OneShot first-playthrough guide: regional items, puzzles and exits
2016 Windows first-route progress through item acquisition, combinations, use locations and next exits. Open just your location, with outside clues and variable puzzles handled too.
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
60 / 60 rows
Searching does not open answer tables. Choose the answer you want to reveal.
Open only your current location
The first route is divided into house, blue region, green region, red city and final section. Solutions, names, codes and choice outcomes stay inside their collapsed sections.
- Open the matching location and compare entry state and inventory.
- Once reaching the table's next landmark, close that section.
- If numbers or colors differ on your screen, reread the local clue rather than copying a fixed answer.
A source-based route linking normal items and exits. Fixed sheep pushes and every late-floor coordinate remain pending; confirmed action methods are included. It does not guarantee a tested full playthrough.
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First house: remote control to basement key
For a first route before the bedroom terminal opens and before leaving the house. If restarting already carrying a book, use the post-completion guide.
Wide tables scroll horizontally.
| Current landmark | Needed item | Acquire / combine / use | Next landmark |
|---|---|---|---|
| Bedroom floor | Remote control | Take the floor remote, select it and inspect the bright window | Colored numbers become readable |
| Bedroom terminal | Four colored numbers read at the window | Reorder according to the terminal's colors and enter them | Living room and bathroom become accessible |
| Bathroom and refrigerator | Dry Branch / alcohol | Take the branch from the dead plant and the bottle from the living-room refrigerator | Both items needed for combining are now available. |
| Inventory | Branch + alcohol | Combine the two | Wet Branch and empty bottle |
| Living-room television | Wet Branch | Use the selected branch on the sparking television | Torch |
| Fireplace | Torch | Light the fireplace and pick up the key visible on the floor | Basement key |
| Right living-room door to basement | Basement key | Enter with the key and take the lightbulb beyond the stairs | Return left and leave through the exit bearing the lightbulb symbol |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Remote positions are not the number order by themselves. Note each color-number pairing. Colorblind mode presents the information differently.
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Early Barrens: gather tools and return a battery to the generator
After entering the blue region, connect the Docks bedroom, Outpost, Lookout point and Mines. The battery is not placed directly in the boat here.
Wide tables scroll horizontally.
| Location | Item / prerequisite | Action | Result / return destination |
|---|---|---|---|
| Vehicle-like building with a bed at Docks | Metal rod | Pick up the rod on the floor | To Outpost |
| Prophetbot at Outpost | Conversation | Read the initial questions and finish talking to the guide | To the factory |
| Outpost factory | Metal rod | Use the rod on the operating press to flatten its end | Crowbar made |
| Lookout point hut | Conversation with Silver | Inspect the shining object on the shelf for a screwdriver | To the mine entrance on the right |
| Mine entrance with a rope | Silver accompanying you | Approach the entrance to advance dialogue, then take the broken camera just inside | Disassemble in inventory |
| Inventory | Camera + screwdriver | Combine them to remove the lens | Return to Outpost |
| Outpost crate | Crowbar | Pry open the shining crate and take the broken battery | Combine the battery with the lens |
| Inventory to generator room | Repaired empty battery + lightbulb | Charge it with the lightbulb and use it on the square socket of the central back generator | Power returns and terminals work |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Old-guide steps about processing the rod with a dormitory compressor or putting a charged battery into the boat do not apply to this 2016 route.
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Barrens safe: read the document generated for this playthrough
After the generator works, return to the Outpost terminal. Do not copy another player's video number for the safe.
- Talk to the powered terminal and finish its outside-the-game directions.
- Open Windows Documents and read the generated DOCUMENT.oneshot.txt. With extensions hidden, it may appear as DOCUMENT.oneshot.
- Note the six-digit code in its text.
- Return to the safe at Cliffs and enter your own code.
- Take the gas mask and strange book inside.
If missing, first check that terminal conversation ended and Windows Documents was not relocated. Creating an empty file with the same name does not provide a clue.
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Later Barrens: make cleaning fluid and activate the boat
A gas mask allows entering toxic-gas areas. The 2016 version equips it automatically when needed; there is no need to seek the 2014 equipment slot.
