Where: the whole game again, from the main menu's New Game Plus option, which appears after one completed playthrough with any ending (PowerPyx's trophy guide). The NG+-only pickups are in Chapters 1, 3, 5, 6, 9, 10 and 15; the chapter pages of this guide cover the rest.
What this page covers: what NG+ keeps and what it resets; the Axe (Here's Simon!) and, on a further playthrough after the Sci-fi ending, the Pistol-3000 (Future Hardware); the coins and dog banks of the Dog ending and the books, door and keypad of the Sci-fi ending, as steps only; the manual saves with which PowerPyx gets every ending in two playthroughs; and the two trophies of the fast run, Fleeting Visit (under four hours) and Reject The Help (no phone saves), plus Reliving A Nightmare for finishing NG+ on any difficulty.
Watch for: the Strange Postcards are the one collectible that does not reappear in NG+ (PowerPyx's collectible guide), and the Discoveries count that decides the ending starts from zero, so every Document and Clue has to be picked up again on the run whose ending you care about (PowerPyx's endings guide). No ending is described here.
1. What carries over
The short version, all from PowerPyx: progress carries, items do not. Everything below is the trophy guide, the collectible guide and the endings guide read together; the reviews barely touch NG+: GamesRadar+ says a second playthrough reframes "things you didn't really register before" with what you know by then, and GamingTrend lists "NG+ with multiple endings" among its pros.
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Start it from the main menu
After the credits of a first playthrough, any ending, the main menu offers New Game Plus (PowerPyx's trophy guide). Finishing that playthrough on any difficulty is the Reliving A Nightmare trophy (silver). Difficulty never matters for trophies: the roadmap says everything can be done on Story Mode with Hinted puzzles.
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What resets: your inventory
NG+ "does not retain anything gameplay wise" from the previous run, and every weapon has to be found again (trophy guide). The two things NG+ adds are the two extra endings and the two extra weapons of the next section.
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What carries: collectible progress and cumulative trophies
Progress toward every collectible trophy is kept between playthroughs, so the 85 Documents, 13 Phone Numbers, 18 CRTV Signals and 7 Resource Containers only ever need finding once each, with two catches PowerPyx spells out: the game shows no in-game record of which ones an earlier run already found, and the Strange Postcards do not reappear once you start NG+. Cumulative trophies count across runs too, which is the only way to reach Missing The Point Entirely (30 Widows, fewer than that in one playthrough) and the 10 and 20 of Static Distractions and Lured Off Track, which the trophy guide counts "over all playthroughs".
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What does not carry: the Discoveries that decide the ending
The endings compare Discoveries (Documents and Clues) with Kills over the playthrough you are on, so on NG+ the Documents and Clues have to be collected again, while the other collectibles "don't matter" for the ending (PowerPyx's endings guide). PowerPyx's numbers: roughly 80 Discoveries allow "upwards of 50 Kills" and still give the best ending, and around 20 kills are unavoidable, the corpse enemies that charge you from Clara Woods on. GameRant states it as margins instead, at least 20 more Discoveries than Kills for Justice, about 5 more for Forever, and never more than 60 Kills; PowerPyx says the exact Forever margin is not known.
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The one ordinary collectible PowerPyx files under NG+: Phone Number #6
496 0842, listed as Unknown, is Phone Number #6 of 13 on PowerPyx's by-type page and appears again on its NG+ page under Chapter 3: A Connection. After returning to the Town Square, call 946 from the phone booth and you are told 496 0842; call it during that chapter, because calling earlier gets you the number without a proper connection. The reason it sits with NG+ is that 946 is a number you only learn later in the game (it is Phone Number #11, the W H O Dial Back Service, in Chapter 10), but the by-type page says outright that it can be done on a first playthrough if you know it.
2. The Axe and the Pistol-3000
Two weapons exist only after the credits. The Axe is on every NG+ run; the Pistol-3000 only on a run started after the Sci-fi ending, which PowerPyx labels NG++. Each is a bronze trophy on first pickup, both marked missable, and each has two locations because two characters can carry it. Locations are PowerPyx's NG+ page and trophy guide, which describe the same spots in slightly different words; both wordings are given.
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The Axe as Simon: Chapter 1, behind the gate by the For Sale houses. Trophy: Here's Simon!
