A Large Lightbulb Is The Sun
Achievements started: Oneshot
In order to get this achievement, you need to save the game by putting Niko to bed. ONLY by putting Niko to bed. If you close the game via the X-Button even once, you will not be able to get this achievement in this playthrough.
Note: Any visions mentioned in this guide will only appear in later playthroughs; otherwise, Niko will make note of something, but won't explicitly mention anything. You can always use shift to run.
Niko wakes up in a room with a TV remote; pick it up and lead them towards the window. Here you can interact with the remote and actually see something under the light coming into the room. The remote will show a series of numbers in different colours to you; write the numbers and their colour - red, yellow, blue, and green - down, then interact with the computer to meet the Entity. Do not be alarmed when you receive a pop-up outside of the game, this is an integral part of OneShot. Once you've done this, the door below will unlock. Before you leave, enter the bathroom to the left and interact with the dried out plant in order to break off a branch, which you will need in a moment. Now you can leave both rooms and enter the living room.
Once you've entered the living room, lead Niko towards the kitchen by going further downwards and right, then move towards the fridge to get out the alcohol, which you then combine with the branch. Use the now wet branch with the TV's spark in the living room in order to create a torch. Niko can now use said torch on the fireplace to the right and light it up, revealing a key on the ground that can be used to get to the basement on the right side. You will find the lightbulb there.
Once you've picked the lightbulb up, just keep going left until you reach a door that leads you out of the living room.
There are no further achievements to be gained here. Again, do not close your game.
The Barrens
Achievements started/continued: Oneshot, Chaotic Evil, Shock
You are now in the Barrens. Leave the wagon and keep going upwards until you find another wagon with two ponds next to it (at the end of some tracks). Enter the building and take the metal rod with you, then leave again and keep walking down, passing the docks and the robot in the boat, until you're all the way down, which is when you walk right and towards the outpost.
Speak with the prophet bot (it will likely talk to you first either way) and let Niko ask it all their questions. Should the game have given you a wrong name, you may now also change your name to something different. Once Niko is done with talking to the Prophet Bot, walk right (and a little bit downwards) to find the factory, which is still in the outpost.
Enter it and walk upwards to find a machine that is still working. Equip your metal rod and use it with it to make a crowbar by crushing one end of it. To get the Chaotic Evil achievement, try to place the sun in there as well. Another way to get it is by combining the crowbar with the lightbulb. Niko will tell you off for trying to destroy the sun and exclaim that they will not break it. Congratulations, you just got your first achievement and traumatised a child.
Once you're finished, leave the factory again and keep walking right and upwards. If you keep sticking to the right path on the cliffs, you will receive a hint as to how you can complete a later task, otherwise, just keep on walking upwards. Don't try to take the left path, as it will lead you to a poisoned area that Niko cannot enter yet. Keep walking right until you're at the lookout point and see a building that has a lot of clovers cover the ground in front of it. Inside, you'll find Silver, the head engineer, who will comment on you being the saviour. Retrieve the screwdriver from a shelf, and, in order to get the Shock achievement, interact with the back-up power cell in the right corner until it gives Niko an electric shock.
Leave the building and walk right again. There will be a closed off cave with a rope in front of its entrance - in other words, the mines. Attempt to enter and wait for Silver to guide you through. Inside, you will find a camera - pick it up and use the screwdriver on it in order to retrieve the lens.
Still inside, you can go right to either have Niko see a yellow light or receive a vision, then leave the mines again. Fast travel to return to the outpost, enter the building, and go left and upward to a glowing box, which you can now open with the crowbar. From it, you'll receive a broken battery that requires the lens to work, making it an empty battery instead.
Once you've fixed it, fill the empty battery by using the sun on it, then walk into the room next to the computer and keep walking upwards to the big machine, which requires the now charged battery to be put into its rectangle-shaped hole.
