Pick a target ending

6 endings verified

The game ships six ending scenes - four with Ending Config assets (Ending_Willpower, Ending_Anger, Ending_Bathroom_RanAway, Ending_Bathroom_GotCaught) and two state-based branches (12_Finale_1_Labyrinth, 13_Wasted). Pick the one you are routing for and the composer will surface the critical choices that gate it.

Critical choices for Willpower Ending

Trigger

Scene: 92_Ending_Willpower ย |ย  DialogueNode:Ending_Willpower ย |ย  DialogueDelayOnStart:5s

  1. Get up

    First Willpower pulse in the run. Sets the trajectory from the wake-up scene.

    RequiredStamina >= 1
    EffectsStamina-1, Willpower+1
    Line#4
  2. "I'll help more, just... give me a little more time"

    Second Willpower pulse inside the wake-up scene. Doubles down on the boundary pattern.

    RequiredStamina >= 1
    EffectsStamina-1, Willpower+1
    Line#29
  3. "I meant what I said. Respect my boundaries, or I'm done"

    First explicit boundary statement against Radek. Reinforces the trajectory and decouples RadekRelationship from the route.

    RequiredStamina >= 1, Willpower >= 1
    EffectsStamina-1, Willpower+1, RadekRelationship-1
    Line#147
  4. "NO. Respect my no, or I'm leaving"

    Hard refusal of the first beer push. The Willpower >= 2 gate is the first hard mechanical check on this route.

    RequiredWillpower >= 2, Stamina >= 1
    EffectsStamina-1, Submissiveness-1, Willpower+1, RadekRelationship-1
    Line#281
  5. "One more threat, and we're done. Forever"

    Escalation refusal. Double Submissiveness drop signals a clean break from the capitulation path.

    RequiredWillpower >= 2, Stamina >= 1
    EffectsStamina-1, Submissiveness-2, Willpower+1, RadekRelationship-2
    Line#486
  6. Set a clear boundary

    Explicit boundary choice in the Radek evening branch. Reinforces the trajectory without spending Stamina.

    RequiredWillpower >= 2
    EffectsRadekRelationship-1
    Line#548
  7. "Radek, seriously, you're scaring me now. Back off!"

    Pre-bath pressure beat. The Willpower >= 5 gate is the second-hardest mechanical check on this route.

    RequiredWillpower >= 5
    EffectsWillpower+1, RadekRelationship-2
    Line#678
  8. "Sober the fuck up and let me leave. RIGHT. NOW!"

    Bath finale fork. The Willpower >= 9 gate is the hardest mechanical check in the entire game and the load-bearing trigger for the Willpower ending.

    RequiredWillpower >= 9
    Line#698

Mechanical gate

Verified

Scene: 11_Finale_1_Bath
Choose the Willpower >= 9 dialogue option at the bath fork

Route tips

  • The Willpower >= 9 gate on the final choice is the hardest in the game - earlier Willpower pulses are mandatory, not optional.
  • Skipping any of the three psychologist meetings is reported by the community to lock this branch.
  • Stamina is the secondary gate - three of the critical choices spend Stamina, so reaching the bath with Stamina >= 1 is required.

Export route draft

Verbatim text

The composer assembles the toggled steps into a ready-to-paste route. Markdown is the best format for Steam guides and GitHub; BBCode is the best format for Steam community hubs and forum threads; JSON keeps every field for re-import.

# Willpower Ending (S-tier)

**Scene:** `92_Ending_Willpower`
**DialogueNode:** `Ending_Willpower`
**DialogueDelayOnStart:** 5s

Hold the line through every Radek pressure beat and refuse the bath confrontation without rage. The hardest mechanical gate is the final choice, which ships a Willpower >= 9 requirement. The route is decided across the entire story, not in the bath alone.

## Critical choices

- **Step 1** (`02_WakeUp_Mom`): "Get up"
  - Required: `Stamina >= 1`
  - Effects: `Stamina-1, Willpower+1`
  - First Willpower pulse in the run. Sets the trajectory from the wake-up scene.
- **Step 2** (`02_WakeUp_Mom`): ""I'll help more, just... give me a little more time""
  - Required: `Stamina >= 1`
  - Effects: `Stamina-1, Willpower+1`
  - Second Willpower pulse inside the wake-up scene. Doubles down on the boundary pattern.
- **Step 3** (`04_Work_Day1_Tutorial`): ""I meant what I said. Respect my boundaries, or I'm done""
  - Required: `Stamina >= 1, Willpower >= 1`
  - Effects: `Stamina-1, Willpower+1, RadekRelationship-1`
  - First explicit boundary statement against Radek. Reinforces the trajectory and decouples RadekRelationship from the route.
- **Step 4** (`10_RadeksPlace`): ""NO. Respect my no, or I'm leaving""
  - Required: `Willpower >= 2, Stamina >= 1`
  - Effects: `Stamina-1, Submissiveness-1, Willpower+1, RadekRelationship-1`
  - Hard refusal of the first beer push. The Willpower >= 2 gate is the first hard mechanical check on this route.
- **Step 5** (`10_RadeksPlace`): ""One more threat, and we're done. Forever""
  - Required: `Willpower >= 2, Stamina >= 1`
  - Effects: `Stamina-1, Submissiveness-2, Willpower+1, RadekRelationship-2`
  - Escalation refusal. Double Submissiveness drop signals a clean break from the capitulation path.
- **Step 6** (`10_RadeksPlace`): "Set a clear boundary"
  - Required: `Willpower >= 2`
  - Effects: `RadekRelationship-1`
  - Explicit boundary choice in the Radek evening branch. Reinforces the trajectory without spending Stamina.
- **Step 7** (`10_RadeksPlace`): ""Radek, seriously, you're scaring me now. Back off!""
  - Required: `Willpower >= 5`
  - Effects: `Willpower+1, RadekRelationship-2`
  - Pre-bath pressure beat. The Willpower >= 5 gate is the second-hardest mechanical check on this route.
- **Step 8** (`11_Finale_1_Bath`): ""Sober the fuck up and let me leave. RIGHT. NOW!""
  - Required: `Willpower >= 9`
  - Bath finale fork. The Willpower >= 9 gate is the hardest mechanical check in the entire game and the load-bearing trigger for the Willpower ending.

