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  • Another Code: The original Nintendo DS version of Two Memories (Trace Memory in North America) uses the "segmented endings" variant. Recovering D's memories is a secondary goal throughout the game, accomplished by finding and interacting with various objects scattered through the mansion grounds. You need to find absolutely everything in order to get the True Ending where D is able to pass on to the afterlife; even one missed memory, and the ghost is stuck haunting the island indefinitely. This isn't helped by there being an unannounced Point of No Return after which backtracking is cut off. The "Recollection" remake gets rid of this, having the True Ending as the only possible ending.
  • Batman: The Telltale Series has different ways in which particular episodes can end:
    • Season 1, episode 2: Batman is faced with the unenviable choice of whom to save as Bruce's friend, Harvey Dent, is left to the Penguin's mercy while armed criminals pursue Catwoman. He can either save Harvey, but allow Catwoman to come to harm and damage her trust in him; or save Catwoman, but let the Penguin maim Harvey's face.
    • Season 1, episode 4: Batman is facing a war on two fronts. Harvey Dent, having become Two-Face, is preparing to lay siege to Wayne Manor while the Penguin is hacking into his tech, potentially risking his secrets. Whomever he chooses to confront at that moment as Batman, he will need to contend with the other as Bruce when the next episode begins.
    • Season 2, episode 2: Bruce is forced to decide who to aid while going undercover in the Pact when they and the Agency have it out, either Harley Quinn or Bane. Whoever he chooses to aid, the other will be left to contend with the Agency's forces while the others make their escape.
    • Season 2, episode 3: Harley Quinn knows someone absconded with the Riddler's laptop, and her suspicions are narrowed down to Bruce and Catwoman. Bruce has two choices: on the one hand, he can sell Catwoman out, maintaining his cover and allowing him to stay close to the Pact while she is left in one of Riddler's torture chambers. On the other hand, he can protect Catwoman by admitting to stealing the laptop, resulting in him being locked in one of Mr. Freeze's cryochambers as his cover is blown.
    • Season 2, episode 4: At the end of the episode, John Doe becomes the Joker. What kind of Joker he becomes depends on how Bruce treated him: if treated with suspicion and mistrust, he becomes a Villain who sides with Harley. If treated with kindness and trust, however, he becomes a Batman-inspired Vigilante who rebels against Harley.
    • Season 2, episode 5: After the troubling events of the season caused him to question the righteousness of their cause, Alfred makes the decision to leave Bruce's employ. The player is presented with two choices: allow Alfred to leave and continue to fight as Batman, or give up the mantle of Batman to keep Alfred at their side. The Stinger also differs depending on how the player treated John Doe.
  • Best of Three: The game has a variety of different endings based on what you say to Grant and if you admit to having written the notebook of poetry about him. For example, you may reconnect with Grant and want to go out to a movie with him, or you'll end up staying silent and feeling exhausted.
  • Beyond: Two Souls has a total of six endings, five of them being based on the choices Jodie can make when faced with the possiblity of her own death.
    • Choosing death results in Jodie entering the Infraworld with Aiden and being reunited with Shimasani and anyone else who may have died throughout the game, while still maintaining a spiritual connection to the mortal world that she uses to assist a young girl with similar abilities to herself.
    • Choosing life results in Jodie surviving the Black Sun incident, but at the cost of being separated from Aiden. From there, the player can choose to live with Ryan (if he's alive), Jay, the friends she made in the "Homeless" chapter, or no one at all; in all those endings except the third, Aiden returns.
    • The sixth ending, which shows the entities overrunning reality and turning it into a hellish limbo, is basically a Non-Standard Game Over with credits, and it can only be achieved by failing too many quick-time events in the last chapter.
  • The Adventure Game Blackout is unusual, not only because it is performed almost entirely with puppets, but also by the way that the Multiple Endings are handled. There are several ways to get to the end of the game, some involving significantly more bloodshed than others, but the final result is always the same — you face the various facets of your shattered, schizophrenic mind, each offering their own suggestion as to how to proceed, and depending on which of them you choose, you get a different ending. Your earlier actions, thus, have no effect on the ending. Oh, and you've got 'bout a round dozen personalities, depending on whether you count the one you actually play as. The endings run the gamut from "Eloping with your psychiatrist and living happily ever after" to "BURN!!!"