Wide tables scroll horizontally.
| Location / inventory | Action | Created item / change | Next check |
|---|---|---|---|
| Old factory Floor 1 | Pick up rubber gloves | Acid can be handled | To the boarded passage farther inside |
| Old factory boards | Remove the boards with the crowbar and go up to the second floor. | Sponge becomes obtainable | To Dormitories |
| Clinic numbered 112 in Dormitories | Inspect the medical box | Empty syringe | To Shrimp swamp |
| Low gas vent in Shrimp swamp | Use the empty bottle | Bottle of gas | Tall vents are out of reach |
| Pool with expanding bubbles in the same swamp | Use the empty syringe | Syringe of liquid | Check that the bottle contains gas |
| Inventory | Filled syringe + bottle of gas | Bottle of acid | Not a combination with an empty bottle |
| Inventory | Acid + sponge, while carrying rubber gloves | Wet Sponge | To Docks |
| Rowbot at Docks | Select and use the Wet Sponge | Rust removed; destination discussion becomes available | Return to Lookout point |
| Silver→Rowbot | Talk to Silver for amber and show it to the boat robot | Departure to the next region becomes possible | Finish remaining exploration before boarding |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If you filled the bottle with pool water first, use it at the low vent to obtain gas and refill the syringe at the bubbles. After departing, no normal route returns to Barrens.
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Early Glen: leave the lightbulb and open the vine-blocked route
After reaching the green region, pass through the building and talk to Calamus in the forest. The gate requires a signing tool, but investigate the eastern ruins first.
- Head right from the large gate robot and enter the ruined building.
- Descend the stairs, checking the vine-blocked passage and terminal room.
- Talk to Maize in the deepest broad area and leave the lightbulb.
- Once vines retreat, go back up and read clue directions in the terminal room.
- Check the diagram appearing on the Windows desktop, then enter the side path previously blocked by vines.
Having free hands after leaving the lightbulb also matters for the village sheep request. Do not retrieve it before trying to push sheep.
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Glen floor: light the wallpaper pattern and rescue
Stepping on ruin-floor panels toggles them. Returning to a completed part switches it off again, so adjust while checking the target shape.
Wide tables scroll horizontally.
| Part to check | How to read the finished shape | Check afterward |
|---|---|---|
| Windows desktop | Copy the new wallpaper diagram onto the in-game floor | Check after receiving directions from the terminal room |
| Outer edge | Light the bulb's round outline, leaving its interior dark | Do not light extra corners |
| Lower part | A central vertical line extends beneath the ring | Do not invert top and bottom |
| Door | Matching the pattern opens the rear | Talk to Alula and have her accompany you |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If the pattern becomes confused, compare only cells that should be lit versus dark. The fixed wallpaper image is not reproduced. Your own screen's diagram takes priority.
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Glen sheep: move five onto dark grass
While Maize holds the lightbulb, speak to the village shepherd. Reward wool can later be traded for a signing-tool ingredient.
- Offer to help the shepherd and enter the small southern peninsula.
- Compare the five sheep with dark-grass cells.
- Stand beside a sheep, face the intended push direction and confirm. This differs from merely walking into it.
- Before pushing into a corner or beside a pot, preserve a path to reach the other side.
- If blocked, ring the bell to reset the starting layout and retry.
- When all five stand on dark grass, confirm receiving wool.
Controls, completion requirement and reward have been checked. A definitive coordinate-based push sequence is pending insufficient comparison with source images. No full input sequence is guaranteed for completing it without ringing the bell.
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Glen exit: sign with feather and dye
After rescue and the sheep request, visit the forest, siblings' home and trader. In 2016, merely reuniting in the forest does not give the feather.
Wide tables scroll horizontally.
| Stage | Acquire / use | Visible change | Next step |
|---|---|---|---|
| Forest reunion | Bring Alula to Calamus and accept the home invitation | Go with the siblings to their ruins home | Read the home conversation |
| Siblings' home | Receive the feather from Alula | Feather in inventory | To the trader |
| Magpie outside the ruins | Select wool and trade | Bottle of dye obtained | Combine with feather |
| Inventory | Feather + dye | Becomes a feather pen | Retrieve the lightbulb before the gate |
| Plaza where Maize was | Pick up the lightbulb left there | Carrying the lightbulb | Optionally take the seed too |
| Gate robot | Use the feather pen and sign the scroll | Gate becomes passable | Through the passage and building to Refuge |
No matching entries in this table. Shorten the query or clear it to restore all entries.
For a T-shirt too, refuse the first wool offer once before accepting. Laboratory water and the plaza seed support an optional detour. Once the passage beyond the gate is blocked, Glen is inaccessible; collect needed items before leaving.
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Upper Refuge: make a button with three materials and tape
From the red city's entrance, reach the elevator deck and talk to Lamplighter. Replace the missing GROUND button.
Wide tables scroll horizontally.
| Destination | Acquire / use | Inventory change | Return destination |
|---|---|---|---|
| Apartments northwest of the deck | Take scissors beside the hair in the bathroom | Scissors | To the residential common area |
| Residential common area | Take a refrigerator magnet | Magnet | Return to the deck |
| Cafe southwest of the deck | Take the empty coffee can | Metal can | Open inventory |
| Inventory | Can + scissors, then resulting button + magnet | Button with magnet | To Office northeast of the deck |
| Office desk | Use the magnetic button on the tape dispenser | Button secured with tape | To the elevator |
| Elevator panel | Use the completed button | Passcode requested | To the Office terminal |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If attaching without tape makes it fall apart, fix the remaining you tried item at the tape dispenser. You need not find a new can or magnet.
