on the Factory side. Once you move to the library, finish the conversations there until you can leave.
- Leave the Tower base to the lower left, head to Vendor street, and watch the scene with Kip and Cedric.
- After moving to the library, finish the conversations with Kip and George.
- When you can leave, go to the Back alley.
- Beyond the long stairs, speak to Rue in the room with a tree.
- Once Rue joins you, return to Vendor street and enter the Tower base.
- Use the elevator on the upper left of the base to return to the room beyond the clock.
- Take the stairs to the observation deck and finish the conversation.
- When the square anomalies spread, return to the room and read the next conversation with Cedric and Prototype.
You do not remake the first-run card and photo here. Do not confuse the blocked elevator used to descend with the other elevator used to return.
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Three portals: move only the key files
Once all three characters are together, the book reveals a new clue. Separating where to stand in the game from what to move in Windows makes the sequence easier to check.
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| Stage | Action in the game or Windows | Confirmation |
|---|---|---|
| Positions | Place Cedric in the green portal on the left, Rue in the red one in the center, and Prototype in the blue one on the right | Each of the three characters is in their respective position |
| Instructions | Open the glowing book and read the file instructions | Go to OneShot within Windows Documents |
| Generated items | In OneShot under My Games, find Portal1, Portal2, Portal3, and BigPortal | You can see the key files inside the small portals |
| Move | Move keyB.txt, keyG.txt, and keyR.txt from the small portals directly into the BigPortal folder | The three key files are together inside BigPortal |
| Return | Return to the game | You can pass through the newly opened door |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Do not put the entire folders into BigPortal: move only the key files inside them. Sources also use spellings with spaces, such as Big Portal; prioritize the names generated by your own game. Do not create or rename files to make them match. If the files are not generated, check the characters' positions and whether the conversations have finished.
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Final section: beyond the study and along the arrows
The new door leads to a study. Examine anything you want to inspect first, then enter the room with the X at the back.
- Finish the study's conversations and exploration, then stand on the X in the rear room.
- Close the main game window and relaunch the same main game.
- Follow the corridor using the wall arrows as landmarks, moving to the next level where an arrow points upward.
- Enter the door beyond the repeating corridor, cross the bridge, and approach the large screen.
- Read the conversation with The World Machine to the end.
- When the lightbulb returns, follow the southern passage into the section with credits on the floor.
- Speak to the characters you want to see, then continue and return the sun.
- Read through the farewell in the final house and confirm the ending.
The long corridor along the way is not a section you solve by combining new tools. Check the arrows and doors, and whether conversations have finished. It is also not a sequence for choosing again between the two first-run summit options.
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If you cannot progress: distinguish five current states
Before resetting everything, identify your current state. Even in the same location, the conditions differ between a first run, a restarted run, the additional chapter, and after completion.
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| Current state | What to check | Next action |
|---|---|---|
| Before the first-run ending | There is no restart file | Continue the first story |
| After restarting, the book does not glow in the mines | Whether you have finished the vision and conversation at the edge, and whether you are in that room | Open the book while standing on the clover. Do not assume the amber alone is the cause |
| You took the boat to the Glen without entering the mines | You have not yet branched into the additional chapter | There is a route that lets you continue normally to the clock door in the upper Refuge, then restart using the clover-marked bed in the room you open |
| You have reached the deeper terminal room | You have entered the additional chapter | Continue from this guide's memory device section. Do not return to repairing the first-run boat |
| You have finished the additional chapter | There is an … option on the title screen | Check the next post-completion section |
No matching entries in this table. Shorten the query or clear it to restore all entries.
The clover-marked bed in the clock room returns the current restarted run to the beginning. Do not use it as though it were an ordinary bed for taking a break.
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After the additional chapter: revisit the main story through …
After finishing the additional chapter, you can re-experience the main story through … on the title screen. This option does not replay the additional chapter itself from its beginning.
- Choose … on the title screen.
- Read the conversation and decide whether to rewind the story.
- If you agree and the game closes, relaunch it.
- Revisit the main story or work on achievements you have not earned.
The entrance to the additional chapter is not active in this mode. Editing or deleting actual saves to make the additional chapter available again is outside the normal walkthrough scope of this guide.
Frequently asked questions
Can I read this during my first run?
This page is for after the first ending. If you are stuck during your first run, see the walkthrough from your current first-run location.
Do I need an additional purchase?
For the covered 2016 PC version, this content was added through an update to the main game. Do not confuse it with the soundtrack product.
Are the steps the same as long as my device runs Windows?
World Machine Edition is a separate edition. This page covers only the 2016 version using actual Windows files.
What if I cannot find the files?
Check the progression requirements, location, and filename in the relevant collapsed section. Do not delete unrelated files; continue to the state checklist.