  • The 1997 Blade Runner video game has thirteen different possible endings, some of which are not accessible in a given playthrough, as some of the variables determining the plot points are calculated upon beginning a new game.
    • There are several endings that amount to Nonstandard Game Overs, all of which occur if Ray is killed, or if Ray kills a human.
    • Car endings:
      • Ray and Lucy drive off together; she is a replicant. Ray has found enough DNA information to save her.
      • Ray and Lucy drive off together; she is a replicant. Ray does not have enough DNA information to save her. The voiceover is slightly different; Ray adds, "I didn't know how much time we'd have together" during his voice over.
      • Ray and Lucy drive off together; she is human.
      • Ray and Dektora drive off together; she is a replicant. Ray has found enough DNA information to save her. Similar to the Lucy ending, but Dektora is featured instead.
      • Ray and Dektora drive off together; she is a replicant. Ray does not have enough DNA information to save her.
      • Ray drives off alone.
    • Moonbus endings:
      • Ray retires Clovis, he and Crystal walk off into the Kipple.
      • Ray retires Clovis; Crystal has been killed by a booby trap. Ray explains to Gaff how the replicants got her. Ray picks up Gaff's origami dog.
      • Ray retires Clovis, with Crystal being dead, Ray explains to Gaff how she was a replicant sympathizer, and that he had to dispatch her. Ray picks up Gaff's origami dog.
      • All of the replicants fly off into the blackness. Gaff leaves an origami tiger.
      • All of the replicants fly off into the blackness. Lucy says, "And this time the memories we make will be our own." Gaff leaves an origami tiger.
      • All of the replicants fly off into the blackness. Dektora says, "And this time the memories we make will be our own." Gaff leaves an origami tiger.
  • Dark Parables 7: Ballad of Rapunzel has two endings, depending on whether you use the Jewel of Repose or the Mirror of Inversion to free Rapunzel from her sister Belladonna's mind control.
  • Detroit: Become Human has a whopping one hundred ninety-five different endings, dependent on choices you make throughout the game, with some of the earliest and/or most insignificant-seeming choices potentially having major ramifications later. Each chapter also has a number of different outcomes. The first chapter, alone, has six different outcomes to a Hostage Situation where an android named Daniel has taken a girl named Emma hostage, and you, as Connor, must save her. Depending on your actions...:
    • Connor will sacrifice himself to save Emma, either by tackling Daniel to get her to release him, or saving her when Daniel attempts to leap from the roof with her.
    • Connor can talk Daniel down and convince him to release Emma, with the SWAT team shooting Daniel once the girl is out of harm's way.
    • Connor can shoot Daniel himself and save Emma.
    • Connor can try to use a gun to intimidate Daniel, only for Daniel to fire. This results in Connor, Daniel, and Emma all dying.
    • Daniel will leap from the building, killing himself and Emma.
  • The Dig had two separate endings: Over the course of the game, the player has to use a 'life crystal' to revive one of his fallen teammates, who then becomes increasingly demented and addicted to said crystals, which eventually leads to his doom. Another of the player's cohorts dies near the endgame, and specifically begs not to be resurrected with a life crystal, so as to avoid the same fate as her former teammate. If the player breaks his promise and resurrects her, she commits suicide in horror by jumping off a nearby cliff. When the two teammates are brought back to life again in the ending, the latter of these teammates will either hug you or slap your face, depending on whether or not you resurrected her before.
  • There are three possible endings to Dot's Home depending on the major choices you make.
    • The Good Ending: All the major choices must be the best ones to get this ending. Carlos moves in with his great-grandma after Dot moved next door to her, and he still loves it even if he complains about its condition. Dot also teaches at the local school, and she stands up for her neighborhood to make the community land trust. With everyone's support, the neighborhood is able to drive away predatory real estate companies who want to sell out their town, and they continue to fight for equal housing rights for all races.
    • The Neutral Ending: Usually acquired on the first run, where some of your choices are bad while others are good. Alma holds her annual potluck at the Interfaith Community Center, and Dot volunteers for it whenever she returns to the neighborhood after moving out. Dot moves near the charter school she teaches at and plans to start her family there, continuing her family's legacy of making homes of their own. However, she worries if she made the right choice because her grandma lives alone in her house. Carlos rarely visits her because of his new "non-profit" architecture job, hoping to make housing more affordable to many people of all races.
