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RE Heads Please Guide: First-Session Route and the Order Systems Matter

A step-by-step first session in RE: Heads, Please! — redeem codes, set up auto flip, flip your starter coin to about 1,000, roll fountain coins, and pick up quests, upgrades and enchants in the order that actually matters.

RE: Heads, Please! runs on one loop: flip your coin to earn money, then spend that money on rolls that get you a better coin, which earns even more. A good first session looks like this: redeem working codes through the Shop button, switch the cutscene toggle off, join the group and turn on auto flip, then flip your starter coin until you've saved about 1,000 — enough for your first fountain coin roll. From there, the fountain loop carries you while you knock out the skateboard quest chain, and only once you hold a decent coin do upgrades and enchants become worth your money. The casino, the mining stations and accessories can all wait.

The loop that runs the whole game

Every system in the game hangs off the same core mechanic: toss your coin, earn money, and roll for even better coins — each higher rarity brings more earnings per flip. Crafting, enchanting and the casino exist to boost that gain, but they're multipliers on the loop, not the loop itself.

The interface is built around it. An auto flip toggle keeps your coin flipping and earning while you walk around and do everything else. The bar along the top shows the coins generating your money. Separate buttons open your accessories, your inventory (enchanted books and similar items), your quests, the emote shop, and the shop — which is also where codes get redeemed. Controls are simple: W, A, S, D to move and M1 (left click) to flip, with the heads-or-tails result of each flip shown at the bottom of the screen.

Your first session, step by step

  1. Redeem codes first. Click the Shop button, type or paste a working code into the box, and repeat for each code you have. Codes hand you enchant books, potions and energy drinks that make early flipping noticeably faster — a genuine beginner boost, not a gimmick.
  2. Turn the cutscene off. If the cutscene toggle is green, click it so it's red. Cutscenes play every time you open a coin and during enchanting, and they're long; with them off, coins open far faster.
  3. Join the group, then click auto flip. Auto flip requires group membership, so join first — then your coin earns continuously while you move around the map.
  4. Start flipping the starter coin with M1. You spawn with a basic coin that makes basically no money, and each flip lands heads or tails, shown at the bottom of the screen.
  5. Keep flipping until you've saved about 1,000. That's the first real milestone, because it matches the cost of one coin gamble at the fountain.

If a toggle label or the saved-amount pacing looks slightly different after a game update, trust what's on your screen — the order of these steps is what matters, and it holds.

Your first real purchase: fountain coin rolls

The fountain is where you roll for coins, and each gamble costs about 1,000. This is what your first savings are for — not upgrades, not the shops. The demonstrated cycle is simple: buy a coin, spin it in the gamble, and sell the result. One spin can turn one coin into two; it can also take a bigger buy-in to zero.

That's the honest caveat: it is gambling. Early on, stick to small one-coin gambles as your money allows and keep flipping between rolls. The larger multi-coin spins are optional, and losing a 5,000 buy-in in one spin is a real outcome.

Picking the coin you'll actually use

Rolls produce coins of different quality, so the recurring decision is which coin to keep flipping. The rule: don't judge a coin by its multiplier. A 6x coin is not automatically good. Click the coin and look at its minimum and maximum profit — a 2x coin can out-earn every other coin you own. The coin menu also shows minimum and average profit, so you can compare your coins directly and pick the best one.

One practical note: the sources that describe this menu don't spell out the exact button press for switching your active coin, so make your pick from the coin menu itself — that's where your coins and their profit stats live.

Strengthen a coin you plan to keep

Upgrading is done with the homeless NPC. A short animation plays, you select the stat you want on the right side, and the attempt can succeed or fail. Timing is everything here:

  • As a beginner on a basic coin: don't upgrade. Better coins come fast early on, and money poured into a starter coin is wasted.
  • Once you hold a decent coin: upgrade the money-earned stat. It's just extra money — you can't really go wrong with it.
  • If your rolls run cold, upgrading is the fallback. Keep upgrading the coin you're using until a genuinely good one arrives.

Enchanting happens in the abandoned blue shop. Each buff comes in three versions, with 3 the strongest, each coin holds one enchantment at a time, and enchantments do not transfer between coins — so enchant a coin you intend to keep. The community consensus on the really good enchants: wealth (more money), heads and flash, and it's worth holding out for a tier 2 or 3 rather than settling for a first-tier one.

EnchantIIIIII
LuckRoll Luck +5%Roll Luck +10%Roll Luck +50%
WealthMoney Earn +5%Money Earn +25%Money Earn +30%
FlashCoin Flip Speed +5%Coin Flip Speed +10%Coin Flip Speed +15%
HeadsHead Luck +3%Head Luck +10%Head Luck +25%

If you're at this stage and want the full enchantment breakdown, the RE Heads Please enchantments guide covers it in depth.

What unlocks when: quests, the skateboard, and everything after

The quest chain comes right after the fountain loop. The NPC by the skateboard shop gives a two-part collection quest: first five spray cans, then five board markers, hidden in odd spots around the map and shops — inside a toilet, behind a TV, on top of a downstairs vending machine — and collected by clicking them. Return and report in after each stage. The two starter guides describe the completion slightly differently: one says finishing the chain lets you use your skateboard, the other shows a shop opening up at completion. Either way, both place this chain as the next thing to do after banking fountain rolls, and it's tied to the skateboard.

The skateboard itself is worth the detour: press Q to ride and R to boost (midair R does a trick). An in-game note explains why it matters — your money multiplier scales with your skate rank, so riding, doing tricks and grinding rails adds money while you travel.

Everything else has an explicit "not yet" label from the guides:

  • Casino and money-for-coin stands — the wiki lists two casino games for betting earned money, and the stand that converts money into gamble coins is flagged as not really important for beginners. Both are gambling on top of the fountain you're already using.
  • Stations and mining — plank tech station is the main early hub to stay near. The ruin station, reached by heading down towards the train station, is where mining happens: stand by the bricks and flip to deal mining damage (a mining potion from code rewards helps), collect materials and sell your ores there. Both guides call it mid-to-end-game content.
  • Accessories — belts and necklaces that boost stats like critical chance and flip speed. The rarest pieces are hard to get and expensive, so they come last.

Early mistakes to skip

  • Upgrading a basic coin. You'll get really good coins really fast; upgrading the starter just burns money.
  • Trusting a coin's multiplier. Compare minimum and maximum profit instead.
  • Leaving cutscenes on. They slow every coin opening and every enchant.
  • Skipping the group join. Without it, no auto flip — and auto flip is your income while you do everything else.
  • Chasing late-game systems early. The gamble stands, casino and ruin-station mining are all explicitly labeled as beyond the beginner stage.

Where to go next

Once the first session is done, the order repeats in miniature: keep flipping, bank fountain rolls as you can afford them, finish the spray-can and board-marker chain, upgrade the money-earned stat on your best coin, enchant wealth, heads or flash at tier 2–3, and leave accessories for when your money outpaces your options. When you reach the enchanting step and want to plan which buffs to chase at which tier, head to the enchantments guide for the full picture.