Now with the power returning to the Barrens, leave and use the computer. The Entity will tell you where you can find the code to the safe you've previously encountered on your way to Silver; normally, you'll be able to find it on your actual non-game computer inside of your documents folder, unless you've changed any settings (in this case, you may also search for the document's name, as it otherwise may be hard to find).
Open the DOCUMENT.oneshot and read the file; during your first playthrough, only few words will be readable. Either write down the code or keep the file open, then return to the cliffs and move towards the safe, where you may now enter the password. From the safe, Niko will now retrieve the gas mask, which they will automatically equip when needed, and encounter some glitches.
Keep walking upwards, this time sticking more to the left side, until you're at the previously unavailable, gassed up area. Go into the old factory and retrieve the rubber gloves on the right, then use your crowbar to remove the wood and get into the back. There, you'll find a sponge that you'll require later on.
Leave the factory and keep walking left. Niko will enter an area in which they can breathe without the gas mask, the dormitories, and find various robots and buildings with different numbers on them. The important one has the number 112 on it and two plus signs, indicating that it's the infirmary. Inside the building, Niko will find a box of medical tools, also known as first aid kit, and take the plastic syringe out of it.
With the empty syringe being the only important item from the dormitories area, you can now either leave the area or talk to the various robots and read the notes left behind. Either way, once you're done, Niko has to walk left to get to the shrimp swamp. Keep sticking to the left and you will first find a vent that is at Niko's height, with which they can fill the empty bottle with gas and create the bottle of smoke.
Return to the general shrimp swamp area once more and continue to stick to the left while you move a little further downwards. There, you'll find a pond with a bubble on it instead, which Niko will call jelly-like. Use the syringe on it to create the filled syringe, which, in turn, can be used with the bottle of smoke, creating a bottle of acid instead.
Either fast travel to the docks or simply keep walking down until you reach the rusted up rowbot on the right. Pour the acid from your bottle onto your sponge and use the wet sponge on the rowbot, which will be able to move again, yet remain unable to get you to the next area and instead tell you to go to Silver again.
Fast travel to the lookout point and talk to the head engineer as instructed; she will give you the amber rowbot #310 requires to navigate, then ask Niko to play a game of chess with her as they're about to leave. Once you've done that, fast travel back to the docks, then send Niko to bed in order to save the game.
In order to receive the Oneshot achievement, do not use any other method (as in, don't force close) to save. Once you start the game again, Niko will have a dream about their home. Speak to them about it, then return to the rowbot and give them the amber. Niko will throw away anything they won't need anymore, and you will make your way towards the Glen.
The Glen
Achievements started/continued: Oneshot, Rebirth, Ram Whisperer, Extreme Bartering, Secret
Once arriving in the Glen and bidding the row bot goodbye, keep walking downwards towards the forest. You will meet Calamus, who will inform you about his missing sister, Alula. Before you proceed to search for her, keep walking left and downwards, then right to get to the research station, where you will see various robots.
Enter the pictured building and speak to the robots in order to receive a water sample - you will need this for a later achievement. Return to the forest and keep walking right to get to the gate, where you will walk past the giant robot and its scroll and enter the ruins. Keep walking downwards until you're at a clearing, where you may find a plant lady, Maize. Leave the lightbulb with her and the vines inside the ruins will disappear, allowing you to go to more places. It is now time to enter the room with the computer in order to receive your hint for the next puzzle; the Entity will tell you that said hint can be found at the easiest accessible space on your computer (your desktop); don't worry, it may change your background image for a while, but unless the game crashes, it will be changed back. Save Alula by completing the puzzle, then leave the ruins and walk left to get to the village, ignoring the trader for now.
You will be met by the shepherd Eliza, who will ask you for your aid in herding their rams. Doing so earns you the Ram Whisperer achievement and wool, which you will need later. Herd the sheep - (possible solution:) move the first one in front of Niko (when facing left) one spot further than the dark spot, then move the sheep in front of him (when facing down) to its spot. Return to the first sheep and put it in its spot before you continue with the third sheep (the one you face when entering the area and looking down) and make it move one spot. The fourth sheep is the one facing upwards next to the water; put it in its spot before you move the last sheep available. Niko will then be moved back to the shepherd and receive the wool.
