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Not a Hero

The Normal play of the free Not a Hero campaign: the salt-mine hub and its three shutters, nine files, ten coins, two bosses and Mission Accomplished.

Not a Hero is a separate campaign with its own saves, played twice for its two trophies: this section is the Normal play, section 15 the Professional one. You start with a pistol and a shotgun. The mine is built round a hub, the Central Cavern, with three coloured shutters: the red one gives the filter you need for the green one, and the green one gives the night vision you need for the third. Nine files and ten Antique Coins are the pickups that count; two of the files are already in your inventory at the start, so examine them before you set off. Once the Shield Machine in the hub opens, the hub and everything off it are gone for this play, so clear all three shutters first.

White Molded and RAMRODs

White Molded only die to RAMROD rounds, the special pistol ammo you find around the mine; on Normal one shot to the chest drops one. The first one you meet, in the red shutter's work room, can't be killed at all: stun it with a grenade and get on with the puzzle. Shoot ordinary Molded in the head to stagger them, then punch them to save ammo.

Start Not a Hero from Extra Content (Normal)Quest stepDLC: Not A Hero
Location
Abandoned Mine – From the main menu, open Extra Content and start Not a Hero on Normal. It keeps its own save files, apart from the main game's. This route is written for Normal (Easy also counts for Mission Accomplished).
Summary
Starts the Normal play; a clear on Easy or Normal earns Mission Accomplished.
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File: Briefing DocumentCollectibleDLC: Not A Hero
Location
Abandoned Mine – Before you take a step, open the inventory and examine the Briefing Document, so the Files menu is sure to count it.
Summary
One of the nine Not a Hero files; it is in your inventory from the start.
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File: Second Starting LetterHidden spoiler – activate to revealCollectibleDLC: Not A HeroMinor spoiler
Location
Abandoned Mine – In the same inventory, examine the other document you start with, a letter, the same way.
Summary
One of the nine Not a Hero files: the second document you start with, a letter.
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Abandoned Mine: ride the lift down to the Central CavernQuest stepDLC: Not A Hero
Location
Abandoned Mine – Follow the only way on: three Molded in the first tunnel, then a big chamber with stairs and an ambush at the top. The next room fills with toxic gas and your oxygen starts to run down: cross it to the far door and run on through the gassed hallway. In the lift lobby, kill the Molded and press the red button; the lift carries you down to the Central Cavern.
Summary
The opening stretch: nothing to collect, only supplies.
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Save Room: Central CavernAreaDLC: Not A Hero
Location
Central Cavern – Off the lift, the recorder stands on a table facing the big Shield Machine, on the cavern's west side, with the item box beside it. The two coin birdcages stand on a raised platform in the south-west corner, up the stairs on the left.
Summary
The first tape recorder and item box of the play; the hub you return to between shutters.
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Antique Coin: Central CavernCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern – From the lift, go down and to the right to the big green shipping container in the north-east part of the cavern. The coin is on a barrel on its left side, by the yellow tubing.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Mining Work Area entranceCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Entrance – Open the red shutter. In the tunnel beyond, a locked cell holds your first ally on the left. Between the cell and the shutter, two barrels stand against the right wall; the coin lies on the rock ledge just beside them.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Work Sector ACollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · 2F Work Sector A – Take the lift at the end of the tunnel up to 2F and go into the big room on the right, Work Sector A. A swarm attacks: about a dozen Molded, then two fast four-legged ones. When it's quiet, follow the tracks right into the open area and keep to the right-hand wall: the coin is on a big white sack beside two barrels on the south wall.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Work Sector A: turn the winch for the Cell KeyQuest stepDLC: Not A Hero
Location
Mining Work Area · 2F Work Sector A – At the winch beside the clown door, fit the Gear first and then the Crank, and turn it. A giant White Molded charges in while you are at it: it can't be killed here, so don't spend ammo on it. Throw a grenade to stun it and finish turning.
Requires
Summary
Brings the Cell Key's container down.
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Cell KeyKey itemDLC: Not A Hero
Location
Mining Work Area · 2F Work Sector A – Take the Cell Key from the container in the middle of the room and ride the lift back down. The clown door by the winch stays shut until you have the Clown Key, much later.
Summary
Opens the cell in the tunnel below Work Sector A.
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High-Grade FilterHidden spoiler – activate to revealKey itemDLC: Not A HeroMinor spoiler
Location
Mining Work Area · Cell – Downstairs, open the cell on the left of the tunnel with the Cell Key. After the scene inside, take the filter from the gas mask.
Requires
Summary
A gas-mask filter: contaminated air no longer drains your oxygen. The green shutter needs it.
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Antique Coin: Storage Area catacombsCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (C3) – Back in the hub, open the green shutter and push on into the contaminated catacombs; the new filter keeps you breathing. A White Molded appears early: take the grenade from the slab on your left, stun it and run past. Go through the hall stacked with white boxes and turn left. At the end, by a trolley loaded with buckets and lunchboxes, the coin sits on a heap of white rubbish bags (north-east corner).
