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Zeno Remake English Walkthrough

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100% found this document useful (5 votes)
55K views27 pages

Zeno Remake English Walkthrough

Uploaded by

meowmewmiii
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Zeno Remake*

*note that this walkthrough is specifically for the REMAKE of Zeno. I


have not played the original

Author’s Note
I hope this walkthrough will be helpful for English fans! The only one I have found is in
Japanese, and while translating software is a lot more accurate than it used to be, there
is still a bit of confusion in the wording. I suggest that if you are playing the game for the
first time that you do not use a walkthrough and just experience it without any influence.
The game is amazing and it’s worth playing multiple times because there’s so many
different endings and little easter eggs! Also, thank you for using this! It makes me
happy to help and build up the English community, as Zeno is a rather niche game as of
right now. And–a small disclaimer–this is my first time creating a walkthrough, so if there
is anything I miss, or anything that does not make sense, please feel free to DM me and
let me know. I can answer any questions as well. (I’ve played this game to death)

Warnings

It should be noted that this game has some disturbing themes, and you should
avoid it if any of them upset you. The game warns you of all the triggers when
you boot it up, thankfully, but I’ll leave them here as well. CW for cannibalism,
blood/gore, murder, torture, child neglect/abuse, depictions of mental
illness, violence, suicide via gunshot, minor in love with adult (unrequited)
and possible epilepsy (it is for one obscure ending and I will warn for it
again later in the walkthrough) I also want to note that the English translation
for the game is a little rough, but still understandable for the most part. Just a
small warning for anyone who is turned off from bad translations (though I really
do recommend looking past it and playing the game)
Starting Up

The game will begin asking if you want to allow the blood to appear on screen or
not. As for the difficulty, it’s a little confusing. If you select 0, the person who
chases you will only appear one time when they are first introduced. 1, they
appear a little, and 2 they appear more. Please note that when you are being
chased in-game, you cannot interact with the map, so you have to lose the
chaser before you can continue–and being chased is completely randomized and
impossible to predict. If you are trying to get all the endings, it is recommended
you turn the difficulty to 0. First-time players should select whatever difficulty they
want to best enjoy the game.

Controls

The controls are very basic. Use the arrow keys/number pad to move, ESC key
and 0 key (number pad) are to open up the main screen. This is where you can
view your inventory, read some documents, and save. If you are playing on
difficulty 1 or 2 I recommend saving it as much as possible (before entering every
room would be ideal) after you experience the first chase scene. Hold the SHIFT
key to run. ENTER key is used for interacting with items, and to go through
dialogue/files.

**Important**

Any important items you acquire during the game I will highlight in blue so if you
are searching for something specific, look for the blue. In addition, the game has
many puzzles and I understand if you want to solve them yourself. I will highlight
spoilers for puzzles in red so you can skip that part of the guide if you do not
want the answer. If you are trying to get all the endings, I will mark the death
ones as dark red, and the regular ones as dark blue. If you don’t care about the
death ends you can ignore the dark red game over text. Anything particularly
important to pay attention to I will make bold. And, for convenience, I will refer to
the characters as “Aka” (red) and “Kuro” (black).
**It is also important to note that this game has multiple routes. Normal, True, Sin,
and a Part 2 that branches off from the True route. All memories and reports must
be collected in order to pursue the True and Sin routes. DO NOT collect these
items if you are pursuing the Normal route. I will explain when to collect these
later in the guide. If you are only using the guide for the True and Sin routes, you
can skip down to page 16. If you only want to know the locations of the reports
and memories, skip down to page 23.

