Endings
Endacopia doesn’t just have two or three ways to close out its story — between the main narrative branches and one hidden meta-encounter, there are four distinct outcomes tracked by Steam achievements. This guide breaks down every requirement, in the order most players will realistically hit them.
The Four Endings at a Glance
| Ending | Achievement Name | How You Reach It |
| A — Escape | Escape | Hand Roger the Toy Saw during the Chapter II epilogue |
| B — Return | Return | Hand Roger the real Saw during the Chapter II epilogue |
| C — Stay | Stay | Unlock A and B, then complete three hidden zone secrets in one run |
| Secret — The Yeti | The Yeti | Unlock A, B, and C, then finish a post-credits cameo sequence |
Endings A and B: One Choice, Two Complete Stories
Everything about Endacopia’s first ending split comes down to a single moment in the Chapter II epilogue: which saw you hand to Roger. Give him the Toy Saw and the story closes on Ending A, framed around Mellow finally getting out. Give him the real Saw instead, and you get Ending B, framed around Mellow choosing to go back rather than leave for good.
The two items are deliberately similar-looking, and both need to already be in your inventory by the time you reach that scene — meaning the actual decision gets made by what you’ve collected beforehand, not just by what you click in the moment. Slow down here if you care which one you get; it’s one of the easiest places in the game to commit to an outcome without meaning to.
Neither ending is written as the “correct” one. They’re both complete, deliberate stopping points, which is exactly why the achievement list treats them as equals — Escape and Return are separate, standalone unlocks rather than a main ending and a secondary one.
Practical tip: Because both saws need to be available at the same decision point, keep a manual save right before that scene. You can reload it after seeing one ending and immediately go get the other without replaying the chapters leading up to it.
Ending C (Stay): The Route That Asks You to Already Know the Game
Stay isn’t accessible cold. It specifically requires both Ending A and Ending B to already be recorded, which in practice means either two completed playthroughs or a well-placed backup save from before the Roger decision. On top of that, it asks for three separate hidden secrets — one from each of Endacopia’s three zones — all completed within the same run.
Secret 1 — Sparing Clocky in the Prologue
This one goes back further than most players expect: choosing not to fight Clocky the first time it appears, all the way back in the Prologue. It’s an easy trap for anyone with the instinct to fight every boss on sight, since nothing about that early encounter signals it’ll matter dozens of hours later.
Secret 2 — Misery Town’s Basement Minigames
Using the Metal Detector broadly around Misery Town eventually opens access to a hidden basement area with its own set of minigames. Clearing them is what registers as Misery Town’s contribution to the Stay requirement.
Secret 3 — Timesville’s Full Fish Log
Metal-detecting the beach turns up a Fishing Paper, which leads into finding a red cat named Catthew and unlocking a Fishing License. From there, catching all eighteen fish — spread across six separate time-of-day windows — satisfies Timesville’s half of the checklist. This is by a wide margin the most time-consuming of the three secrets, since it’s gated by the clock rather than a single item pickup, and it doubles as progress toward the separate I Want To Be A Fisherman achievement.
Secret 4 (technically the Office’s) — The Telescope and the Phone Number
Bringing the Telescope to the entrance area of The Office reveals a phone number on a billboard; dialing it from the Jobs app on the office computer completes the final piece. Because the clue starts in one part of the building and resolves in another, it’s a good example of how deliberately non-linear Endacopia’s design is, even when it comes to its own secret ending.
Finishing the Route
Once all three secrets have registered in a single playthrough that already has Escape and Return unlocked, returning to Mellow’s room triggers the final sequence and the Stay achievement. A reasonable way to plan this: treat your first playthrough as pure exploration toward whichever of A or B you land on naturally, then run a second, deliberate pass where you spare Clocky, work through the basement minigames, commit to the full fishing cycle, and follow the Telescope thread — all before returning to trigger the ending.
The Secret Ending: The Yeti
The Yeti isn’t part of the Roger/Saw branch at all — it’s a separate, hidden fourth achievement that only becomes reachable after Escape, Return, and Stay have all been recorded (order doesn’t matter). Once the last of the three is finished and its credits sequence plays out, the game leads into a short cameo scene featuring Endacopia’s own creator, appearing in-game as a yeti. The scene plays as an open dialogue with the character, who at one point offers to play a song; accepting leads into a short rhythm minigame, and completing it is what actually unlocks The Yeti.
Because it depends entirely on ending progress rather than anything picked up during normal exploration, it’s realistically a “last thing you do” achievement — there’s no way to stumble into it early.
Boss Route Achievements Worth Planning Around
Reaching full completion alongside all four endings also means deciding how you want to handle the game’s three optional bosses, since each one has a mutually exclusive fight-or-avoid achievement pair:
- Trapezist: Fatal Performance (fight) / Cut The Act (avoid)
- Chameleon: No Strings Attached (fight) / Case Closed (avoid)
- AI: System Override (fight) / Short Circuit (avoid)
None of these are required for any of the four endings, but since you can’t get both halves of a pair in one uninterrupted run, it’s worth saving immediately before each encounter if you’re chasing a full achievement list alongside your ending of choice.
After Stay: Talking to the Freelance Surgeon
Once Ending C has played out, the Freelance Surgeon becomes available for direct questions — about Mellow, Henry, the three zones, or any of the bosses — making him the closest thing the game offers to an official explanation of its own lore, rather than something you have to reconstruct purely from item flavor text.
Frequently Asked Questions
- Can I get the Stay ending on my first playthrough? No. It requires Escape and Return to already be unlocked, so it’s realistically a second-run (or reload-heavy) goal rather than something achievable blind.
- Does the order I get Escape and Return in matter? No — only that both are recorded before you attempt the three secrets and the final return to Mellow’s room.
- Is there an official “canon” ending? The developer hasn’t named one publicly. Endacopia’s endings are built to feel like genuinely different, equally intentional outcomes rather than a true ending with two alternates.
- I finished Stay but The Yeti didn’t trigger — what’s wrong? Double-check that all three of Escape, Return, and Stay actually registered as achievements on your current save/version, since it’s the one prerequisite most players overlook when they assume finishing the story once is enough. If they’re all confirmed unlocked, the cameo sequence should trigger automatically after the next credits roll.
- Do I need a walkthrough to see every ending? Not to finish the main story once, but the Stay and Yeti routes both depend on details the game never states outright, so a guide (or careful save management) genuinely helps if you’re going for all four rather than just picking one and moving on.