Endacopia Endings Guide
Complete guide to every Endacopia ending. Endings A, B, and C confirmed — spoiler-controlled breakdown of what each requires and how to route-plan for all three.
How Many Endings Does Endacopia Have?
Three — full-game playthrough videos document endings labeled A, B, and C by the community, and the Steam feature list's promise of “disturbing secrets” tracks with an ending structure you're meant to replay. The exact requirement for each ending is being verified against the current Steam build; what's published below is only what's confirmed.
What we can already say with confidence: the game never shows a “choice” prompt. Branches come from dialogue outcomes, which characters you help, and objects you interact with (or don't) — so two players can reach the same scene and walk out with different endings without realizing anything was decided.
If it's your first run, we recommend playing blind and using this page afterward to see what you missed. If you're route-planning for all three, read the requirements table first — setups have to happen before the points of no return, and the achievement checklist overlaps with several routes.
All Endings at a Glance
| Ending | Status | Known requirement |
|---|---|---|
| Ending A | Confirmed | Default main-route completion — community sources tie it to the toy saw in the house section (Chapter 3) |
| Ending B | Confirmed to exist | Community-sourced: the real saw instead — route on the Chapter 3 page |
| Ending C | Confirmed to exist | Secret route starting in the Prologue — full chain on the Ending C page |
Ending A — The Default Route
Ending A is the community-standard first ending: the one documented in full-game playthroughs that follow the main route without special conditions. If you've never touched a guide and finished the story, this is almost certainly what you got.
Requirements
- Complete the main story from beginning to end
- No special mid-game setup required
Step-by-Step Route
Spoiler — full route to Ending A
- Prologue: escape Mellow's room via the computer —
doors.exeand the unlocked door. (Prologue walkthrough) - Chapter 1: recover Mellow's body pieces and solve the telescope chain. (Chapter 1 walkthrough)
- Chapter 2: work Timesville's clock, survive the area, and follow the closing of the town back to the Circus and the Metal Detector. (Chapter 2 walkthrough)
- Chapter 3: elevator to the green hills hub, through the Offices and gambling area to the final stretch. (Chapter 3 walkthrough)
Follow the default route without deliberately engineering the alternate outcomes and Ending A is where you land. Endings B and C route details move here once verified — we don't publish guesses.
Endings B & C — Routes
Both are confirmed to exist, and both now have community-documented routes (community-sourced — drawn from the community wiki and public playthroughs; the honesty labels travel with the steps):
- Ending B — tied to the real saw in the endgame's house section: through the sawed-open tooth, a word with the toilet creature, and a bedtime story for Mellow's sister. The beat-by-beat version is in the Chapter 3 walkthrough.
- Ending C — the secret route. Its chain starts in the Prologue's toilet
(password
Cheshire) and runs underneath all three chapters: every boss door unlocked but unfought, every fish caught, a dollhouse key, a morse code, and the Surgeon's cave at the end. The stage-by-stage chain is on the Ending C page.
What stays true regardless of route: the game never shows a “choice” prompt — branch inputs are dialogue arcs (including the moments where Mellow corrects himself), who you helped in Timesville, and interactions you skipped. The characters guide notes which conversations have that tracked quality.
Route Planning Tips (Works for All Endings)
- Keep a separate save before each major area transition — several branch points are unrevisit-able once passed.
- Pair your ending hunt with the achievement guide: the optional challenges are easier to clean up on a save you're not using for route experiments.
- The chapter walkthrough notes every point where routes can diverge, so you can play the critical path once and branch from saves.