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The Refuge, also called the city, is a city that occupies the majority of the innermost ring of the World. Due to the steady deterioration of the world, several paths have been blocked off and others completely gone. The Refuge contains the majority of the World's inhabitants.

Overview[]

The Refuge consists of two parts, one in the sky and the other one on the ground, connected by elevators. In a normal run, Niko's objective in the first part is to help the Lamplighter fix the elevator to the ground, and in the second part to enter The Tower after finding out more information about it in The Library. The Refuge's phosphor color is red.

Maps[]

Sublocations[]

Original[]

The catwalks high above the city are the only part of the Refuge accessible in the original game.

Border Exterior[]

Narrow path of metal catwalks leads to a large roundabout. Path on the opposite side of the roundabout leads to a red robot stationed at the T-intersection connecting the Glen exit to the Tower Exterior. The third way was destroyed by squares. The robot will examine Niko's inventory and tell the light-bearer to regrow the race of plants by planting the seed in the plot north of the Tower.

The internal name is "Wall".

Tower Exterior[]

An even bigger roundabout surrounds the Tower. Narrow catwalks paths connects it to all other areas of Refuge, but ironically it's not connected to the Tower itself. There's a bed sleeping in which is not mandatory and leads to no dreams.

The internal name is "HUB".

Library Exterior[]

The upper left path at the Tower Exterior leads to a large building. The first room of it is full of bookshelves. In the second room George lives among the bookshelves contents of which Niko can read. She will agree to translate the Weird Journal and tell Niko to visit the Cafe.

The internal name is "LibraryOut".

Ritual Circle[]

The upper right path at the Tower Exterior leads to a large open area. There's a lot of floating arrow signs and small pools of phosphor in the ground form the lightbulb emblem and 4 squares. In the center is a pot full of soil where Niko can place and tend to the seed left behind by Maize. In order for new Maize to grow the Miracle Water from Glen Village is required.

The internal name is "Plant".

Cafe Exterior[]

The lower right path at the Tower Exterior leads to another large building. The cafe inside consists of tables and chairs and Ling behind the counter. If Niko is hungry Ling will give them pancakes. While consuming them Niko will confesses they miss their mother. This gives George enough time to finish translating the journal.

The internal name is "PancakeRoute".

Maze[]

After George gives you the Die the Entity gets mad and puts Niko into a maze of cross intersections. The refuge background is distorted, dark, oversaturated and it's scrolling horizontally on its own. The inventory description of the Die changes and it begins flashing very quickly when it's selected and Niko is standing on a correct path.
After 3 correct paths taken the maze becomes Glen themed, the Feather starts to behave like the Die and the Die returns to normal.
After 3 more correct paths taken the maze becomes Barrens themed, the Coin starts to behave like the Feather and the Feather returns to normal.

Red Starting House[]

After 3 more correct paths taken Niko ends up at next to the exit of the Starting House, and the Coin returns to normal. The place is much less dilapidated and dark this time. The TV is intact, the fridge is full, floor cracks are gone, the bookshelf reads "ad finitum". Bathroom and basement doors are locked and there's no way back. Refuge background can be seen through the bedroom window. The bed is the Tower entrance.

Remake[]

Catwalks[]

The catwalks are the upper part of the Refuge and the first part Niko must go through.

City gate[]

A giant robot is stationed before the T-intersection connecting the Glen exit to the Elevator deck and the Garden. The robot will tell Niko to visit the Library at the Surface but will not allow Niko to pass into the Garden unless they are holding the sacred seed of Maize, from which she can reborn.

Garden[]

Although called the Garden, there are no visible plants in this area. Small pools of phosphor in the ground form the lightbulb emblem and 4 squares. In the center is an empty pot where Niko can place and tend to the corn kernel left behind by Maize.

Elevator deck[]

When Niko arrives here, they will meet the Lamplighter who will tell them that the elevator isn't working because the button that displays "GROUND" is missing.

Cafe[]

The cafe consists of tables and chairs, a coffee machine and Ling. Going here when Niko is hungry and talking to Ling will play a cutscene where Niko confesses their worries about the sun and their home world. Viewing this scene unlocks the "Pancakes" achievement. The metal can is also obtainable here.

Apartments[]

This location has many separate rooms as well as a hallway. The first room contains a robot that will scan Niko, and upon finding no suspicious activity, set their threat level to low but will warn Niko that they are monitoring them.