    • The Bad Ending: All the major choices must be the worst ones to get this ending. Dot moves into Woodward Towers while her grandma moves in with Alma and Georgia after selling her house. Georgia then moves into a nursing home due to her ailing health and the rising costs to hire a full-time nurse, while Dot teaches at a charter school and Carlos takes up Georgia's job as a real estate agent. He's implied to be working for Hope Equity, and with his great-grandma's house sold, neither he nor Dot see Mavis that much anymore. Dot herself feels lost in her new home due to its strict rules and regulations and the lack of community among her neighbors. She also can't help but feel overwhelmed by her neighborhood rapidly changing, such as the Interfaith Community Center being bulldozed years ago as part of a "redevelopment project", with the new project being in limbo. While real estate companies buy people out or give them vouchers to move while they "rebuild" the neighborhood for the rich, there are still some people who have hope for it and are fighting for housing equality.
  • Endeavor has three endings based on how you choose to get back to your hometown. Pawn, which is where you've collected all the gems for the evil deity Malor and he grants you the power to fly back up to your hometown, Savage, where you get the power to go back to your mountain village by murdering 10 creatures, and Hero, where you gather a large amount of endurance and climb back up the mountain to your town.
  • Fahrenheit a.k.a. Indigo Prophecy features three real finales and countless bad endings, since every single story point where you can get yourself killed/arrested/driven insane has its own ending narration ("And this is how my story ends..."). The real finales are determined by your performance in the final stand-offs against the Oracle and the AI: the good ending sees Lucas defeating both Clans, receiving the ultimate knowledge from Jade, and literally becoming a god, yet choosing to live with Carla; in the bad ending, Lucas kills the Oracle but loses to the AI, who proceeds to learn Jade's secret and attempt to continue the freezing of the world, even if there's a small ray of hope in Carla's pregnancy; in the last ending, Lucas loses to the Oracle, the AI goes into hiding instead of joining the fight, and the Orange Clan continues running the world (like they always did), carefully avoiding Lucas, who now lives with Carla. Many players consider the latter ending the "true" end of Fahrenheit. There is also an additional 'ending' (which winds up being a variation on the good ending); losing to the Oracle sets off a scene where you take control of Carla, sneak up on a guard, knock him out, steal his gun, and shoot the Oracle in the back. The rest of the game proceeds as normal.
  • There are three endings in Farethere City:
    • The Normal Ending is acquired if you fail to convince Karakoro to stay in Farethere, or if you don't collect all the parts of the music box, or both. You are officially welcomed to Farethere City, and the game ends.
    • The other two endings are only available if you convince Karakoro/Shouta to stay in Farethere and if you collect all the parts of the music box. If you do that, and talk to Hopopo at the party, you'll go back home to get your music box, where you learn that not only are you dead, but everyone else in town is, as well, as Farethere is the hereafter, or at least one of them. You are then offered a choice: take the Path of Rebirth for a chance to be reborn, or stay in Farethere.
      • If you choose to leave on the Path of Rebirth, you're shown as a traveler, just like the others you may have seen, with a scary atmosphere overhead. You probably know by this point that you'll be forgotten by your friends in town, and will likely forget them, as well. The game doesn't make it clear whether or not you succeed on your journey, or even if you have a good life afterward. It certainly explicitly doesn't offer much hope for the former, but it's out of your hands.
      • If you choose to stay in Farethere City, you get a nice credits sequence showing you interacting with your friends, as well as a Playable Epilogue where you can even be some of your friends and go around talking to people — including a new resident — and looking at their own rooms. The epilogue only truly ends when you go to bed (as yourself). You get to do what you love, surrounded by likable people; certainly seems like the happiest ending.
  • In the Megazeux module Funky Chunky Monkey, you're at one point instructed to go see a shady informant known as Joe on Fourth Street to find out more about who kidnapped the main character's sidekick. There's a small chance that Joe will be squashed by an alien spaceship landing out of nowhere, sending the game on an entirely different path than normal.
