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.

  1. Open the matching location and compare entry state and inventory.
  2. Once reaching the table's next landmark, close that section.
  3. 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.

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First house: remote control to basement key: 7 entries
Current landmarkNeeded itemAcquire / combine / useNext landmark
Bedroom floorRemote controlTake the floor remote, select it and inspect the bright windowColored numbers become readable
Bedroom terminalFour colored numbers read at the windowReorder according to the terminal's colors and enter themLiving room and bathroom become accessible
Bathroom and refrigeratorDry Branch / alcoholTake the branch from the dead plant and the bottle from the living-room refrigeratorBoth items needed for combining are now available.
InventoryBranch + alcoholCombine the twoWet Branch and empty bottle
Living-room televisionWet BranchUse the selected branch on the sparking televisionTorch
FireplaceTorchLight the fireplace and pick up the key visible on the floorBasement key
Right living-room door to basementBasement keyEnter with the key and take the lightbulb beyond the stairsReturn left and leave through the exit bearing the lightbulb symbol

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.

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Early Barrens: gather tools and return a battery to the generator: 8 entries
LocationItem / prerequisiteActionResult / return destination
Vehicle-like building with a bed at DocksMetal rodPick up the rod on the floorTo Outpost
Prophetbot at OutpostConversationRead the initial questions and finish talking to the guideTo the factory
Outpost factoryMetal rodUse the rod on the operating press to flatten its endCrowbar made
Lookout point hutConversation with SilverInspect the shining object on the shelf for a screwdriverTo the mine entrance on the right
Mine entrance with a ropeSilver accompanying youApproach the entrance to advance dialogue, then take the broken camera just insideDisassemble in inventory
InventoryCamera + screwdriverCombine them to remove the lensReturn to Outpost
Outpost crateCrowbarPry open the shining crate and take the broken batteryCombine the battery with the lens
Inventory to generator roomRepaired empty battery + lightbulbCharge it with the lightbulb and use it on the square socket of the central back generatorPower returns and terminals work

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.

  1. Talk to the powered terminal and finish its outside-the-game directions.
  2. Open Windows Documents and read the generated DOCUMENT.oneshot.txt. With extensions hidden, it may appear as DOCUMENT.oneshot.
  3. Note the six-digit code in its text.
  4. Return to the safe at Cliffs and enter your own code.
  5. 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.

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Later Barrens: make cleaning fluid and activate the boat: 9 entries
Location / inventoryActionCreated item / changeNext check
Old factory Floor 1Pick up rubber glovesAcid can be handledTo the boarded passage farther inside
Old factory boardsRemove the boards with the crowbar and go up to the second floor.Sponge becomes obtainableTo Dormitories
Clinic numbered 112 in DormitoriesInspect the medical boxEmpty syringeTo Shrimp swamp
Low gas vent in Shrimp swampUse the empty bottleBottle of gasTall vents are out of reach
Pool with expanding bubbles in the same swampUse the empty syringeSyringe of liquidCheck that the bottle contains gas
InventoryFilled syringe + bottle of gasBottle of acidNot a combination with an empty bottle
InventoryAcid + sponge, while carrying rubber glovesWet SpongeTo Docks
Rowbot at DocksSelect and use the Wet SpongeRust removed; destination discussion becomes availableReturn to Lookout point
Silver→RowbotTalk to Silver for amber and show it to the boat robotDeparture to the next region becomes possibleFinish remaining exploration before boarding

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.

  1. Head right from the large gate robot and enter the ruined building.
  2. Descend the stairs, checking the vine-blocked passage and terminal room.
  3. Talk to Maize in the deepest broad area and leave the lightbulb.
  4. Once vines retreat, go back up and read clue directions in the terminal room.
  5. 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.

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Glen floor: light the wallpaper pattern and rescue: 4 entries
Part to checkHow to read the finished shapeCheck afterward
Windows desktopCopy the new wallpaper diagram onto the in-game floorCheck after receiving directions from the terminal room
Outer edgeLight the bulb's round outline, leaving its interior darkDo not light extra corners
Lower partA central vertical line extends beneath the ringDo not invert top and bottom
DoorMatching the pattern opens the rearTalk to Alula and have her accompany you

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.

  1. Offer to help the shepherd and enter the small southern peninsula.
  2. Compare the five sheep with dark-grass cells.
  3. Stand beside a sheep, face the intended push direction and confirm. This differs from merely walking into it.
  4. Before pushing into a corner or beside a pot, preserve a path to reach the other side.
  5. If blocked, ring the bell to reset the starting layout and retry.
  6. 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.

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Glen exit: sign with feather and dye: 6 entries
StageAcquire / useVisible changeNext step
Forest reunionBring Alula to Calamus and accept the home invitationGo with the siblings to their ruins homeRead the home conversation
Siblings' homeReceive the feather from AlulaFeather in inventoryTo the trader
Magpie outside the ruinsSelect wool and tradeBottle of dye obtainedCombine with feather
InventoryFeather + dyeBecomes a feather penRetrieve the lightbulb before the gate
Plaza where Maize wasPick up the lightbulb left thereCarrying the lightbulbOptionally take the seed too
Gate robotUse the feather pen and sign the scrollGate becomes passableThrough the passage and building to Refuge

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.