From the start of the game follow the path toward St. Amelia until the row of houses with For Sale signs along the railing. Straight ahead is a gate that could not be opened on the first run and now can (NG+ page: "the gate that is now able to be opened"; trophy guide: "the white gate into the storage area"). Inside, the NG+ page says there is a door on the right you can enter to pick up the Axe; the trophy guide says it is on a table in the second-last unit on the right. Here's Simon! ("Obtain the Axe") pops on pickup.
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The Axe as Zoe: Chapter 5, the shed before Mr. Stewart's house
Just before entering Mr. Stewart's house, the Axe is leaning against the door of the shed in the adjacent backyard, the first yard you walk through (PowerPyx). Once picked up, Zoe keeps it through both of her sections. The trophy guide's reason to want it: with the Axe she "can kill all enemies in one hit in both of her chapters or guard against damage", which makes Save It For The Patients (no healing items in Rounds and The Patient) far easier than on a first run. GameRant gives the same advice for the whole NG+ run: take the Axe "so you have a weapon to block damage".
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The Pistol-3000 as Simon: the same storage area, after the Sci-fi ending. Trophy: Future Hardware
Only on a playthrough started after you have seen the Sci-fi ending once. Same walk: the For Sale houses, the gate, the storage area. The NG+ page again says the door on the right; the trophy guide says a table in the second unit on the right (the Axe was the second-last). Future Hardware ("Obtain the Pistol-3000") pops on pickup.
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The Pistol-3000 as Richard: the Boardroom table
In Part 5, the Pistol-3000 sits on the Boardroom table on the 5th floor of CEG HQ, right beside the Access Card – Level 3/4 you have to pick up anyway (trophy guide). What it is for, per PowerPyx's endings guide: against the final boss it does damage fast enough that you can ignore the other enemies in the room.
3. Dog ending setup
Three coins, three dog banks, in order through the game. The coins exist only in NG+ and need nothing else to appear (PowerPyx's endings guide); with all three placed, the Dog ending replaces whichever main ending your counts would have given, and it plays after the final boss. The trophy is Let's Talk This Out (silver). Steps are PowerPyx's, with GameRant's wording where it differs. What the ending shows is not here.
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Chapter 1: Cold Open. The Bronze Coin, and the first bank
Walk all the way down the road to the Video Star store; the Bronze Coin is on a shelf in its small back room. Then go back to Main Street: just before the Pharmacy there is a Guide Dogs for the Blind bank, and the coin goes into it (PowerPyx; GameRant: "the Guide Dog by the Pharmacy").
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Chapter 9: Begin Again. The Silver Coin
Entering Clara Woods, go up the street to the intersection and turn right, toward the backyard where a Strange Postcard was on the first playthrough; the Silver Coin is on the shelf in that backyard (PowerPyx). GameRant describes the same pickup as a shed reached by following the east road before the Estates.
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Chapter 10: Missing Parts. The second bank, in the laundromat
Once you have the boltcutters, go through the door behind the post service building to the laundromat building (another first-run postcard spot). The dog inside takes the Silver Coin (PowerPyx, GameRant).
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Chapter 15: Trying Again. The Gold Coin behind door 793
At the control-room panel in SWDP – Different, when you unlock the door to the valve (592, on the Part 6 page), also unlock 793 with the same padlock-and-door combination. That room is in the lower area, and the Gold Coin is on its console (PowerPyx; GameRant calls the panel the ROC).
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Chapter 15: the third bank, at the end of the red-lit hallway
After the clamp release and the container drop, follow the path into the next area. At the four-way split with the red lights ahead of you, go all the way to the end of the hallway: the last dog bank is there, and the Gold Coin goes in (PowerPyx; GameRant places it "by the locked exit door"). That is the whole setup; the ending itself comes after the Weight.
4. Sci-fi ending setup
A door puzzle for a card, three books to inspect, and a keypad at the end of Chapter 15. PowerPyx's endings guide says the Strange Postcards hint at these steps but are not required, and that this ending fires "immediately after the next cutscene", skipping the final boss and the normal ending section; the trophy is Sci-fi-lent Hill (silver). Steps are PowerPyx's NG+ page and endings guide, cross-checked with GameRant. Nothing about the ending is described.
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Chapter 3: A Connection. Strange Book 1, in Zoe's bedroom
Inside Zoe's House go into the bedroom; to the left of the bed, a book on the floor can be inspected: "History of Space Flight, 1952 – 1992" (PowerPyx; GameRant: underneath the bedside table). Inspecting is all it takes.