  • Heavy Rain can end in twenty two different ways, fitting for a game whose main selling point is "every action you take has a consequence." That doesn't mean that they actually scripted twenty two endings; instead they scripted two or three different endings for every character, which then combine in unique ways.
  • The Henry Stickmin Series has multiple endings for most of its individual games. Prison and Diamond's endings result in the same basic world state (Henry free and Henry stealing the Tunisian Diamond respectively), but the endings from Airship onward have major ramifications for the ongoing storyline.
    • Escaping the Prison has three endings, depending on whether Henry escapes by busting out, sneaking out, or going through a trial.
    • Stealing the Diamond has three endings, depending on whether Henry goes in loud, sneaks all the way through, or starts stealthy but ends loudly.
    • Infiltrating the Airship has four endings depending on how Henry infiltrates the airship at the beginning and whether he remains loyal to the government or not.
      • Government-Sponsored Private Investigator: Choose the earpiece. With the aid of the pilot Charles Calvin, Henry acquires evidence of the Toppat Clan's wrongdoings, getting him a pardon and many members of the Toppats arrested. Henry and Charles become good friends in the process.
      • Relentless Bounty Hunter: Choose the cannon ball and side with the government at the end. Henry captures the leader of the Toppat Clan, Reginald Copperbottom, and earns his pardon.
      • Rapidly Promoted Executive: Choose the cannon ball and side with the Toppat Clan at the end. Henry betrays the government and forcibly takes control of the Toppat Clan, although Reginald isn't quite happy with the new arrangement.
      • Pure-Blooded Thief: Choose the grapple gun. Henry abandons the mission to steal the Romanian Ruby from the Toppats.
    • Fleeing the Complex has five endings depending on how Henry leaves his cell and who he allies with in the process.
      • Ghost Inmate: Choose the boost up option and abandon cellmate Ellie Rose. Henry slips out of the Wall completely undetected, although Ellie isn't very happy about being abandoned.
      • Convict Allies: Choose the boost up option and take Ellie with you. Henry and Ellie trigger a prison riot, beat up the warden Dmitri Johannes Petrov, and escape together, becoming inseparable friends in the process.
      • Presumed Dead: Choose the charge tackle option. Henry fights his way out of the Wall, only to be thrown off a cliff and left for dead by Dmitri. Fortunately, Henry survives and slips away.
      • International Rescue Operative: Choose the wait for transfer option and call Charles. With the aid of his old friend, Henry escapes the Wall.
      • The Betrayed: Choose the wait for transfer option and call Reginald. Henry breaks out of the Wall with the Toppat Clan's aid, but Reginald betrays him and throws him to his death to retake control of the Clan.
    • Completing the Mission has sixteen endings depending on which combination of endings in Airship and Complex you choose to make canon and who you choose to side with at the end of one route.note 
      • Cleaned 'em Out: Choose Investigator and Ghost. Henry sneaks aboard the Toppat rocket while it is still grounded and steals all of the loot they ever took.
      • Triple Threat: Choose Investigator and Allies. Henry and Ellie help Charles destroy the Toppat rocket, and Henry and Ellie offer their further aid to the government should they ever want it.
      • Valiant Hero: Choose Investigator and Dead. Henry and Charles infiltrate the Toppat space station and destroy it, but Charles dies in the process.
      • Special BROvert Ops: Choose Investigator and Operative. Henry and Charles team up to destroy the Toppat rocket, and Henry joins the government after being promised the chance to run more missions with Charles.
      • Free Man: Choose Bounty and Ghost. Henry is captured by the Right Hand Man Reborn in revenge for arresting Reginald, but he severely damages the Toppat space station and manages to escape.
      • Capital Gains: Choose Bounty and Allies. Henry and Ellie use the tank Henry stole from the airship to rob the Toppats of all of their riches before they can launch their rocket.
      • Little Nest Egg: Choose Bounty and Dead. Henry uses the tank he stole from the airship to rob the Toppats of all of their riches before they can launch their rocket.
      • Master Bounty Hunter: Choose Bounty and Operative. Henry infiltrates the Toppat rocket and captures the Right Hand Man Reborn, becoming a professional bounty hunter in the process.
      • Jewel Baron: Choose Thief and Ghost. Henry infiltrates the Toppat space station and steals the Norwegian Emerald, completing his set of rare jewels.