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Upper Refuge: make a button with three materials and tape: 6 entries
DestinationAcquire / useInventory changeReturn destination
Apartments northwest of the deckTake scissors beside the hair in the bathroomScissorsTo the residential common area
Residential common areaTake a refrigerator magnetMagnetReturn to the deck
Cafe southwest of the deckTake the empty coffee canMetal canOpen inventory
InventoryCan + scissors, then resulting button + magnetButton with magnetTo Office northeast of the deck
Office deskUse the magnetic button on the tape dispenserButton secured with tapeTo the elevator
Elevator panelUse the completed buttonPasscode requestedTo the Office terminal

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.

  1. Receive Weird film from the terminal.
  2. Select the film in inventory to display numbers.
  3. Drag the Windows game title bar so each part of the film moves beyond the screen edge.
  4. Bring the moved-out part back and check the changed numbers.
  5. The answer in this version is 63014. Enter it on the elevator panel.
  6. 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.

  1. Speak to Bookbot, the robot at the library reception desk.
  2. Read the conversation about being unable to make contact, then try to use the stairs at the back.
  3. When you are stopped because you need a card, leave the library for now.
  4. 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.

  1. Number the positions 1–5 from left to right, and note the current five colors and the result.
  2. Checking with all five lights set to the same color first tells you how many times that color occurs in the answer.
  3. Next, change just one light to another color, leave the other four unchanged, and check again.
  4. 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.
  5. Eliminate candidates for each position. Once a position is confirmed, leave it unchanged while testing the remaining positions.
  6. If a new puzzle starts after ten attempts, begin a new table without mixing in the previous puzzle's notes.
  7. When all five lights match and the door opens, continue inside.

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The Factory's five lights: narrow down the changing answer using the match count: 3 entries
Result after changing just one lightWhat it tells youNext action
The match count rises by oneThe current color is the answer at that positionLeave that light set
The match count falls by oneThe previous color is the answer at that positionRestore the previous color and leave it set
The match count does not changeNeither the previous nor the new color is correct at that positionConsider the remaining colors

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.

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Surface photo and card: prepare a photo of Niko: 6 entries
LandmarkNeeded itemActionResult
Kip at the back of the FactoryThe reception desk has already asked for a cardTalk to borrow the card, then take the Glitter glue from the shelfCard and glue
Home in the Back alleyNoneExamine the box on the floor and take the four types of lensFour lenses: thick, concave, thin, convex
Camera on Vendor streetFour lensesInsert them from left to right in this order: thick → concave → thin → convex, then operate the leverThe camera can take a photo
In front of the cameraThe camera is ready to shootTake a photo from the spot in front of it, then collect the photoPhoto of Niko
InventoryCard, glue, and photo of NikoApply glue to the card and combine it with the photo. Applying the glue to the photo first also worksPhoto ID card
Library reception deskCompleted cardShow it to BookbotYou can use the stairs at the back

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.

  1. Select the strange book and speak to George.
  2. While the translation is underway, sleep in the bed in the adjoining bedroom.
  3. Read the conversation after restarting, then return to George to receive the translation and die.
  4. Complete any optional errands in town at this point.
  5. 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.
  6. Stand on the large X at the Tower entrance and close the game window.
  7. 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.

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Optional detour: gather the seed, dirt, and water: 5 entries
Needed itemLocation and conditionsAction
SeedWhere Maize was in the GlenCarry it to the entrance robot on the upper level of the Refuge, show it to the robot, and plant it in the garden pot
DirtAfter examining the garden pot, visit the room with many plants in the ApartmentsSpeak to Mason to receive dirt, then put it in the pot
Tube of waterThe robot on the right in the building south of the Glen laboratoryReceive water. If the tube is empty, refill it at a sink in town
Water medicineThe water-related merchant on Vendor streetReceive a sample and combine it with water to make medicated water
Medicated waterPot containing the seed and dirtUse it on the pot and check that a sprout appears

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.

  1. Walk through the dark area to the terminal, then sleep in the nearby bed after the conversation.
  2. Read the instructions that appear on the Windows desktop.
  3. In the OneShot folder under Documents → My Games, find _______.exe, which has a black clover icon. Its name contains seven underscores.
  4. Keep this game-generated app running and relaunch the main game.
  5. 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.

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The Tower's linked puzzles: align the two clovers to read the clues: 4 entries
SectionAlignment and actionNext check
Branching pathsSelect 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 timeWhen the scene changes, check whether the page has also updated
Section with a row of doorsUse the same alignment and choose the door indicated by the overlay. Read the new page in the next roomDo not reuse the previous room's instructions
Floor sectionAlign the page using the same reference point, then step only on the indicated tiles to complete the patternRecheck tiles that change when you walk over them again
After the final floorWalk to the lightbulb that appears ahead and collect itThe companion app closes, and you return to the starting house

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.

  1. Return from the basement to the living room and use the door on the side where you first went outside.
  2. Read the corridor conversation and take the elevator at the end.
  3. Read the options shown at the summit.
  4. Choose whether to return the sun or break the lightbulb and go home, then watch the ending and credits to the end.
  5. If you want to see what comes next, continue to the postgame guide.

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The end of the first run: go from the house to the summit and confirm your choice: 2 entries
ChoiceFirst-run outcomeConnection to the additional story
Return the sunLight returns to the world, but Niko cannot return to their original homeThis choice also allows you to prepare for the next start
Go homeBreak the lightbulb and send Niko back to their original homeThis choice also allows you to prepare for the next start

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.

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