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Chapter 6: Journey To Medical. The hotel door and the Strange Access Card
After interacting with the box to accept Richard's gift, go into the hotel and upstairs to a door covered in buttons that match the Strange Postcard symbols. Press, in this order: Bird, Tree, Planet, Bird, Triangle (the endings guide calls it the three-legged triangle), Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar. A wrong press resets every button and you start the sequence again (PowerPyx). The endings guide also numbers the buttons left to right, top to bottom, but the list it gives has eleven numbers for twelve symbols, so follow the symbols. With the door open, the Strange Access Card is in the corner by the elephant statue. GameRant calls it the Strange Keycard and places the hotel in Shorefront South (Different).
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Chapter 10: Missing Parts. Strange Book 2, in the Atlas Square store
After the phone call with Richard, enter the store on the south-west corner of Atlas Square; in the left corner as you come in, a book on the shelf can be inspected: "Freeze Me / Wake Me – Elias Fisher" (PowerPyx). GameRant names the shop the Hospice Store and puts the book on the bookshelf behind the register.
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Chapter 15: Trying Again. Strange Book 3, behind door 621
At the same panel step where you unlock the valve door, also unlock 621. In that room, on the table beside Resource Container #7, the book to inspect is "A Map of Nowhere Else – The Future of Interstellar Travel" (PowerPyx, GameRant).
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Chapter 15: the keypad before the last door
Through the red hallways, right before the doorway that triggers the scene where Simon pulls out his IV, there is a keypad on the left of the door. Use the Strange Access Card on it. The Sci-fi ending then triggers as you go through the next door, after that scene, and the final boss never happens (PowerPyx; GameRant: the card reader on the left before the final door). If you also placed the three coins, this fires first, which is why PowerPyx's plan below does Sci-fi and then reloads for Dog.
5. The saves that farm the endings
PowerPyx's roadmap needs two full playthroughs and three partial ones, all steered by manual saves (the game has one autosave slot and twenty manual ones, per the trophy guide, and a manual save is a phone call to 100). The first playthrough collects everything and kills everything, which guarantees the Abandoned ending; the NG+ run does the rest. GameRant's plan is the same shape with two saves, one on arriving at Clara Woods Estate in Part 4 and one before the final sequence. The sequence below is PowerPyx's, in its order.
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Play NG+ for Justice while doing the Dog and Sci-fi steps
Avoid kills wherever possible, pick up every Document and Clue again, do the coin and book steps above as you pass them, and move fast enough to come in under four hours for Fleeting Visit. PowerPyx's ways of not killing: run through areas quickly and enemies lose track of you; if one follows you indoors, go into a bathroom or any room with a lock and lock the door, and it usually gives up; in the final section, a flare shot stuns the large unkillable enemy so you can run past, and the flare distracts the rest.
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Save 1: Chapter 10, right after the Constructed Mechanical Device
In Part 4, complete the progression of Missing Parts up to the point where you build the Constructed Mechanical Device that opens the gate to CEG Tower, and make a manual save there, before using it (PowerPyx). Everything from here to the end is where the kill count can still be swung.
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Save 2: Chapter 15, before the red crank
Keep avoiding kills and collecting Documents through Parts 5 and 6. In Trying Again, stop at the point where you have to turn the red crank to release the container, and make a second manual save (PowerPyx). Then finish the game normally: Justice.
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Reload Save 2 twice: Sci-fi, then Dog
Reload the crank save and play on to the keypad with the Strange Access Card for the Sci-fi ending; reload it again and play through the boss with the three coins placed for the Dog ending (PowerPyx). The order matters because the keypad fires before the boss.
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Reload Save 1 for Forever: kill ten, ignore the documents, save at the crank again
Reload the Chapter 10 save, kill ten enemies around Clara Woods, then play the rest of the game ignoring Documents where you can and killing everything you meet as Richard and as Simon. Make another manual save at the crank "just in case", and finish the game killing the enemies in the boss room. If that gives Abandoned again, reload the crank save, pick up a couple of Documents in the final area and avoid killing during the boss: with slightly more Discoveries than Kills the result is Forever (PowerPyx). GameRant's figure for that margin is about five more Discoveries than Kills; PowerPyx says it is not known exactly and to keep the two numbers as close as you can without kills overtaking.