Fast travel to the forest and bring Alula to Calamus, who will thank you and invite you to their home. Alula will give you a feather as thanks; you may now walk into the courtyard and the building there in order to trigger a vision; once done so, return to the clearing where the plant girl was and take the seed left behind by Maize, as well as the lightbulb. It is now time to talk to the trader, Magpie; try to give him the lightbulb, amber, strange journal, feather, tube of water, seed, and finally the wool. Do not give it to him on the first try; refuse and have him offer the novelty T-shirt to you, after which you may agree. Try to trade the bottle of dye and shirt as well in order to receive the Extreme Bartering achievement.
You can now fast travel to the gate and put Niko to bed to save the game. Once you return, they will have another vision; speak to them about it, then go to the giant robot, combine the bottle of dye with the feather, and sign your name on the robot's scroll with the feather pen. You may now leave the area to enter the Refuge.
The Refuge
Achievements started/continued: Oneshot, Rebirth, Secret, We Ride At Dawn
Once you've made your way to the Refuge, you'll be greeted by another giant robot, who will tell you what you have to do. Before you go downwards, equip Maize's seed and walk left towards the garden, where you'll find a little pot in which you can put the Kernel. Niko will comment on how it needs dirt, which you will be getting shortly. Leave the garden, walk down towards the elevator deck, and speak to the Lamplighter, who will tell you that it needs fixing. Go the upper left path to get to the apartments; in the second area, you will find a path down and get to the bathrooms, where you can pick up some scissors surrounded by hair. Leave the bathroom again and keep walking left until you get to the end; in the room surrounded by plants, a pot-headed object person will give you some soil for Maize. The first lit up room on the right side also has a roomba in it; ride on it to get the We Ride At Dawn achievement.
Leave the room and enter the room downwards; there will be magnets on a fridge that you'll require later. You may now walk right and unlock the previously locked door, then leave the apartment area. Keep walking right and downwards until you're at the café, where you'll find an empty coffee metal can. Niko may now leave the area again and go to the upper right office area, have them keep walking left until they reach a table with a tape dispenser. Use the scissors on the metal can to cut out the ground and create the button (?), then use the magnets on it to create the magnetised (?) button. Keep it together with the tape, then enter the remaining room and walk towards the computer. You will receive a weird film that holds a hidden password; 63014 - it should always remain the same, however, in case it doesn't, exposing the film to "the void" means dragging the game window around and making it disappear behind your computer's task bar/sides. You may now walk upwards to the observation deck to see the city's skylines and trigger a conversation with Niko.
There is also a door to a vault that will, presumably, unlock once the timer has run out (on the 20th of March). For now, it shall be ignored, as changing your computer's timer won't solve this - there will most likely be an update then. Moreover, said timer only appears in later playthroughs. Return to Charles Thomas, the Lamplighter, and fix the elevator, then put in the password and send Niko to bed. Once you return, Niko will have another dream, speak to you, and then you may return to the elevator once more to go down to the city.
The Refuge (Surface)
Achievements started/continued: Oneshot, Rebirth, Secret, Bookworm
Once arrived on the Surface, keep walking right and down to get to the library, where you may speak to the librarian robot. They will inform you that George is unavailable unless you have a library card. Leave the library and fast travel to the elevator street, then go the path indicated by the three arrows on a sign. Niko will have a vision then and talk to you about it.
If you keep walking right now, you will find a ram drawn on the wall; equip your novelty T-Shirt and enter the room to unlock the Secret achievement and find the Secret RAM club. Leave and walk up the stairs until you find the Lamplighter's room, in which you can find glass of various shapes. There is another room in which you can find a fox named Rue, but they will inform you that it's not time to meet them just yet, so you may leave again. Walk out of the back alley and towards the vendor street.