Floor 5
1.Check the door
● Read the documents on the desk in the top left
● Grab the handcuffs
● Click ESC to go to the menu screen, select: ITEM→HANDCUFFS
● [optional] Check the bookshelves and crack in the wall in the top right if
you want to read all of the dialogue
● Leave the room

2. Head to the room on the bottom left side of the map


● Grab the KEY TO THE GUARD ROOM on the desk
● [optional] Read the document on the floor and the right furthermost part of
the bookshelf for dialogue
● Leave the room

3. Head to the room on the bottom right side of the map


● Read the document on the desk in the top left
● Examine the bed in the bottom left to obtain KEY TO 5TH FLOOR
SPECIAL ROOM
● [optional] Examine the vase on the desk in the top right for dialogue
● Leave the room

4. [optional] Check the windows in the corridor and the fire escape next to the
large metal door for dialogue
● Use the KEY TO 5TH FLOOR SPECIAL ROOM on the large metal door
● [optional] Check the first room on the left for dialogue. The door is locked,
but remember it for later
● Enter the first room on the right
5. Grab the BROKEN KEY (R) from the desk in the top right (it will be shining)
● Enter the room in the bottom right
● Once in the hall with bodies, enter the room in the bottom right and acquire
BROKEN KEY (L)
● Leave the room

6. Head to the topmost part of the hall and enter the room on the right
● Read the diary on the second bed in the top row
● [optional] Examine the body in the room for dialogue
● Leave the room

7.Enter the middle room on the right side of the hall


● Examine the priest’s dead body to acquire GLUE
● Leave the room
● [optional] Examine the dead bodies in the corridor for dialogue
● Exit the hall through the middle room on the left side
● Examine the door with the flickering green light above it; the game will
automatically attach the key halves for you
● [optional] Enter the room on the right for dialogue. Unless you are doing
the TRUE ENDING, this room will not have anything inside it
● Head up the stairwell to the next floor
Floor 4
1. Examine the staff room door, on the furthermost right side against the wall
to find out the weekly caretaker
● [optional] You can check the other rooms on this floor, but there isn’t
anything worthwhile in them right now
● Head down the hall across from the stairwell to trigger dialogue about a
body in the corridor
● Enter the library on the right
● Read the left document on the desk
● Examine the light blue book glowing in the bottom right bookshelf to
acquire the KEY TO THE STAFF ROOM
● Leave the room

2. Enter the staff room


● Examine the piece of paper on the middle desk. Remember the puzzle for
later
● Walk to the left to trigger an event and automatically acquire KEY CARDS
● [optional] Examine the vase, two lit computers, (last two desks in the top
row) copy machine (top right) and paper shredder (bottom right) for
dialogue
● Leave the room

3. Enter the cafeteria, on the far left across the staff room.
● After the event, head to the left side of the cafeteria and obtain the STICKY
TAPE from the cart next to the door. It will be on the white plate.
● Leave the cafeteria and another event will occur. TW for emetophobia
(fear of vomit) and another warning for loud banging
● Leave the stall
● [optional] You can examine all the stalls and toilets but there’s nothing
special in any of them
● Leave the room
● [optional] If you’d like, you can enter the female restroom for dialogue, but
there is nothing important inside

4. Head back down the hall to where the body is. You will trigger an event
● Next we must solve the puzzle on the piece of paper found in the staff
room. You can check your inventory to view it again.
The cafeteria is open between: 7:00–19:00
The library is open between: 8:00–15:00 and 16:00–21:00
● Head towards the staffroom again, but enter the first room on the left
● Examine the left part of the bookshelf to discover the interview times
The interview time is between: 10:00–14:00, and 17:00–18:00.
● Examine the clock and input the answer (As of when this guide was made,
there is no penalty for getting it wrong, so you can select them all until you
are right)
● Select 15:00 to acquire the SMALL KEY
● [optional] Examine the right part of the bookshelf for dialogue
● Examine the wall dividing the room from the shiny spot
● Leave the room (Do not worry about the item on the right-hand side just
yet, we will come back for it)

5. Enter the room directly beside the room with the clock
● Examine the mats in the bottom right corner to acquire the BELT (You
must examine the wall dividing the rooms in the clock room in order for the
belt to appear)
● Leave the room
● [optional] You can head back to the room with the clock and examine the
wall across the shiny item for some different dialogue
● Enter the staff room again

6. Now that we have the small key, we can enter the locker room in the top
right corner
● Examine the shiny locker on the left side to acquire the other half of the
torn note and the FISHING ROD
● Leave the staff room and enter the room with the clock once again to
retrieve the KEY TO THE KITCHEN
● Leave the room