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Night Vision DeviceKey itemDLC: Not A Hero
Location
Storage Area · Backup Power Room – Keep going through the catacombs until an open metal door on the right leads into the Backup Power Room, a dead end. The device sits on a low set of metal shelves in the room's north-east corner, by the green barrels.
Summary
Lets you see in the dark; the third shutter needs it.
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File: Night Vision Device ManualCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Backup Power Room – On the same shelves, right next to the Night Vision Device.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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File: Anti-Regen Ammo -RAMRODs- GuideCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Backup Power Room – In the same north-east corner of the Backup Power Room, on the metal cabinet where the RAMROD rounds lie.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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Sewer: set the power switches (up, down, up)Quest stepDLC: Not A Hero
Location
Storage Area · Sewer – Leave the Backup Power Room and turn right; an alarm goes off. In the pitch-dark room ahead, cut through the barrels with the knife and drop down the hole into the Sewer. By the dead lift the wall shows the pattern: left switch up, middle down, right up. Small Molded swarm in while the lift comes down; the knife handles them. Ride it up.
Summary
Powers the dead lift in the Sewer.
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Antique Coin: Storage Area past the Sewer liftCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (N3) – At the top of the lift, follow the corridor straight ahead to its end, where a small Molded leaps out. The coin is on a barrel pushed against metal bars next to a pallet, with three RAMROD rounds close by.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Storage Area crate dead endCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (S1) – Carry on: the first White Molded you can kill waits in the next catacomb (one RAMROD). Crouch under the turrets in the hallway after it and let them shred the Molded. Past an unlocked gate, skip the three turrets on the right and go left. Next comes a Fat Molded that explodes (shotgun it and back off), then another White Molded; there, take the short hall on the left to two breakable crates. Past them, in the dead-end corner, the coin is on a big white sack.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Lock Pick: Storage Area crate dead endItemMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (S1) – In the same dead-end corner as the coin, on a small paint bucket.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
Opens the locked box in the Mine Cart Yard (RAMROD rounds).
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Antique Coin: Mine Cart Yard passageCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Passage – From the crate dead end, go back up the hall and leave by the unlocked gate toward the hub. Open the third shutter (the dark one; you haven't been through it yet). The passage beyond is dark and full of traps, which the Night Vision Device picks out. Take the first right into the side branch: behind two breakable crates, the coin is on a small white paint bucket.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Locked Box: Mine Cart Yard passageOtherMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Passage – Back in the main passage, follow the other branch (north-east) to its end: the locked container there opens with the Storage Area Lock Pick.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
Holds two RAMROD rounds.
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Holding Yard: clear the way with the mine cartsQuest stepDLC: Not A Hero
Location
Mine Cart Yard · Holding Yard – Along the passage, duck under the first laser tripwire, step between the next two, and duck under the plain tripwire before the door. Its button opens a shutter. Out on the tracks, ready the shotgun and push the cart through the wooden barrier; a Fat Molded that explodes turns up. In the Holding Yard the way out is the lit wooden barrier on the right. Push the cart by the entrance first. Next roll the cart in the south-east into the south-west corner, then push the yellow cart so it stops against that one. Last, push the cart with the balloon through the lit barrier.
Summary
Breaks through to the Repair Yard and the Clown Key.
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Antique Coin: Repair YardCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Repair Yard – Through the broken barrier is the Repair Yard, with a mechanical clown puppet in the middle. Before touching the puppet, go to the south-west corner: the coin sits between two caged blue water tanks stacked one on the other.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Clown KeyKey itemDLC: Not A Hero
Location
Mine Cart Yard · Repair Yard – Take the Clown Key from the clown puppet in the middle of the Repair Yard. Fast Molded and a White Molded pour in at once: clear a path with the shotgun and get through the exit door, where the fast ones can't follow.
Summary
Opens the three clown doors and the Shield Machine's terminal.
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Ventilation Room: switch off the traps and reach the soldierHidden spoiler – activate to revealQuest stepDLC: Not A HeroMinor spoiler
Location
Mine Cart Yard · Ventilation Room – Use the Clown Key on the clown door beyond the Repair Yard; past it, more laser tripwires line the way to the Ventilation Room. Don't go to the soldier yet: walk past him to the power switch and turn the traps off, then go back to him. The scene that follows starts a ten-minute countdown on the bomb on your wrist.
Requires
Summary
Starts the ten-minute countdown.
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Ten minutes on the clock