Speak to the waterbottle object head to receive the water pill; combine it with the tube of water to create special water (you may also get water from a sink in the apartment bathroom/aquarium house, should you have forgotten to get some water from the research station). Then enter the building next to which a hooded figure stands and put in the glass in the order shown in the picture below. Take a picture of Niko and take it with you; you will require it later.
Leave the building and keep walk left, down, left, and up until you're at the factory. Inside of it, there will be a robot telling you to pass the security system test by changing the colour of the lights into a specific configuration. As the order changes every time, it is best to just try- there is a hint hidden in a nearby room that says to change one colour at a time; this is the best solution for this puzzle.
Keep walking up until you find Dr. Kip Silverlock and speak to her. She will hand you her library card and allow you to take the glitter glue on her shelf, which you need to put on Niko's picture and combine with her library card. Upon leaving the room, Niko will ask if he should question Kip about her likelihood to the robot you have previously seen at the Barrens. She will then proceed to tell you about the creation of Silver, after you've shown her the amber, and tell you to hold on to it. Leave and return to the library, where you may now show your new library card to the librarian robot.
They will allow you to walk past them and meet George, a die head, whose personality changes in every playthrough, that works for the Author, whom you may show the strange journal. She will translate it for you and tell you to sleep in her bed while she does so; before that, you may also click on all the special coloured books in order to get the Bookworm achievement.
You may now send Niko to bed, which is at the bottom left of the upper elevator, to save the game and receive another dream about which they can speak to you.
The City, The Elevator, And The Clover
Achievements started/continued: Oneshot, Rebirth, Pancakes
After the unpleasant talk with the saviour, speak to George and retrieve the die from her. The translated text will inform you about how the tower is the domain of an elusive Entity that is connected to this world; its spirit, so to say. It is the same Entity that has contacted you throughout the game through the use of computers. You may now leave the library; Niko will comment on their hunger, so lead them to the elevator and go up, then fast travel to the café to get the Pancakes achievement. Once you've left the café, fast travel to the garden and put the dirt on the seed (now you have some dirt on Maize). Add the medicated water and it'll sprout a leaf.
Return to the elevator, go down, and fast travel to the vendor street. Go left until you reach the end, then go through the door at the end of it to reach the elevator. You will be met by a room with a big X and a red background. This requires you to close the game (and is the only time you are allowed to do this in order to get a certain achievement).
Close the game to enter the tower. Once you return, you will be unable to speak to Niko, who has also lost the lightbulb. Make them move around until they reach a computer; the Entity will now speak to them directly. They will be sent to bed once more, and then, the Entity will tell you not to return to its world. You will not follow this plan. Go to your Oneshot folder (under /Documents/My Games/OneShot - in most cases) and open _______.exe and start the game once more.
The Tower
Achievements started/continued: Oneshot, Rebirth, Return
Once you've started the game again, you will be able to call out to Niko, who will then wake up but still be unable to hear you. They will find a black clover in their pockets; equip it and interact with the computer. The Entity will contact Niko first, and then you. Once done so, pay attention to the Black Clover exe and follow the shown path by putting it over the glowing clover in the right corner.
Retrieve the lightbulb once you've finished all the puzzles; you can now speak to Niko again, and they will be returned to the basement of the house they had started in. Upon leaving the basement, you will notice that the building has been repaired now; leave through the door through which you've originally entered the world and follow the floor. The Entity will continue speaking to you throughout and tell you to at least inform Niko about what consequences your actions will have. It is your choice whether you wish to tell Niko or not.
You are now left with the choice to either save the world or save Niko. There is no right or wrong.
To get the Rebirth achievement, you need to save the world. No matter which choice you pick, you will be able to get the Oneshot achievement now.
Should you wish to Return (and get the last achievement), go to the same folder where you found the EXE and either delete or move save_progress.oneshot. You will now be able to play again; now with new dialogues (and you start off with the strange journal).