7. Enter the kitchen


● Enter the room in the top left corner
● [optional] Examine the stove (top left), sink (top middle), knife (counter),
and freezer (top right) for dialogue. Remember the knife for later.
● Read the note next to the knife
● Save the game now if you have not done so
● Examine the shiny in the freezer to acquire MEAT
● Congratulations, you made it to the first chase scene! If you are playing on
difficulty 0, this will be the only time you see him. The AI is a little janky, so
it’s not too hard to dodge him. Once you do manage to juke him out, dash
through the kitchen and into the hall and down the stairs. Just run, run, run
until the music stops and the dialogue is triggered. If you are playing on
difficulty 1 or 2, I recommend saving liberally from here on out. He will
appear randomly in every room from now on, and sometimes it is
impossible to run around him.

8. Head back to floor 4 (depending where you left off after being chased) and
enter the room in the very top left of the map
● Read the document on the table and then examine the scale to place the
MEAT down on it.
● Leave the room
● The large metal door in the hall is now open. Enter it and head up the
stairs to Floor 3
Floor 3
1. After heading up the stairwell, enter the hall straight ahead
● Enter the room in the top left corner
● There are two mechanisms in the room. Step on each one to trigger an
event
● Leave the room

2. Enter the room on the top right side of the hall


● Examine the green box on the desk to acquire the GOLDEN KEY
● Examine the cardboard box with green tape to acquire HEAVY
CARDBOARD
● Read the glowing blue book in the right bookcase
● [optional] Examine the large boxes beneath the desk, and the small boxes
to the left of it for dialogue
● Leave the room

3. Enter the room on the top left once again


● Approach one of the mechanisms to trigger an event
● Leave the room

4. Enter the room in the bottom left corner


● Read the note on the ground
● Examine the shelf with the light blue documents in the top right to acquire
BIG SILVER KEY and trigger an event
● [optional] Examine the first bed in the top row for dialogue and read the
document that fell to the floor
● Leave the room

5. Enter the room in the bottom right and examine the green trunk to acquire
the BIG GOLDEN KEY
● [optional] Examine the third-to-last shelf for dialogue
● Open the door in the bottom right
● Approach the trolley on the leftmost side
● Once you have the trolley, roll it to the room in the top left corner with the
mechanisms
● Acquire the ROPE from the room to the right, on the desk in the center
● Head back to the room with the mechanisms to open the metal gate
● Approach the lever to open the door in the hall
● Leave the room and move on to the next area

6. Once in the large waiting room, head over to the door in the top right
corner, beside the staircase
● Head to the end of the hall and take the LEFT FACING PORTRAIT
● Enter the room on the top left (You can ignore the bottom left room as
there is nothing inside)
● Do not input the password in the green trunk at this point, even if you know
it. The game will not let you proceed forward
● Examine the document on the table to acquire HINTS TO OPEN THE BOX
(?)–you can review this in your inventory if needed
● Read the document in the bookshelf about Shakespeare. You will come
back to these if you plan on solving the puzzle on your own (It is not
recorded in your inventory so taking a screenshot/photo or writing it down
is recommended)
● Leave the room

7. Once inside the large waiting room again, head to the center of the room
and examine the middle potted plant to acquire the PIECE OF MUSICAL
SCORE
● Enter the room on the left-hand side beside the staircase
● Head to the end of the hall and examine the painting to acquire another
PIECE OF MUSICAL SCORE
● Enter the room on the top right
● Examine the glowing blue book on the bookshelf to acquire the final PIECE
OF MUSICAL SCORE, which will be turned into COMPLETED MUSICAL
SCORE. Examining the numbers on it reveals the answer to the code for
the green trunk: 423
● [optional] Examine the next two parts of the bookshelf for dialogue
● Leave the room to trigger an event

