B TierMedium

Escape Ending

Survive the bath sequence by running. A clean physical exit, but the psychological weight is left unresolved.

⏱️
65min
Avg. Playtime
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Flight Over Fight

The Escape Ending (internally called "RanAway") occurs when you flee from Radek's apartment during the final confrontation. This represents choosing survival over confrontation when you don't have enough willpower to stand your ground.

Escape Ending - Running to safety

Escape Ending - Running to safety

This ending is neither good nor bad—it's realistic. Sometimes escape is the only option available. While you survive, you leave without the confidence or closure that the Willpower Ending provides.

Many first-time players get this ending naturally, as it requires less precise stat management than other outcomes.

How This Ending Occurs

The Escape Ending happens when:

Conditions:

- Moderate willpower (not high enough for Willpower/Anger endings)

- During bathroom confrontation, choose to flee

- Successfully complete the escape sequence

How to Get It:

You'll naturally get this ending if you:

- Make mixed choices (some boundaries, some compliance)

- Have moderate stats across the board

- Choose "Run" or "Escape" in the final scene

Avoiding This Ending:

To reach a different ending, follow its verified route requirements:

- Build the stats and choices required for Willpower or Anger

- Fail the bathroom escape sequence for Caught

- Drink excessively at Radek's place for Wasted

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

Choose to run in the bath sequence

Scene: 11_Finale_1_Bath
🔴RequiredVerified

Complete the 10-second LockDoor task before the timer expires

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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
11_Finale_1_BathScene

When the choice appears, choose to run

Why it matters: Branches into Escape

2
11_Finale_1_BathScene

Complete the LockDoor task within 10 seconds

Why it matters: Mechanical trigger - 10 second window is verified in config

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Pro Tips & Strategy

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The 10-second LockDoor window is the hard mechanical gate

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Higher Stamina and quick reaction speed are commonly reported as helpful

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Failing the LockDoor task falls into GotCaught instead

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