      • Pardoned Pals: Choose Thief and Allies, and side with the government at the end. Henry and Ellie head to the Toppat rocket hoping to join them to escape the Wall's forces, but ultimately destroy the rocket and earn pardons from the government.
      • Toppat Recruits: Choose Thief and Allies, and side with the Toppat Clan at the end. Henry and Ellie head to the Toppat rocket, throw Dmitri to his death, escape to outer space, and join the Toppat Clan as new recruits.
      • Stickmin Space Resort: Choose Thief and Dead. Henry breaks into and hijacks the Toppat rocket, turning it into a space resort.
      • Toppat Civil Warfare: Choose Executive and Ghost. Ellie pursues Henry back to the Toppat airship to get revenge for abandoning her and causes Reginald to start a mutiny, leading to Reginald's death and Henry and Ellie leading different factions of the Toppat Clan in conflict with each other.
      • Toppat King: Choose Executive and Allies. Henry and Ellie help the Toppat's rocket launch, earning Reginald's respect and loyalty. Henry rules the Toppat Clan with Ellie as his right-hand woman.
      • Toppat 4 Life: Choose Executive and Dead. Henry wipes out the government forces trying to prevent the Toppat rocket launch, earning Reginald's respect and loyalty.
      • Revenged: Choose Executive and Betrayed. Henry is resurrected as a cyborg and slaughters his way through the Toppats to get revenge for their betrayal, ultimately leading to the deaths of both Reginald and himself.
  • I Became a Dog: Five endings to get, with the New Game Plus system making repeated playthroughs to get them much faster.
    • Ending 1: Death. You do all the tasks for Tomy and she gives you a toy as a reward, but it's actually a miniature bomb which blows up in your face as she wouldn't accept living with anyone who'd covet her food.
    • Ending 2: Imprisonment. You do all the tasks for Tomy, but you refuse to accept the toy for yourself, then bait her out of the pink bed for food and nab the key underneath. You then free Julia from jail and confront Tomy alongside her. As two on one it seems good at first, but the confronted dog calls James for help and you both ultimately lose, with Julia going to jail for the second time and you for the first time.
    • Ending 3: It's all mine! You do all the tasks for Tomy, but you refuse the toy twice, then do the things as usual. As James is unable to help her, she is succesfully punished. You then wake up the owner, feed him 1500 bugs, and he remembers that he switched places with you. He think that things will change back with a kiss, but he runs away, and you can't catch him since you're speed level's too low, so he locks himself in the bedroom. You then bark in prison to get food to distract Julia and lock her up there. Now you'll never be human again, but all the food is yours!
    • Ending 4: Back to human. You do everything as usual, but you catch the owner since your speed is maxed out. The dog switches places with him, then he checks around and finds out that Sony is an old man and is willing to teach you the human language, but you need to find 10$. Once you do so, you meet your wife, who'll kick you out of the house as she thinks you've been drinking. You decide to leave and get drunk.
    • Ending 5: Happy ending. You do everything as usual, but let Sony die. When you see your wife, she'll once again get angry and think you're drunk, but you can only respond with barking. You go back to being a dog and she loves you, so you ultimately decide to stay as a dog.
  • I Have No Mouth, and I Must Scream offers no "winning" ending for the five characters' scenarios, only temporary escape from AM's torture or a reasonably dignified death. If you get the "good" ending for each scenario, in the endgame it's possible for one of the survivors (and only one) to defeat AM, by sacrificing themselves in the process. However, this also awakens a group of hibernating people who have survived the nuclear war by being in stasis on the moon, and starts a 300-years-long terraforming process of the Earth, rendering it inhabitable in the future, and it is implied that the survivor's mind has been uploaded to AM's hard disc. Otherwise, the sole survivor gets turned into a Great Soft Jelly Thing and left to brood on their miserable existence until the end of time. Harlan Ellison, the author of the story it's based on, initially objected to the inclusion of a "good" ending. (Then again, Harlan was a curmudgeon before he was out of his 20s.)