Sad girl room

The room with the sad girl and the penguin plush

In the second room resides a sad young lady. Upon interacting with her, no dialogue will appear, instead showing a long line of ellipses. This room also contains a penguin plush, which, when talked to, will deliver a warbled "hello".

The third room contains another robot and a young girl. Upon interacting with the robot, they will ask Niko if they want to play a game. After being asked about many settings, Niko decides not to play. The girl will iterate that her parents are never home and that she doesn't mind, as she has the robot to keep her company. They mention taming, but are unable to explain it to Niko.

The fourth room contains a ram named Betsy and a citizen of the Glen that has recently moved to the city. They explain that things are very different compared to the Glen and how they miss it. This room also has many chewed up or completely eaten potted plants, presumably eaten by the ram.

Niko roomba2

Niko riding a roomba

The fifth room contains a roomba, and upon interacting with it, the player can tell Niko to ride it, which can be done infinitely. If Niko exits the room while on the roomba, they will stop riding it. Riding and dismounting the roomba awards the Steam achievement We Ride At Dawn.

Room number 6

Mason's apartment

Mason can be found in the sixth room, as well as many different types of plants. Talking to Mason after placing the kernel of corn in the garden pot will give the item dirt. This room also has sinks that can be used to refill the empty tube.

Big room

A map of the room with the bookshelves and fridges

South from the left-most apartments, a large room with bookshelves, a small coffee machine, fridges and an NPC with a TV as a head can be found. One of the fridges will have the magnets on it, which are needed to recreate the elevator button.

Office[]

In the office, a stapler and an tape dispenser are adhered to a desk. A nearby note explains they can be used, but they are glued in place to prevent theft. The tape, if interacted with, can be used on the magnetized (?) button or you tried to prevent it from collapsing. The main Refuge generator is located in this room, and is guarded by a robot.

Observation deck[]

Here, Niko can observe a large portion of Refuge, as well as pink water reflecting it while pensive music plays. By continuing to walk along here, Niko initiates a conversation with the player about where they live, and will ask where the player lives. This room loops back to a staircase that returns to the countdown room.

In the Solstice Route, Rue and Niko have a long discussion in this room about taming and the Entity before another outbreak of squares forces them go back inside.

Niko looking at the city's buildings

The view from the observation deck

Surface[]

The Surface is the ground level of Refuge city. Niko arrives there after fixing the elevator with an objective to find the Library and learn how to enter the Tower.

Elevator street[]

Despite the Refuge being built over a visible body of water, the Newsbot and another NPC mention a water shortage caused by square particles corrupting a pipeline. This would imply that the phosphorescent water all around is undrinkable, unless the pipeline was connected to a local filtration system.

Library[]

The Library is mainly occupied by humans and more objectheads. There are several books Niko can read in the Library written by the Author. They are about phosphor and flora and fauna from all three zones. One such book mentions that black clovers may be this world's oldest known life form. An NPC comments that this Library is a place to remember the world by, considering the possibility that it may end soon.

A robot receptionist is stationed at a desk before the archival rooms where George is working and will not allow Niko access until shown a library card with their picture on it. In George's room upstairs, Niko can find out from her how to access the Tower after she translates the strange journal. While she does that, she lets Niko borrow her bed in the adjoining room.

Back alley[]

The back alley contains a hallway with a large number of trash cans. Kelvin and Rue can be found here, as well as the Lamplighter's apartment and the secret ram club. There is a robot captured by glitches warning Niko not to approach. In the Lamplighter's apartment, Niko can find an assortment of lenses for the photo booth.

Vendor street[]

Between every building down this street are vendors, one of which sells the water pill and offers Niko a free sample. The Lamplighter can be seen refilling dim lamp posts at the right end of the street. In one of the buildings is a camera where Niko can take their picture to put over Kip's library card once they arrange the lenses in the correct order. After talking to the NPC outside the camera room, each of the vendors will also provide hints for the correct lens order.

Factory[]

The robot factory is staffed by human and objecthead scientists, several of which are frazzled or fatigued by the square particles and several indicators of an impending end-of-the-world scenario.

Past a strange security puzzle, Niko can find Kip and retrieve her library card and some glitter glue. If Niko goes back and shows her the amber pendant from Silver, Kip provides Silver's backstory in a remorseful tone.

Strategy[]

OneShot is a game with lots of hints towards how to get through the game in its storytelling and world-building. The steps listed here are not necessarily the intended way to get through the Refuge, it's simply a guide of the basic things you need to do to progress for people who are stuck and want help.