Solstice - The Barrens
After the Summer Solstice update, the safe door will finally open. You can find four files in your documents named "ONESHOT_password1" and up; said picture files hold a message for you to read. You may now enter the room and sleep in the bed to restart the game, or carry on with your playthrough the same way as before. If you choose to restart the game, you will be met by the bonus chapter of OneShot, and Niko will begin a new journey.
The game begins the exact same way as before, save for the fact that the messages are clearer in your documents now, and you are directly told to look in them; follow this guide again to finish the first few tasks until you get to the look out point and the abandoned mines with the rope in front of them again. Niko will now be able to trigger a proper hallucination/vision when standing near the edge, and Silver will have some new lines of dialogue. Moreover, the strange journal will begin to glow. Stand on the clover in the room and read the journal in order to make a minecart appear, with which Niko will be able to get across the abyss.
The Entity will speak to you again, and then Niko will be able to meet the original Prototype Prophetbot, who has been tamed and requires assistance with his memory disc. To help him, you need to find out what purpose each numbered building has; you can do this either by copying my results, or by finding out yourself and going back to each building. Once typed in (Cross 112; Robot 110 & 118; Electricity 119), put the disc in the computer and update the Prototype's memory. He will now talk to you some more, until Silver appears, with whom he'll also talk. Once you attempt to leave with her, however, you'll find yourself unable to, and the Entity will become corrupted, as will the world. Silver, the Protoype Prophetbot, and Niko will then attempt to leave together, until eventually, Niko is left alone with nothing but the memory disc the original Prophetbot gave them, and some questions about their purpose in all this. Answer with your opinion.
Solstice - The Glen
Niko will now be in the Glen again. Get out of the ruin you've found yourself in and walk towards the gate, then approach the Guardian and talk to them. They'll tell you that the gate is closed until further notice. You may also look at the bridge and find out that it is broken. With this information, you may now enter the ruins you entered in previous playthroughs and talk to the robot inside. It would not have let you pass through prior to this. Now inside the ruins, make your way towards Alula's and Calamus' home, where Niko will simply kick the block away in order to enter. The siblings' home will now be blocked off by square particles as well, leaving them unable to enter, and they will engage in a conversation with Niko.
You may now speak to Maize, the plant spirit, who will reveal that she no longer wishes for the sun to accompany her, as fear makes her stronger, and she needs to keep the islands together with her vines. Go to the courtyard now and enter the building that is flooded with water. This will trigger yet another vision, after which Niko will speak to the siblings, and the journal will glow once more. Stand on the clover and read it; it'll make a boat appear, with which Niko and the bird siblings can get to the graveyard - Calamus and Alula want to visit their mother there. Niko, on the other hand, makes their way down in order to meet Cedric, the person Prototype wanted them to meet.
Cedric will inform Niko that he requires a battery and some gears. You can now ask the siblings about where to find them, and they'll inform you that Magpie, the trader, might have some, or the robots at the laboratory. This is your cue to return to Maize and ask her to create more vines; in turn, however, she'll be using the rest of her strength and become unable to speak to Niko thereafter. Niko will leave her then and make their way across the vines, walking towards the labs, where they'll have to take the battery from the research station and render the robots immobile (note that it is possible to keep the battery from the Barrens as well and use that one instead), and then up towards the remainder of the village, where they'll find out that the anomalies had spread enough for the villagers to flee and come together. One of them even cooks for the entire village. Niko will then talk to Magpie and ask him for some gears, who will hand over a music box, albeit reluctantly.