## Mechanical gate

- **Scene:** `11_Finale_1_Bath`
- **Task:** Choose the Willpower >= 9 dialogue option at the bath fork

## Tips

- The Willpower >= 9 gate on the final choice is the hardest in the game - earlier Willpower pulses are mandatory, not optional.
- Skipping any of the three psychologist meetings is reported by the community to lock this branch.
- Stamina is the secondary gate - three of the critical choices spend Stamina, so reaching the bath with Stamina >= 1 is required.

Scene at a glance

Build settings verified

The route trunk is the spine of every playthrough. The three psychologist meetings sit between the workdays, each one shipping a NextSceneName field that hands the route to the next scene - skip any of them and the trunk breaks.

Six canonical endings

Verified

The game ships six ending scenes: 90_Ending_Bathroom_RanAway, 91_Ending_Bathroom_GotCaught, 92_Ending_Willpower, 93_Ending_Anger, 12_Finale_1_Labyrinth (state-based), and 13_Wasted (state-based). Four of them carry Ending Config assets with a DialogueNode and a 5-second DialogueDelayOnStart.

Bath finale fork

Verified

The 11_Finale_1_Bath scene carries the LockDoorTaskDuration: 10 field on the Bath Config asset. The bath is where the route forks into Willpower, Anger, Escape, Caught, or Labyrinth.

Two hardest gates

Verified

The final two bath choices ship Willpower >= 9 and Anger >= 7 requirements. These are the hardest mechanical checks in the entire 964-line dialogue table.

Scene trunk via NextSceneName

Verified

The three Psychologist_Meeting assets each ship a NextSceneName field: Meeting 1 -> 06_Work_Day2, Meeting 2 -> 08_Work_Day3, Meeting 3 -> 10_RadeksPlace. Skipping any meeting breaks the trunk.

State-based endings

Inferred

12_Finale_1_Labyrinth and 13_Wasted have no Ending Config asset and no DialogueNode - they are state branches triggered by scene-internal conditions, not dialogue choices.

Cumulative drunk effect

Verified

The BeerDrinkingController ships a Range(0,1) drunk-effect field. The cumulative intensity, not the per-drink count, is what triggers the 13_Wasted branch.

Common questions

Tool scope
Where do the choice texts and stat effects come from?

Every choice text, ||Required=|| expression, and ||Stat[+-]+|| effect map on this page is pulled verbatim from the in-game string tables shipped in the Unity Localization bundle. The 56 choice entries and their 26 Required gates and 48 Stat effect markers are reproduced as-is - no paraphrasing, no estimation.

Why are the Labyrinth and Wasted endings marked C-level for their triggers?

These two endings ship with no Ending Config asset and no DialogueNode field. They are state branches triggered by scene-internal conditions - the L-R-L-S-R labyrinth turn order and the cumulative drunk-effect threshold - neither of which is text-extractable from the available sources. The community path and the community threshold are reproduced with explicit C-level markers.

Does picking every choice listed here guarantee the target ending?

No. The choices listed are the critical mechanical gates - the ones with hard ||Required=|| checks or the load-bearing finale fork. Crossing them is necessary for the route, but the final branch into a specific ending is decided by the Yarn dialogue system, which is not text-extractable. Treat the listed choices as the load-bearing skeleton of the route, not a guaranteed unlock.

Are my route drafts saved to a server?

No. Every toggle and draft you save lives in your browser only, under the route_drafts localStorage key. Nothing is uploaded. Use the export buttons to copy a draft out as Markdown, BBCode, or JSON if you want to share it on Steam, Discord, or GitHub.

Why is the Willpower ending tier S while the Wasted ending is tier D?

Tier reflects the mechanical difficulty of the load-bearing gate. The Willpower ending's final choice ships a Willpower >= 9 requirement - the hardest in the game. The Wasted ending ships no hard gate at all - it fires off the cumulative drunk-effect weight, which can be triggered by accident. The tiers are not narrative quality ratings.