8. After the event, you will end up in the room with the green trunk. Input the
password now to receive the RED BOOK, which is identified as HAMLET
● It is time for the Shakespeare puzzle, so if you haven’t checked the
bookshelf or taken a photo of the bibliography, now is the time to do it
● Leave the room and head back to the hall on the top left side of the map
● Enter the first room on the right
● Read the glowing light blue books on the top bookshelves (You will refer
back to the one on the top right for the next puzzle so keep it in mind)
● [optional] Check each bookshelf as there is some dialogue in a couple
● Read the glowing light blue book in the bottom center of the room to
acquire OTHELLO, KING LEAR, and MACBETH.
● Place the books in chronological order to open the hidden door.
Hamlet→Othello→King Lear→Macbeth
● Enter the hidden room

9. Read the glowing light blue book on the left bookshelf


● Read the document on the table
● A new glowing book will appear in the top left bookshelf—read that to
trigger an event. From this point on you will be playing as Aka.
● [optional] You can read the book again for different dialogue
● Enter the area at the bottom
● Examine the painting on the wall to acquire PORTRAIT FACING FRONT
● [optional] There is a book on the desk you can read
● Leave this area and head back into the main waiting room

10. Remember that note in the Shakespeare room I mentioned to keep note
of? It’s time to utilize it
● [optional] Once in the main waiting room again, there is a map you can
examine on the wall to the right of the left-hand stairs
● Head up the stairs and once you enter the hall with the paintings, remove
all of them from the wall
● Place the pictures again in this order:
RIGHT→LEFT→FRONT→LEFT→RIGHT→LEFT
● The light will turn green if you placed the correct painting
● Once the metal door opens, head up the stairs to Floor 2
Floor 2
1. [optional] Examine the room on the bottom left for dialogue
● [optional] Examine the vending machine and drink each drink for different
dialogues
● Head to the area on the bottom right of the map
● Examine every single room and keep note of all notes with number codes
written on them–they will be needed shortly. Also keep track of all vials of
liquid found as they will be needed for later
● [optional] While in the hall outside the rooms, you can examine the fire
escape on the top-right for dialogue
● Once every room has been thoroughly examined, leave the area and enter
the room on the top left of the map
● Enter the morgue, the first room at the top
● If you have kept track of all the codes you found in the rooms, you can
input each one into the number pad until the correct one opens the fridge.
There is no penalty for getting them wrong
→The correct answer is 8392021
● Once you input the correct code, examine the body to acquire the KEY TO
THE LABORATORY
● Leave the room

2. Enter the laboratory on the left side of the hall


● Read the various yellowed documents on the floor as they explain what the
ZENO virus is and describe treatment
● Keep note of the green bunsen burner on the table in the center, it will be
needed for later
● Enter the room with the double doors to the top right
● Read the various yellowed documents on the floor, but especially read the
open book on the left side of the map
● There is another vial of medicine on the table to the right of the middle
bed—remember it for later
● Leave the laboratory

3. Head to the Director’s Office, on the top right of the central room
● Examine all of the bookshelves and read the documents
● Keep note of the vial of liquid on the table
● Examine the map to the top right and acquire the 2F MAP
● Examine the top part of the desk to push the button
● [optional] Examine the bottom side of the desk to read a document
● Leave the room

4. Enter the area at the top of the central room


● Head up the stairs to trigger an event
● [optional] Before moving on, examine Kuro for some dialogue
● Head up the stairs and pull the switch on the right
● [optional] You can try and leave for some quick dialogue
● Head back to where Kuro was caught and follow the bloodstains
● Once you make it to the door, save the game before entering
● Enter the room for an event
● Hide from Kuro before time runs out
❖ Timer runs out→Game over: Intestines
● [optional] You can try and leave through any of the doors for dialogue
● Hide in the fire escape in the top right corner
❖ Select YES→Game over: Intestines
● Select NO
● From this point on, Kuro will now be chasing you. Don’t forget once again
to save liberally, as it is difficult to maneuver around him in many rooms
● After the event, enter the leftmost bedroom at the top of the map
● Examine the shiny under the TV in the bottom left to obtain the VIDEO
SET
● Leave the room
● Enter the room that the bloodstains lead into
● Examine the body to obtain the SYRINGE
● Read the documents on the floor and desk
● [optional] Examine the computer on the bed and the chemical mixer in the
bottom left on the desk. Remember the mixer for later
● Leave the room

5. [optional] Once in the central room again, head over to the vending
machine and save the game
● Examine the vending machine and keep drinking drinks until an event is
triggered (TW for drowning)
❖ Game over: Thirsty?