From the Ventilation Room you have ten minutes to reach the Liquid Nitrogen beyond the clown door in the red shutter's Work Sector A. Coin 9 is at the foot of the ladder you're led to, and coin 10 and a free Steroids are on the way, a short way down the tracks from that clown door. Don't detour anywhere else.

Antique Coin: foot of the Mine Cart Yard ladderCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Maintenance Passage – Follow the soldier to the ladder. In the corner at its foot, the coin is inside an open cardboard box.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Mining Work Area dead endCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Dead End – Head back to the hub with the shotgun ready (a Fat Molded that explodes waits in the trapped cavern), then through the red shutter and up the lift to Work Sector A. Unlock the clown door in the back corner with the Clown Key while Molded and White Molded close in; a grenade buys time. Past it, a White Molded stands on the right (one RAMROD) and two Incendiary Grenades lie on a crate. Through the next door turn right at the big yellow steamroller and follow the winding tracks down to the Dead End: the coin is on the tarp-covered object in the south-west corner.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Steroids: Mining Work Area dead endUpgradeMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Dead End – In the Dead End with the coin, on the barrel among the ammo and RAMROD rounds.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A free Steroids, which raises your maximum health.
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Mama MoldBossDLC: Not A Hero
Location
Mining Work Area · Garage – From the Dead End, go on toward the garage where the mining machines are parked. As you get close to the Liquid Nitrogen it bursts in. Knock it down with a RAMROD round, punch its weak spot, then empty grenades and ammo into it.
Summary
A huge White Molded that guards the Liquid Nitrogen.
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Reach the Liquid Nitrogen before the timer endsHidden spoiler – activate to revealQuest stepDLC: Not A HeroMinor spoiler
Location
Mining Work Area · Garage – With the Mama Mold dead, shove through the taped-off barrier and use the liquid nitrogen in the metal container. The bomb comes off and the clock stops; head back to the hub.
Requires
Summary
Gets the bomb off your wrist and stops the countdown.
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Stabilizer: Storage Area clown doorUpgradeMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Store Room West – From the hub, go back through the green shutter into the Storage Area. In the hallway past the first hatch you reach a second hatch with a clown door beside it; unlock that door with the Clown Key. In the room behind it, Store Room West, the Stabilizer is on a small round container on the floor.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A free Stabilizer, the same upgrade the five-coin birdcage sells.
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Coin Cage: Central Cavern Steroids (3 coins)OtherMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern · Birdcage platform – Back in the Central Cavern, climb the stairs on the left up to the south-west platform and pay 3 coins at the Steroids birdcage. You can open it any time you pass with 3 coins in hand.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A birdcage holding Steroids, which raise your maximum health.
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Coin Cage: Central Cavern Stabilizer (5 coins)OtherMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern · Birdcage platform – Beside the Steroids cage on the same platform: pay 5 coins.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A birdcage holding a Stabilizer. With all ten coins you can open both cages and keep two.
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Last chance for the hub

Once the Shield Machine opens there is no way back to the Central Cavern. Before you use the Clown Key on its terminal, have all ten coins, both files from the Backup Power Room, the Storage Area Lock Pick and the Mine Cart Yard box it opens, the free Steroids in the Dead End, the free Stabilizer in Store Room West, and both birdcages (Steroids 3 coins, Stabilizer 5).