Following these steps directly will mean missing out on certain character interactions, dialogue and world-building. Do so at your own discretion.

Catwalks[]

  1. Head downwards to the elevator and talk to the Lamplighter.
  2. To the bottom right of the elevator deck there is a path that leads to the Cafe where you will find a coffee tin on the ground. Pick it up. You can select it and talk to the staff about it but it's not necessary.
  3. Go back to the Elevator deck. The top left path leads to the apartments building. Inside the doors with red light in the windows are the ones you can open, though it is not necessary to go through any of the apartments to proceed.
  4. In the hallway go down the path that leads to a bathroom and get the scissors there.
  5. To the far left in the apartment area is another pathway that leads to a big communal area. Go over to the fridges and get the magnets.
  6. Cut the tin with the scissors and combine that with the magnets.
  7. Follow the top right path of the elevator deck. Go to the office area where you will find a tape dispenser.
  8. Tape the magnetized button (or what's left of it) together so it doesn't fall apart.
  9. Put the new button in the elevator and then it should ask for a security code.
  10. Downwards from the office entrance room and at the end of the hallway is a computer. Talk to the computer, get the weird film and "expose it to the void". (If you're not sure what this means, you can talk to the computer more for further explanation, but basically it means drag the game window outside of your computer screen.)
  11. To the bottom left of the elevator is a bed where Niko can sleep before you head onto the Surface.

Surface[]

  1. Head to the right from the elevator and go to the library. Talk to the receptionist robot at the top of room and then try to go behind him so Niko knows they need to get a library card.
  2. Go back to the elevator until you see a glowing sign with arrows pointing up. Walk up and enter the creepy back alley.
  3. Find the Lamplighter's apartment and get the camera lenses from the box.
  4. On the right of the Lamplighter's apartment there's a path upwards to the Vendor Street that leads to Lamplighter and the camera room among the buildings. It's time to fix the camera.
  5. Talk to NPCs of the Vendor Street for hints on how to actually fix the camera.
  6. Put the lenses in the camera in this order (from left to right): thick, concave, thin, convex.
  7. To get to the factory you go left and down from there. Core rooms of the factory are locked behind a randomized entrance puzzle. In the room to the right there are papers explaining how it works.
  8. After the gates open go up and up and up until you meet Kip. After you're done talking to her take her glitter glue from the shelf and leave.
  9. Use the glitter glue to put Niko's picture on the library card Kip gave you.
  10. Head back to the library, and talk to George upstairs. Give her the Strange Journal to translate then go to her guest room to sleep. Don't even think about going all the way back to upper Refuge bedroom to sleep (it wont work).
  11. Go back to the Vendor Street but this time go left and up. Proceed to the room at the base of the Tower.

Seed Achievement Guide[]

These don't necessarily have to be done in order.

  • If you have picked up the seed from the Glen, you are allowed to pass through to the garden in the Refuge Sky area where you can plant the seed.
    • If you don't have the seed you cannot proceed in this run. Don't worry you have more than one shot at this.
  • In the last apartment in the apartment area there is a gardener, Mason, who will give you a bag of dirt as long as you have interacted with the planter at the center of the garden.
  • On Vendor Street there is a street vendor who gives you a water pill. Put the pill in the water and then water the plant with it.
  • If you ever lose the water you can fill up the empty tube again at any sink in the refuge. There are plenty of sinks in the Apartments area and there's an aquarium room with a sink in the right half of the Elevator Street.

Trivia[]

Rue mapfile
Sir...
MYAA
  • In map 009 "Red sky" (viewable in RPG Maker XP), the internal folder for Upper Refuge maps, a picture of Rue with a ":3c" emote on the top-left corner can be seen. Backgrounds like refuge skyline or water don't show up in RPG Maker XP. In-game renders and more about unused maps.
  • In map 083 "Red ground" a picture of Tsuyu Asui from My Hero Academia with the caption "gir..." just below it can be seen.
  • In map 207 "POSTGAME RED SKY", the folder map for Solstice Upper Refuge maps, is "MYAA" can be seen.
  • In the back alley, in the narrow vertical passageway, there is a spot near the clotheslines where Niko can walk into the left wall and find a bunch of mice huddled together. This spot is internally named "CUBBYHOLE".
  • There are 2 similar spots: near transition to the vendor street and inside the lamplighter's home. They lack mice but Niko can still walk into a wall there.
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