6. Now that we have the keycard Kuro dropped, head to the bottom left area
in the central room
● Enter the reference room, the first room at the top
● Read all of the light blue books and files spread around
● Leave the room
● [optional] Save the game and leave the facility now without saving Kuro
❖ Game Over: Escape

7. Enter the room in the middle of the hall


● Read the document beside the red vial on the table
● [optional] Save the game, examine the vial. Select: NO→YES to taste it
❖ Game Over: You called?
● Examine the vial and select: YES to smell it and acquire ANGERALM
● [optional] Read the document on the floor in the top right
● Leave the room
● [optional] You can check the room on the leftmost side, but there’s nothing
important except some dialogue upon examining the bodies

8. Head back to the central room, and then enter the area in the bottom right
● Enter the last room at the top and examine the blue vial on the bed to
acquire the BLUE MEDICINE
● Leave the area and enter the Director’s Room. On the table there is
another blue vial. Examine that to obtain another BLUE MEDICINE
● Head back to the lab in the top left of the map. You can now use the green
bunsen burner on the two blue medicines to acquire the DUANUAZ
● Enter the room with double doors in the top right
● Examine the red vial to the right of the middle bed and select: YES→YES
to acquire SELNAR
● Leave the area and head back to the central room

9. Head to Ushirono’s Room by following the bloodstains from before


● Mix the medicine with the mixer on the table in the bottom left to obtain the
SEDATIVE
● Leave the area and head to the Director’s Office
● If you want to get all of the endings for every route, I recommend
separating your save file now before pulling the lever in the Director’s
Office. Once you have finished the first ending in the Normal route,
you can reload your save here and go back to view all memories and
reports for the rest of the endings. For now, we will be proceeding
towards Normal Ending 0. Please note that I personally recommend
replaying the game and pursuing the True route from the beginning,
as there is a lot of dialogue between Kuro and Aka you will miss
otherwise. For convenience sake, however, it is quicker to do it this
way
● Separate your saves (if desired) and pull the lever in the top right
● Leave the room to trigger an event
● [optional] Examine the vending machine again and drink every drink once
to trigger different dialogue from Kuro now that he’s sane
Normal Endings
1. Head to Ushirono’s Room by following the bloodstains
● [optional] Examine the body for different dialogue
● Examine the computer on the bed
● Read the light blue book now glowing in the top left bookshelf
● Examine the computer again
● Move the cursor onto the file with the arrow keys
● [optional] Choose B or C more than once or A→connect to the heart
❖ Game Over: Together forever
● Choose A→erase the memories
● Leave the area and head back to the central room
● Head up to the stairs and escape
★ If you have not collected any reports/memories→ENDING 0
OBLIVION
2. Reload your save from before the lever in the Director’s Office was pulled
● Head all the way back to floor 5 and begin to collect Reports 1-6, along
with all memories. On floor 4, head to the kitchen and grab the KNIFE
● [optional] Once you make it back to floor 5 save the game in front of the
room that was once locked. Enter it.
❖ Game over: Stretch
● Once Reports 1-6 and all memories are obtained, overwrite the save
● Proceed as before, erasing Kuro’s memories
● Head to the central room, separate the save, and escape as before
● Choose: “grab the hand”
● [optional] Allow the timer to reach 0
❖ Game over: Unreality
● Pull the switch in the top right and run out of there before time runs out
★ Ending A: The One I’m Waiting for Never Returns
3. Reload your save from the central room
● Choose: “not grab the hand”
● Proceed onwards
● [optional] After the event, you can try and head back into the facility for
dialogue
● Leave the facility
★ Ending B: Crime
True Endings
1. Reload your save from when all memories, Reports 1-6, and the KNIFE
were collected
● Head to Maeno’s room, which will be to the right of Ushirono’s
● There will be an envelope in front of the door with a picture inside
● The password for the door is the important person on the back of the
photograph. Enter it exactly as it is written. It is case sensitive. Use the
ESC key to delete letters if you mess up
→the password is: Ushirono Natsu
● Enter Maeno’s room