Shield Machine: open it with the Clown Key and survive the three wavesQuest stepDLC: Not A Hero
Location
Shield Machine – Use the Clown Key on the terminal left of the save point and go in; take every Med Injector and box of ammo inside first. Stand on the steps so the Molded can't surround you. Wave one brings Molded, a Fat Molded that explodes and a White Molded; wave two adds fast four-legged Molded; wave three sends two Fat Molded (stun them with Neuro-stun grenades). Keep RAMRODs loaded for the White Molded. When the last wave falls a self-destruct starts: pull off the vent cover left of the entrance door and crawl out before it hits zero.
Summary
The hardest fight of the play, then the way out to the Research Facility.
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File: Research Facility Observation LogHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · 1F Experimentation Room – The vent leads to the Research Facility. On 1F, the white experiment room next to the Monitoring Room is guarded by two White Molded. Inside, the file lies on the small metal cart behind the bed, in the north-east corner.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
An observation log from the Research Facility. One of the nine Not a Hero files the game's Files menu counts.
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File: Researcher's JournalHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Lobby 2F – Climb the stairs past the Monitoring Room to 2F and turn right. A Molded lies on a stretcher there; the journal is sticking out of a locker in the eastern alcove.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
Report an issue
Research Facility: cut the power and follow LucasQuest stepDLC: Not A Hero
Location
Research Facility · 2F – At the far end of the 2F hall, go into the maintenance room across from Lucas's office and cut the power. That opens the door to the right of his window. A turret watches the hallway behind it: step straight into the office on the left, the Clinical Lab.
Summary
Opens the way to the Clinical Lab.
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Save Room: Clinical LabAreaDLC: Not A Hero
Location
Research Facility · Clinical Lab – The recorder is on the operating table in the west half of the Clinical Lab, and the item box stands against the south wall.
Summary
The second tape recorder and item box; the last save before the final fight.
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File: Email LogHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Clinical Lab – In the Clinical Lab, on the laptop on the middle table.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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File: Lucas' JournalHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Clinical Lab – On the table in the Clinical Lab's north-east corner.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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File: Note on the WallHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Clinical Lab – Pinned to the wall in the Clinical Lab's south-west corner, to the left of the blue door.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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Lock Pick: Clinical LabItemMissablePoint of no returnDLC: Not A Hero
Location
Research Facility · Clinical Lab – In a bowl on the operating table, next to the tape recorder.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
Opens the locked toolbox in the corridor below (RAMROD rounds).
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Locked Box: Research Facility corridorOtherMissablePoint of no returnDLC: Not A Hero
Location
Research Facility · Corridor 1 – Go out through the blue door and down the stairs to Corridor 1, the hallway that joins the mine to the Research Facility. The locked toolbox there opens with the Clinical Lab pick. Climb back to the Clinical Lab afterwards.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
Holds two RAMROD rounds.
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The final fight ends the play

The hallway behind the Clinical Lab leads to the Cultivation Lab and the last fight, and the play ends when it does. First take the three Clinical Lab files (the Email Log, the Note on the Wall and Lucas' Journal), the two files from 1F and 2F if you passed them, and the Clinical Lab Lock Pick with the toolbox it opens in Corridor 1. Save at the recorder.

LucasBossDLC: Not A Hero
Location
Research Facility · Cultivation Lab – Follow the hallway behind the Clinical Lab (its turret has run dry) into the Cultivation Lab and smash every crate for supplies before the fight starts. It has two phases: aim for the head, then for the exposed chest. In the second phase the air goes bad, so watch your oxygen and top it up at the room's oxygen points only when it runs low.
Summary
The final fight of Not a Hero.
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Mission AccomplishedAchievementDLC: Not A Hero
Location
Research Facility · Cultivation Lab – Pops when the play ends after the fight with Lucas. The clear also opens Professional (section 15) and unlocks Thor's Hammer Sight B; with all ten coins it adds Fast Walk, and a clear in under an hour adds Easy Deflect. They wait in the item box of your next play.
Requires
Summary
Clear Not a Hero on Easy or Normal.
Trophies
  • Bronze · PlayStationMission Accomplished
  • Achievement · XboxMission Accomplished
  • Achievement · SteamMission Accomplished
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About this guide

Three runs of the main game: a full run on Normal for every collectible, a fast run on Easy under four hours with few Item Box openings and few First Aid Meds, then Madhouse with its own coin layout. Runs 1 and 2 take different serum choices, as the guide says. The four DLC are separate modes from the main menu, playable at any time. Each area closes behind you as the story moves on, so take everything before each point of no return.

Last verified: Nov 10, 2026 · Patch Latest patch (PS4, PS5, Xbox One, Xbox Series, PC on Steam), with all four DLC · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.