  • While the Indiana Jones and the Fate of Atlantis adventure game had several slightly different endings (You get turned into a wraith and die, you beat the baddies and the girl dies, you beat the baddies AND get the girl), and each miscellaneous death in the course of the game "rewarded" you with a pithy block of text (usually describing the happy fate of whoever killed you), the game was mostly notable for having three totally unique games (or "paths") that take up everything between departing from the university and entering Atlantis. Entitled fists (more fights and action), wits (more puzzles), and team (Sophia accompanies you, and you work with her to solve puzzles), the subtle nature of the path-choosing scene meant that many players never knew they missed two thirds of the game. Though you really only have two different endings. The you dying ending just means you screwed up. Plus, the path you choose doesn't make you necessarily get a different ending; even if you go without Sophia, she will turn up later on, so you must still make the choice of saving or not saving her.
  • In The First Degree has four endings as follows: First-Degree, Second-Degree, Manslaughter, and Not Guilty. The ending you are trying to achieve (because you are the prosecutor) is the First-Degree ending. Achieving this ending requires you to look at all the evidence, interview 3 witnesses before the trial (asking the right questions and the order of the questions will make a difference), and then going to trial, which will have you question the 3 witnesses again, as well as questioning the defendant himself (and possibly a medical doctor the defense calls up). There is apparently more than one way to go through the questioning and achieve the First-Degree ending.
  • Every Life Is Strange game except for Life Is Strange: Before the Storm and the shorter DLC episodes feature multiple endings (BTS has minor ending differences depending on your choices, but lacks significant branches due to being a prequel):
    • While there were fewer endings than players had hoped (mainly due to budget and time limits), the original Life Is Strange has a choice of two, triggered by the final decision to either "Sacrifice Chloe" or "Sacrifice Arcadia Bay". Max discovers that there is no way to stop the tornado approaching the town other than to prevent it from happening in the first place, which requires her to go back to the beginning and allow the original events of the week - i.e. Chloe getting shot - to play out. Choosing this option ends with Max attending Chloe's funeral, the town saved but her best friend/girlfriend dead. Alternatively, if the player chooses Chloe over the town and lets the tornado happen, Max and Chloe drive out of the devastated town without looking back. According to Word of God, a third ending in which Chloe survives getting shot was planned, but ultimately cut because they felt it would have been a Writer Cop Out.
    • Life Is Strange 2 has four endings determined by two factors: a final binary choice as in the first game, but also how Sean's decisions throughout the game have affected Daniel's morality:
      • Crossing the border with high morality results in the Parting Ways ending: while Sean makes his escape successfully, Daniel chooses at the last minute to surrender to the police. A six-year Time Skip sees Daniel now living with his grandparents, enjoying close relationships with Chris and Karen, occasionally using his powers in secret to avert local disasters, and apparently content with his existence despite being electronically monitored by the authorities. Sean, meanwhile, seems to have an equally pleasant life in Mexico, regularly sending Daniel letters despite the fact that his legal troubles mean they may struggle to ever meet again in person. Three minor variants show that Sean is either with Cassidy, with Finn, or living alone, depending on a combination of relationship values, who (if anyone) was romanced, and who survived Episode 3.
      • Crossing the border with low morality results in the Blood Brothers ending: the brothers force their way through the border together and a six-year Time Skip shows that they made it to Puerto Lobos where they operate an auto repair business, much like their father did. However, they seem to have either criminal connections or at least to have fallen foul of a criminal gang, since Daniel is shown using his powers to settle a violent dispute with some shady characters. Nevertheless, it's the only ending where the brothers are able to stay together and retain all of their former closeness.
      • Surrendering with high morality results in the Redemption ending: Sean and Daniel both surrender to the authorities, with Sean exchanging his freedom in a bid to ensure Daniel avoids incarceration. Daniel is shown living with his grandparents much like in the Parting Ways ending, but with a longer Time Skip, this one lasting 15 years. At the end of this time Sean is shown getting out of prison, greeted by Daniel, Karen, and optionally Lyla (if Sean maintained contact with her over the course of the story). Sean and Daniel then revisit the woods where they camped in Episode 1, with Sean in particular clearly profoundly affected by the events of his life up to that point.
      • Surrendering with low morality results in the Lone Wolf ending: Daniel refuses to allow Sean to surrender and forces their way through the border, killing several agents; Sean is also fatally wounded in the ensuing firefight. Daniel proceeds to Puerto Lobos alone, where a six-year Time Skip shows him having many of the same experiences as in the Blood Brothers ending, but falling deeper into criminality without Sean's guidance.