6. The fast run and the no-save run
Fleeting Visit (silver, missable) is a playthrough finished in under four hours; Reject The Help (gold, missable) is a playthrough with no manual save after the first prompt. PowerPyx does the first on NG+ and keeps the second for the first playthrough, or combines both in a third, optional run of about two hours that only does the mandatory puzzles and kills whatever is in the way. The trophy guide calls Fleeting Visit the hardest trophy on the list and still "very lenient".
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The timer: Game Options, Show Time Played
Turn on the on-screen timer under Game Options and Show Time Played; it is the same clock your save files display. It stops only in the pause menu, so pausing to read a walkthrough is free, but it keeps running in every other menu and through cutscenes, so skip them all (PowerPyx's trophy guide and roadmap).
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How fast is fast: under two hours with nothing optional, under three with every Document
PowerPyx's own figures: a run that only follows main objectives finishes in under two hours; one that also collects all the Documents in under three; a first playthrough with every collectible around eight. Its Speedrun Walkthrough is the route, and it carries one warning worth knowing before you plan skips: every puzzle and the Clue that goes with it is mandatory, and the game generally will not let you enter a solution before you have picked up the puzzle's own collectible, even if you know the code.
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Reject The Help: call 100 once, back out, never again
Manual saving is a phone call to 100 from any phone (Creative Bloq: a desktop phone or a phone booth). The game prompts you to do it once at the start, which is the "meeting Richard" of the trophy text; make that call, back out of the save menu, and do not call 100 again for the rest of the playthrough (PowerPyx's trophy guide). Autosaves continue and are frequent at objectives; the guide's one caveat is that they do not happen while you are wandering the town areas looking for things, and its one adjustment is to leave Long-Range Masonry, Pinpoint Inaccuracy and Pull! for a run where you can save before attempting them.
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The optional third run: both at once
If neither was done on the first two playthroughs, PowerPyx's Step 4 is a final run that does the required puzzles only and kills everything in the way, which it times at under two hours, "well under" the four-hour limit, without a single manual save. Killing everything also makes that run's ending Abandoned, which the endings guide notes as the fallback if you somehow missed it.
7. New Game+ Completion
✅ Before Leaving New Game+...
Cross-checked
Cross-checked on 22 September 2026 against PowerPyx's New Game+ collectible page (the Axe in Chapters 1 and 5, the Bronze, Silver and Gold Coins and their banks, the three books, the hotel door sequence, the Strange Access Card, the keypad, the Pistol-3000 as NG++ and Phone Number 496 0842), its Trophy Guide (Reliving A Nightmare and what NG+ keeps and resets, Here's Simon!, Future Hardware with the Richard location, Fleeting Visit and the timer, Reject The Help and the call to 100, Save It For The Patients with the Axe, the roadmap's four steps), its Endings Guide (the two-playthrough plan, the two manual saves and the reload order, the Discoveries and Kills numbers, the Sci-fi skip and the Dog trigger), its Collectible Guide (progress kept between playthroughs, the postcards' no-return rule), its Speedrun Walkthrough (puzzles cannot be skipped) and its by-type Phone Numbers page; GameRant's endings guide for the same coin and book steps, its two-save plan and its thresholds; and the GamesRadar+, GamingTrend and Creative Bloq reviews for the single sentence each contributes. Disagreements: GameRant gives margins (20 and 5 more Discoveries than Kills, a 60-kill ceiling) where PowerPyx gives ratios and calls the Forever margin unknown; GameRant's Silver Coin is "the shed" on the east road, PowerPyx's a backyard shelf; GameRant's Strange Book 1 is under the bedside table, PowerPyx's on the floor left of the bed; GameRant's Book 2 is behind the register of a "Hospice Store", PowerPyx's in the left corner of the store on the south-west corner of Atlas Square; GameRant calls the card the Strange Keycard and the panel the ROC. Within PowerPyx, the NG+ page and the trophy guide phrase the storage-area pickups differently (a door on the right against a table in the second-last or second unit), the by-type page says Phone Number #6 is doable on a first playthrough while the NG+ page files it under NG+, and the endings guide's numbered hotel sequence has eleven entries for twelve symbols, so the symbols are what this page gives. Left out for lack of a source: whether NG+ changes enemy placement or difficulty, what the coins and books look like, and everything that happens in any of the five endings. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.