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