2. Once in Maeno’s room, make sure to do everything quickly. Do not


stay in here for long or you risk triggering the Sin route
● [optional] Examine the items on the bed for dialogue
● Examine the shiny at the top
● After the event, examine the document on the floor and the light blue book
that appeared in the bookcase to the left
● Make sure you grab the picnic photo from the bookcase
● Separate your save before leaving the room. We will come back to this
save later on for the Sin route.
● Leave the room

3. Enter Ushirono’s room and examine his body


● If you have been following the guide, you should have the sedative already.
Now we just need the hematinic and the infusion stand
● Leave Ushirono’s room and enter Maeno’s room again. The hematinic is
on the bed. Examine it to receive the HEMATINIC
● Leave the room and head back to the central room
● [optional] Drink every drink from the vending machine again for new
dialogue
● [optional] Save the game and enter the locked room on floor 5 again
❖ Game over: Terrified
● Head to the laboratory and enter the room with the double doors in the top
right
● The stand is to the left of the bed on the right-hand side. Examine it to
obtain the INFUSION STAND
● Leave the area and head back to Ushirono’s room
● Examine Ushirono’s body to trigger an event
● After the event in Maeno’s room, examine the light blue book that
appeared in the top left bookshelf to obtain PHOTO
● [optional] Examine the same spot again for some dialogue. After that
examine the infusion stand for more dialogue
● Examine the pink stuffed toy on the desk to obtain the BEAR DOLL
● Leave the room
● Enter Ushirono’s room and examine the stuffed toy on the top left
bookshelf to obtain the RABBIT DOLLS
● [optional] Enter the top right room and read the note on the desk for some
dialogue
● Head back to the central room

4. [optional] Once in the central room, examine the vending machine and
drink every drink again for some new dialogue. Once every drink has been
selected, examine the vending machine again for one more piece of
dialogue
● [optional] Head to the bottom left and use the elevator. Use the elevator
over and over again until dialogue is triggered. While you’re on floor 5, you
can examine the locked room again for some dialogue as well. You can
also try leaving the facility on floor 2 for some new dialogue
● Head to the Director’s Office and pull the switch down
● Go through Kuro’s memories until you reach the area that is a long hallway
with windows that are leaking red light all over. Save the game and
proceed forward
● Choose: YES for all answers
★ BAD END C: Punishment
5. Reload your save and talk to Kuro again
● Select: NO
● Once you have made it out of Kuro’s memories, choose: NO
● Walk up until you meet with Natsu
● [optional] Allow Ushirono to catch you
❖ Game over: Dream
● Leave the room without Ushirono catching you
● Head back to the central room and leave the facility
● Head to the top-left room where Aka is sleeping on the floor. You can
explore the rest of the house for some dialogue beforehand as well
★ TRUE END D: Proof
6. Reload your save and talk to Kuro again
● Once you have made it out of Kuro’s memories again, choose: YES
● Head to the top-left room where Aka is sleeping on the floor
★ GOOD TRUE END E: Regret, respective future
● If you have been following the guide faithfully, the game will ask if you want
to play Part Ushirono. Select yes to proceed to part 2 of the True end. You
can override the save or make a new one. Just make sure your save file
for the Sin route is still separated
True Endings Part 2*
*please keep in mind that in order to trigger part 2, you must have collected the knife in
the kitchen on floor 4, and the picnic photo in Maeno’s room, in addition to all reports
and memories

