Quick reference
no profile documented an Early Access 0.15 clear using early equipment and no shop, reroll or crafting unlocks. Permanent stat upgrades remained active, so this was not a fresh-save challenge.
- Rules context
- Historical Early Access 0.15; permanent upgrades were active.
- Decision
- Keep useful basic attacks and leave late maps when fuel is ready.
Keep the working attack during the craft hunt
Pistol is equipped and useful. You have some pieces for a future Minigun, but its support and full craft are not ready.
Active damage
Keep the gun that currently clears an approach.
Support now
A valid modifier helps before a rare craft is complete.
Replacement later
Switch when the weapon, hands, reload and movement plan fit together.
Unused future ingredients do not replace an active weapon. Finish weak late stops through the prepared bus exit.
What the author restricted
In the Japanese notebook, no profile records inventories from the start through days two, four and six, then the boss result. The author avoided shop access, rerolls, crafting and higher unlocked rarities, using equipment recognized from early screenshots. They explicitly retained existing permanent stat upgrades and were uncertain whether every item counted as initially available.
That makes this an early-equipment study, not a verified fresh-save or fully specified starter-only challenge. The distinction matters when comparing the opening difficulty with a newly installed game.
Revolver upgrades and Bicycle Pumps
The author credits early Revolver rarity upgrades and later Bicycle Pump drops. The collection did not depend on completing a legendary craft. When late maps became harder, the response was to gather the fuel and leave, reducing the time spent inside the dangerous night wave.
The final boss was Hank, described as a high-damage but shorter fight for that setup. A favorable boss matchup and useful drops contributed to the result; neither is guaranteed in the next attempt.
| Recorded decision | Why it helped | Present-day application |
|---|---|---|
| Keep an upgraded basic gun | Avoids waiting for a rare replacement | Improve the attack you can currently support |
| Add Pump support | Raises useful attack coverage and damage | Inspect eligibility and selector reach |
| Shorten weak late stops | Limits exposure before the boss | Fill fuel and preserve an exit |
| Retain permanent upgrades | Changes the starting character | Compare like progression states |
President Knabe with two Pistols
The same notebook also records an unrestricted President Knabe run using two Pistols. An attempted Minigun plan left spare ingredients in storage, while the active pistols finished the route. The late Void contribution belongs to the historical rules, which 1.0 later weakened.
The transferable decision is to keep the working weapon instead of treating unused craft ingredients as a reason to force the upgrade. See the starter build and Minigun transition for current equipment paths. The Void reference explains why empty space from an old screenshot needs a new comparison.
Fieldguide