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Refuge passcode: move the film beyond the screen
After attaching the button and seeing the passcode request, speak to the red terminal in the Office area with stairs.
- Receive Weird film from the terminal.
- Select the film in inventory to display numbers.
- Drag the Windows game title bar so each part of the film moves beyond the screen edge.
- Bring the moved-out part back and check the changed numbers.
- The answer in this version is 63014. Enter it on the elevator panel.
- Finish required conversation and sleep, then descend to the surface with Lamplighter in the elevator.
Distinguish dark areas from highlighted numbers. Comprehensive fixes for multiple monitors or unusual display scaling are untested. Before major OS setting changes, recheck the version and windowed display.
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Surface library: trigger the reception card requirement first
After reaching the surface, visit the library. Triggering the requirement to meet the rear librarian first connects the later factory conversation.
- Speak to Bookbot, the robot at the library reception desk.
- Read the conversation about being unable to make contact, then try to use the stairs at the back.
- When you are stopped because you need a card, leave the library for now.
- Head to the Factory from the west side of Vendor street. You can also collect the lenses described below in the Back alley along the way.
If the person in the Factory will not lend you a card, check that you have completed the conversations at the library reception desk and stairs.
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The Factory's five lights: narrow down the changing answer using the match count
Speak to the robot at the entrance, change the colors, then pull the lever to check them. The answer is not fixed: the puzzle tells you how many of the five lights match both the correct position and color.
- Number the positions 1–5 from left to right, and note the current five colors and the result.
- Checking with all five lights set to the same color first tells you how many times that color occurs in the answer.
- Next, change just one light to another color, leave the other four unchanged, and check again.
- If the match count rises by one, the new color is correct; if it falls by one, the previous color was correct. If it stays the same, neither of those two colors is correct at that position.
- Eliminate candidates for each position. Once a position is confirmed, leave it unchanged while testing the remaining positions.
- If a new puzzle starts after ten attempts, begin a new table without mixing in the previous puzzle's notes.
- When all five lights match and the door opens, continue inside.
Wide tables scroll horizontally.
| Result after changing just one light | What it tells you | Next action |
|---|---|---|
| The match count rises by one | The current color is the answer at that position | Leave that light set |
| The match count falls by one | The previous color is the answer at that position | Restore the previous color and leave it set |
| The match count does not change | Neither the previous nor the new color is correct at that position | Consider the remaining colors |
No matching entries in this table. Shorten the query or clear it to restore all entries.
This method clarifies how to read the feedback; it does not guarantee that every arrangement can be solved within ten attempts. You are not permanently locked out after ten attempts. Changing all five lights at once makes it impossible to isolate the effect of each change.
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Surface photo and card: prepare a photo of Niko
Meet Kip at the back of the Factory and borrow a card, then take the Glitter glue from the shelf in the same room. The four camera lenses are in the Lamplighter's home in the Back alley.
Wide tables scroll horizontally.
| Landmark | Needed item | Action | Result |
|---|---|---|---|
| Kip at the back of the Factory | The reception desk has already asked for a card | Talk to borrow the card, then take the Glitter glue from the shelf | Card and glue |
| Home in the Back alley | None | Examine the box on the floor and take the four types of lens | Four lenses: thick, concave, thin, convex |
| Camera on Vendor street | Four lenses | Insert them from left to right in this order: thick → concave → thin → convex, then operate the lever | The camera can take a photo |
| In front of the camera | The camera is ready to shoot | Take a photo from the spot in front of it, then collect the photo | Photo of Niko |
| Inventory | Card, glue, and photo of Niko | Apply glue to the card and combine it with the photo. Applying the glue to the photo first also works | Photo ID card |
| Library reception desk | Completed card | Show it to Bookbot | You can use the stairs at the back |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If the lenses are returned, their order is wrong. If you take multiple photos, the sixth one, with Niko's eyes closed, cannot be used for the card; choose another photo.
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From the library to the Tower: finish the translation and sleep
Show the strange book to George at the back. Do not leave as soon as you request the translation: sleep in the bedroom you are shown, then collect the result after resuming.
- Select the strange book and speak to George.
- While the translation is underway, sleep in the bed in the adjoining bedroom.
- Read the conversation after restarting, then return to George to receive the translation and die.
- Complete any optional errands in town at this point.