1. Part 2 of the True ending will start you off in Ushirono’s room, right after
you wipe out Kuro’s memories
● Leave the room
● [optional] You can examine Maeno’s room to the right for some dialogue
● Leave the area and head to the central room to trigger an event
● [optional] Examine the vending machine for dialogue
● Follow the new bloodstains down the stairs for another event
● After the event, head down the stairs to floor 3. The two stairs on the sides
will be blocked off, so head straight down to the middle area between the
potted trees to trigger another event
● After the event ends, enter the bottom area again and pull the lever to
release the left gate blocking the stairs. The right gate remains down
● Head down to the large waiting area

2. Time to solve Aka’s puzzle! If you want to solve it yourself, you can
skip this part of the guide. I will color everything red for spoilers, and
return to black once the puzzle is finished.
● View the note on the desk to the left of the horizontal box. The box will be
where we input the password later. The note is a cipher we will be using
later, so remember where it is
● Head to the bottom left area and go through the small maze to obtain the
DIRTY DOLL
● Head to the top right of the map and enter the hall
● Enter the first room on the left, where the director died. Grab the red
scissors off the table to obtain SCISSORS
● [optional] You can read the note on the table. It is just an example to help
you solve the cipher later
● Leave the room and then the hall and examine the painting to the left of
the door to obtain the PINK SHEET. Don’t worry about it for now–we will
use it later
● Head to the center of the room and examine the potted tree in the middle
(the same one we found the piece of musical score before) to obtain the
HEART LOCKET PENDANT
● Now that we have the pendant, we can head back to the top right hall.
Walk straight ahead and examine the doll on the floor. A loud bang will
echo out, and if you enter the bottom left room again, there will be an
envelope on the ground to the right of the director’s body. Examine it to
obtain the YELLOW SHEET
● Leave the room and hall
● [optional] Save the game and examine the bucket. Select: put hands in it
❖ Game over: Melt
● [optional] Examine the bucket and select: put something into it, and see if it
can really be turned over for some dialogue
● Examine the bucket and select: Use an item and put hands in it to acquire
the SCREWDRIVER
● Head towards the stairs on the left-hand side. To the right of it there is a
silver plaque on the wall. Examine it to obtain the other half of our hint and
the BLUE SHEET
● Examine the plaque again to insert all sheets and get the code: NATU. We
will use this code on the completed cipher to get the password
● If you examine the first half of the cipher on the desk again, the second
half will appear with it. Use NATU to get the number password for the box
→the password is 53 11 44 15
● [optional] Save the game and wait for the timer to run out. You must have
the game open in order for the timer to go down, so don’t tab out of it.
❖ Game over: Explosion

● Input the password into the horizontal red box on the right-hand side of the
desk to acquire the HANDCUFF KEY
● Examine the mechanism to the right of the box (where the rope leads to) to
use the key on it

3. After the event, you will play as Ushirono.


● [optional] Examine the computer on the bed for dialogue
● Leave the room and then the area to trigger the next event
● Once playing as Kuro again, head up the stairs for the next event
● Once inside Aka’s memories, keep heading to the right until everything
goes gray and it asks if you would like to continue on. Select: yes
● After going through the dialogue between Natsu and Ushirono, save the
game
● [optional] Talk to Natsu twice, Ushirono and examine the door for dialogue
● (TW for suicide via gunshot) Examine the kitchen knife and select: yes
★ Bad End F: Retribution
4. Reload your save from before you picked up the knife (TW for minor in
love with adult for these endings)
● Head up to where Aka is to trigger an event
● [optional] Talk to Aka again for dialogue
● Talk to Ushirono for an event
● Once playing as Ushirono, leave the train cart by heading to the far left or
right
● [optional] You can examine the wooden door in the woods for dialogue
● Head back into the train cart and examine the rabbit dolls
● After the event, leave the train cart and enter the blue double doors
● Read the book on the bench in the top right where Aka had been sitting
● After the event, enter the blue double doors again. Head back into the train
cart and examine the pink bear
● Examine the open book in the middle of the room
● Leave the cart again. We can now enter the brown door.
● After the scene between Natsu and Aka, leave the area. Once you are on
the cart again and Ushirono calls out to Natsu, save the game before
continuing on
● Once you have reached the event that takes place in reality again, be
prepared to make a choice. Select: But what about mine?
★ Bad End G: Never-waking-up paradise
● Reload the save and go through all of the events again. This time we will
select: Want to grant Natsu’s wish
★ True End H
Sin Endings
**TW for possible epilepsy. The screen flashes and glitches out a bit for these
endings so be careful if these things bother you

