A TierHard

Anger Ending

Refuse to be victimised but reject healthy coping. A cathartic but unstable resolution.

⏱️
75min
Avg. Playtime
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Liberation Through Rage

The Anger Ending represents what happens when you resist manipulation through aggressive confrontation rather than measured boundary-setting. You escape Radek's toxic influence, but through anger and conflict rather than calm assertion.

Anger Ending - Confrontation

Anger Ending - Confrontation

This ending is bittersweet. While you successfully break free, you do so by letting rage drive your actions. You're justified in your anger—Radek's behavior is inexcusable—but this path shows the emotional cost of confronting toxicity without support systems.

Many players relate to this ending, seeing it as a realistic outcome when someone finally snaps after prolonged manipulation.

How to Achieve This Ending

To unlock the Anger Ending:

Key Requirements:

- Build high willpower through boundary-setting (similar to Willpower Ending)

- REFUSE professional help when offered by the Psychologist

- Choose aggressive/confrontational dialogue options

- Let frustration escalate rather than de-escalating

The Critical Choice:

The divergence from the Willpower Ending happens when the Psychologist offers help. Responding with "I'll handle this myself" or "I don't need therapy" puts you on the Anger path.

Gameplay Strategy:

- Say "no" to manipulation (builds willpower)

- But respond aggressively rather than calmly

- Don't accept support systems

- Choose confrontational dialogue in tense situations

- Let anger build throughout the game

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Anger vs Willpower Ending

These endings share 70-80% of the same path—both require standing up to Radek and the boss. The key differences:

Similarities:

- Both require saying "no" frequently

- Both involve escaping the toxic relationship

- Both show the protagonist gaining agency

Differences:

- Support: Willpower accepts help; Anger refuses it

- Tone: Willpower is calm; Anger is explosive

- Aftermath: Willpower shows healing; Anger shows unresolved trauma

- Message: Willpower = "You can't do it alone"; Anger = "Sometimes you explode"

The Anger Ending is considered a "good but imperfect" outcome—you survive, but at an emotional cost.

Unlock Requirements Trigger

Stat Threshold NoticeThreshold

Exact stat thresholds for each ending (for example the precise Willpower value that admits the Willpower route) are not text-extractable from the available game files — they live inside compiled Yarn dialogue branches and C# method bodies that could not be fully decompiled. The community consensus is that high sustained Willpower, low Submissiveness, and a strong RadekRelationship trajectory are the steering signals. Treat any specific number you see elsewhere as community-sourced, not verified.

  • Willpower route: sustained high Willpower across Day 1 through Day 3, plus all three psychologist meetings attended Community
  • Anger route: high Anger sustained into the bath finale, psychologist help rejected Community
  • Escape / Caught: gated by the 10-second LockDoor task success or failure, not by a stat threshold Timing
  • Labyrinth route: choosing to stay at the bath fork, with the path itself being community-sourced Path
🔴RequiredCommunity

High Anger sustained into the finale

🟡OptionalCommunity

Reject the psychologist's help consistently

🔴RequiredCommunity

Choose confrontation at the bath sequence

Scene: 11_Finale_1_Bath
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How This Ending Branches From the Bath Timing

Bath LockDoor Branching Flow

TimingSource: Bath Config.asset

The bath scene is the central fork of five endings. Every timing value below is read directly from the config asset — the 4.5-second knock delay, the 2-second task delay, and the 10-second LockDoor task window are all A-level verified. Failing the LockDoor task is the mechanical trigger that drops the route into the GotCaught ending.

  1. 11_Finale_1_Bath+0.0s

    Scene loads. Bath dialogue node Ending_Bathroom_Start is queued.

    DialogueDelayOnStart 5.5s pauses the scene before the bath sequence opens — the player has a brief window to settle before the knock arrives.

  2. 11_Finale_1_Bath+5.5s → knock at ~4.5s

    KnockDelayOnStart (4.5s) fires the knock that opens the bath sequence.

    After the knock, the player faces the central choice: run, stay, confront, or resolve. This single decision routes into one of five endings.

  3. 11_Finale_1_BathPlayer choice

    Player chooses: run, stay (Labyrinth), confront (Anger), or resolve (Willpower).

  4. 11_Finale_1_BathLockDoorTaskDelayOnStart 2s → 10s window

    If the player runs, the LockDoor task begins after a 2-second delay.

    LockDoorTaskDuration is exactly 10 seconds — confirmed line-by-line in Bath Config.asset. The player must complete the task inside this window or the route falls into GotCaught.

  5. 11_Finale_1_BathTask outcome

    LockDoor task resolves: success routes to RanAway, failure routes to GotCaught.

Setup beat Timed window Branch point

The Wasted ending sits outside this flow — it triggers earlier from excessive drinking at Radek's place and never reaches the bath scene.

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Step-by-Step Scene Path Route

1
04_Work_Day1_TutorialScene

Push back forcefully during Day 1

Why it matters: Starts the Anger trajectory

2
21_PsychologistScene

Reject the psychologist's offer

Why it matters: Locks the branch in

3
06_Work_Day2_TutorialScene

Continue confrontational choices

Why it matters: Reinforces Anger

4
10_RadeksPlaceScene

Express anger openly at Radek's place

Why it matters: Branches toward Anger

5
11_Finale_1_BathScene

Choose confrontation at the bath

Why it matters: Final trigger

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Pro Tips & Strategy

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More accessible than Willpower but still deliberate

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Pairs with the ENGING_WORST achievement in some community routes

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Dialogue Nodes on This Route

Open the full transcript for any scene below to see how each choice nudges the route toward Anger Ending.

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