- From the west end of Vendor street, take the passage and door toward the base of the Tower, rather than the route down to the Factory.
- Stand on the large X at the Tower entrance and close the game window.
- Launch the same game and confirm that the scene has changed.
The items needed to enter the Tower are the amber, feather, and die. The final step is a closing mechanic used by the game itself, and is treated separately from ordinary quitting as an exception for the achievement involving how you exit the game.
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Optional detour: gather the seed, dirt, and water
This is not required for normal progression. It is a detour you can pursue before entering the Tower if you collected the seed and tube of water in the Glen.
Wide tables scroll horizontally.
| Needed item | Location and conditions | Action |
|---|---|---|
| Seed | Where Maize was in the Glen | Carry it to the entrance robot on the upper level of the Refuge, show it to the robot, and plant it in the garden pot |
| Dirt | After examining the garden pot, visit the room with many plants in the Apartments | Speak to Mason to receive dirt, then put it in the pot |
| Tube of water | The robot on the right in the building south of the Glen laboratory | Receive water. If the tube is empty, refill it at a sink in town |
| Water medicine | The water-related merchant on Vendor street | Receive a sample and combine it with water to make medicated water |
| Medicated water | Pot containing the seed and dirt | Use it on the pot and check that a sprout appears |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Plain water alone does not complete these preparations. The first-run Rebirth achievement involves both these preparations and the late-game choice to return the sun. You may decide that final choice for yourself; this detour does not force your decision.
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The Tower bed: launch the generated companion app
Once control returns in the dark area, walk until you find a terminal and talk to it. After sleeping in the bed, the part where the same screen keeps appearing requires an action outside the game.
- Walk through the dark area to the terminal, then sleep in the nearby bed after the conversation.
- Read the instructions that appear on the Windows desktop.
- In the OneShot folder under Documents → My Games, find _______.exe, which has a black clover icon. Its name contains seven underscores.
- Keep this game-generated app running and relaunch the main game.
- After waking up, select the black clover in the inventory, speak to the terminal, and continue through the new door.
If it is not in the generated location, the legitimate installation folder also includes the companion app. Do not download an executable with the same name from an unrelated website. This guide does not provide instructions for bypassing protection if your OS refuses to run it.
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The Tower's linked puzzles: align the two clovers to read the clues
The clover item inside the game and the companion app open outside it are separate things. This does not mean repeatedly selecting the strange book in the main game.
Wide tables scroll horizontally.
| Section | Alignment and action | Next check |
|---|---|---|
| Branching paths | Select the clover, then align the mark at the bottom right of the game window with the clover-shaped hole in the companion app. Follow the arrows that appear, one section at a time | When the scene changes, check whether the page has also updated |
| Section with a row of doors | Use the same alignment and choose the door indicated by the overlay. Read the new page in the next room | Do not reuse the previous room's instructions |
| Floor section | Align the page using the same reference point, then step only on the indicated tiles to complete the pattern | Recheck tiles that change when you walk over them again |
| After the final floor | Walk to the lightbulb that appears ahead and collect it | The companion app closes, and you return to the starting house |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Simply placing the windows side by side does not align the diagram with the floor. The reference point is where the two clovers overlap. A fixed transcription of every floor coordinate is on hold because sources disagree about the number of tiles. The method confirmed here goes as far as using the diagram displayed by the game.
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The end of the first run: go from the house to the summit and confirm your choice
After recovering the lightbulb, you return to a place resembling the starting house. The following section discusses the endings.
- Return from the basement to the living room and use the door on the side where you first went outside.
- Read the corridor conversation and take the elevator at the end.
- Read the options shown at the summit.
- Choose whether to return the sun or break the lightbulb and go home, then watch the ending and credits to the end.
- If you want to see what comes next, continue to the postgame guide.
Wide tables scroll horizontally.
| Choice | First-run outcome | Connection to the additional story |
|---|---|---|
| Return the sun | Light returns to the world, but Niko cannot return to their original home | This choice also allows you to prepare for the next start |
| Go home | Break the lightbulb and send Niko back to their original home | This choice also allows you to prepare for the next start |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Neither first-run choice needs to be treated as a failure requiring you to delete all data. This guide also does not claim that dialogue choices along the way let you achieve both of these outcomes at once.
Frequently asked questions
Which section should I open?
Open the section whose region and listed inventory or screen state match your current situation.
Why does entering somebody else's number not work?
Some puzzles require you to read the clues generated for your run. Check the relevant collapsed section to see whether the answer is variable or fixed.
Can I use this if I collected the tools in a different order?
If you have the items and state required by a table, you can start checking from partway through it.
Does this article also cover what to do after finishing?
Those steps are in the separate postgame guide. You do not need to open it during your first run.