1. It is finally time to reload your save back when you first entered Maeno’s
room
● Wait in Maeno’s room for several minutes (around 5) until the screen
flashes blue and dialogue is triggered (Do not tab out of the game while
waiting or it won’t work)
● Leave the room and enter Ushirono’s room. Examine the body to acquire
the SYRINGE
● (TW for glitched screen and mild flashing lights) Leave the room and
head to the Director’s Room. Save the game before pulling down the
switch, just as before
● After the switch has been pulled down, be ready to make some choices.
Select: Follow his words→Tsugino Haru
★ Sin End A: Stop
● Reload the save. This time select: Follow his words→Maeno Aki
★ Sin End B: Bottom
● Reload the save. This time select: Tell the truth
● Leave the room
● Go through Kuro’s memories once again
● Save the game at the stairwell after Ushirono and Aka argue
● After leaving Aka’s memories select: Don’t (TW for glitched screen)
★ Sin End C: Another step
● Reload the save. This time select: I want it (TW for glitched screen)
★ Sin End D: Checkmate
Report Locations
**Note that all reports must be viewed in the correct order. Please also note I went
through these with Kuro so there will be extra dialogue. If you are doing these right
before pulling the lever on Floor 2, you can examine them without any extra steps

1. Floor 5 in the room closest to the painting. On the bed in the top-left corner

2. Floor 5 after opening the door with the glued keys. In the room to the right

3. Floor 4 in the middle bookshelf to the far right in the library


4. Floor 3 in the bottom left room, on the bookshelf next to the one that fell.
Can only be obtained after the door is opened with the trolley

5. Floor 2, enter the bottom left area and it is in the reference room. All
documents in the reference room must be read first for Report 5 to
appear–but only if reports 1-4 and all memories have been viewed
first

6. Floor 5, return to the first room you start the game in. It will be in the
bookshelf on the right-hand side of the room.
Memory Locations
**Note that all memories must be viewed in the correct order. Please also note I
went through these with Kuro so there will be extra dialogue. If you are doing
these right before pulling the lever on Floor 2, you can examine them without any
extra steps

1. Floor 5 in the room beneath where Report 1 is found. Can only be viewed
after BROKEN KEY (L) has been obtained. If you are viewing it with
Kuro, you can examine all of the shinies first for dialogue, and then
examine the dolls to trigger the memory

2. Floor 4 on the sofa in the library. Can only be viewed after the bathroom
scene. Examine all of the shinies and the paper on the ground in the top
right to trigger the memory. (Only if viewing with Kuro)
3. Floor 3 in the room with the green trunk. If you are viewing it with Kuro,
after examining the dolls, the shiny on the cushion to the right will trigger
the memory. View the other shinies first if you want to read all of the
dialogue. Must be viewed before Kuro reads the note in the hidden
room and becomes strange, otherwise you’ll have to come back later
on when Aka is by himself to trigger it

4. Floor 2, enter the bottom-right area and it will be in the first room at the top.
Must be viewed first before Report 5’s location is revealed
Extras
Zeno official tumblr: https://www.tumblr.com/blog_auth/zenozenozeno
[the password is usirononatu with one space at the end]

Official website: https://maduzudz.wixsite.com/marutoku

Official twitter: https://twitter.com/marutoku_ktgi

Creator’s personal twitter: https://twitter.com/maduzu

Unofficial Wiki page: https://marutoku.fandom.com/wiki/ZENO_remake_version

Unofficial discord server made by me! https://discord.gg/R6RwMMauSV

**This guide was created by @oryuunge on twitter. Thank you so much for
reading! I hope you enjoyed the game!

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