Return to Cedric and give him both, music box and battery. He'll strike up another conversation with Niko, explaining some things to them, about his father, Prototype, Rue, and the World Machine, as well as the Messiah and original world, and the requirement for you in all this. At the end of all that, the siblings will return, and Cedric and Niko will agree to pick them up as soon as possible, leaving to get to the city immediately. According to Niko, flying will be the "coolest thing they've ever done in their entire life". That eagerness is short-lived, however, as more anomalies appear and make the plane unusable, trapping the siblings on the island. Cedric will ask for the memory disk, so he'll be able to restore Prototype, and depart, telling Niko to make their way down to the surface again. He wants Niko to find a door under a large clock; the room behind which would house a pair of ground-access elevators, to which Niko should lead Rue, once they found her.
Solstice - The Refuge
On their way to start their task, Niko will find yet another robot guardian telling them not to approach it, and then meet the elevator guy, offering their help to him once more, albeit this time, Niko will remark that you'll have to find another way down, as the elevator will be covered in square particles. You may now lead them to the café and talk to the evacuees or go to the office in the upper right side right away. After entering the clock room, Niko will comment upon inspecting the right elevator that they aren't tall enough to reach the lever (even if they have the crowbar equipped). This is prompting you to go and get the elevator guy to help you, who will then allow Niko to get down. However, be aware that once down, Niko will not be able to come up again, as blocks will keep them away.
Once you leave the area, Kip will shout after Cedric not to run off, without much success. She'll then take you to the library/temporary shelter, where Niko will meet George again and speak to you, apologising for getting angry at you. They'll convince the girls that they have to carry on on their quest to save the world, which'll convince them to let Niko go.
Make your way to the back alley and meet up with Rue at the tree; she'll tell you to go to the clock room. Upon learning about what supposedly happened to Cedric and Prototype, she'll ask you to go upstairs with her to look at the city. After a talk with Niko about Father, the World Machine, also known as the Entity, and taming, lead them downstairs again, and you'll be met by the rest of the RGB-Group.
Re-enter the clock room and put Rue in the red code portal (middle), Cedric in the green portal (left), and Prototype in the blue portal (right). Then go to Documents\My Games\OneShot and move the .txt files from Portal1, Portal2, and Portal3 (keyR, keyG, keyB) to the BigPortal folder. This'll make a door appear through which Niko can go.
You'll find yourself in Cedric's father's study, in which you can also see the World Machine. Feel free to inspect everything, or walk straight ahead into the room with an X inside of it. Close the game, just like you did in the elevator.
Solstice - The World Machine
You will return to Niko sitting on the ground and then finding themself inside of the tower, or rather World Machine. Follow the arrows for a while until you get into a special room, where you will be met by Niko's reflection. This is the Entity speaking to Niko, who explains to them what they've done, what their purpose is, and what they think about the people inside the World Machine, as well as Niko's involvement and the true ending that was supposed to occur. Niko will inform them that they are all tamed and going outside of their coding, as you both, the player and Niko, care about the World Machine and the inhabitants of OneShot. After Niko's response, the World Machine will give them the sun back and allows them to carry on. Niko will now be able to remove the corruption along the catwalk and can enter the credits room.
Before that, the Entity will tell you to say goodbye to Niko from the both of you. In the credits room, Niko will have the chance to tall to the most important people along his journey again; they'll finally introduce themself to Silver, speak to Maize again, as well as the siblings and the Lamplighter. Finally, Niko will see Proto, Rue, and Cedric once more and can speak to them one last time before exiting the credits room and returning to the top of the tower, where they can finally place the sun. The world gets restored, and the corruption removed by the light of the warming sun, and Niko is finally able to return home, but not before speaking to you one last time in the room they awoke in.
They will bid you farewell and promise you they'll never forget this world, and most importantly, never forget you, just before they tell you to take care of yourself and leave to reunite with their mother.
If you return to the game now, there will be a new option, namely "...". Click it to meet the Entity again; they will inform you that they could always let you experience its world again, as a recording, from Niko's and their own memories. Since you already saved the world, and sent Niko home safely as well. This is your way to meet everyone once more, despite finishing the game. And with that, OneShot is concluded, giving you more than one shot to get it right.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=818111582
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