    • Life Is Strange: True Colors has a binary ending choice similar to the first game, although thankfully with much lower stakes: Alex's story ends on a positive note no matter what, with her finally able to move on after bringing her brother's killers to justice. The sole choice left up to the player is whether to stay in Haven Springs, having found a sense of community for the first time in her life, or to leave and pursue her music career on the road. Either option plays out positively, with minor variations based on whether the player has Alex romance Steph, Ryan, or neither — if she has a partner, they'll happily stay with her regardless of which choice she makes, despite Ryan initially wanting to stay and Steph initially wanting to leave.
  • Little Misfortune has two endings, depending on whether you used glitter on every possible object in the game. The normal ending has Misfortune quietly pass on into the afterlife, while the Golden Ending entails Misfortune giving her mother the gift of "eternal happiness", allowing her to discard her mask as she no longer needs it to pretend she's happy.
  • Maniac Mansion had several endings, the worst if the entire team was killed or the house exploded. The good endings involves the space police, a record deal, or shooting the meteor into space, all of which results in the rescue of Dave's girlfriend, Sandy.
  • Missing Children has a good ending, and a bad ending.
    • Good Ending: Sato finds the three girls sitting at the dock with a mysterious black figure, before the screen fades to black. Then we get an epilogue telling what happened in each of the girls' home lives after their return, and how Sato now feels she's made up for Takumi's death.
    • Bad Ending: Sato finds the girls drowned at the bottom of the lake, turns around, and is pushed in by a mysterious black figure. She comes to after Funahashi pulls her out of the lake, but feels she failed to help the girls, and that she still hasn't atoned for Takumi's death.
  • The Myst universe. Note that only the good ending is canon for any of them. Riven and Exile carry this the furthest. Most notably, both have a "somewhat bad" ending that's actually better than the worst possible endings but still far from good (and equally non-canon).
    • In the first game, you can free either Sirrus or Achenar from his book, resulting in you getting trapped in it, or open the Green Book that both claim to be another trap, which gives you two more possible endings: either you don't have the white page and are stuck with Atrus in D'ni, or you have it and free him back to Myst. Interestingly enough, this game doesn't actually end, but when you exit the game after freeing Atrus, the music that plays is different (and noticably mellower and more cheerful), a subtle indication that you were successful.
    • In Riven, you can 1. trap yourself before reaching Gehn, which gets you killed 2. free Gehn after trapping him, which leaves you imprisoned for life, 3. destroy Riven without trapping Gehn, which gets you killed, 4. destroy Riven after trapping Gehn but without saving Catherine, whereupon you survive but she and everyone left on Riven all die (the somewhat bad ending), or 5. destroy Riven after capturing Gehn and freeing Catherine; she evacuates everyone, she and Atrus escape to a new, more stable world, and you return home safe and sound (the good and canon ending, obviously). There is also an additional ending viewable only if the player decides to cheat by Save Scumming an access code back in time, which is much the same as ending 3, except a little more ambiguous.
    • In Myst III: Exile, the possibilities, in a nutshell, are: Saavedro destroys the Releeshan book, Saavedro kills you, Saavedro destroys the Releeshan book and then kills you, you save the Releeshan book but callously leave Saavedro trapped forever (somewhat bad), and you save Releeshan and free Saavedro to his homeland (good/canon).
    • Myst IV: Revelation's finale confronts the player with Achenar and the abducted Yeesha, with only seconds to decide who to trust though even a casually-attentive player will have learned by this point that Sirrus was planning to possess Yeesha and that Achenar has undergone a thorough and complete Heel–Face Turn; choosing incorrectly results in the player's immediate death, while choosing correctly sets off one final puzzle where the player must put Yeesha's memories in their proper order to exorcise Sirrus from her. Taking too long to choose also results in death.
    • Finally, throughout the course of Myst V: End of Ages, the player encounters the adult Yeesha and an old man named Esher, each of whom seek a mysterious tablet that only the player can obtain. Once the player does so, he can choose who to give it to; however, Yeesha has already tried and failed to obtain the tablet, meaning she can never touch it again, and Esher is actually a deranged maniac who will leave the player stranded on Myst Island while he goes off to conquer the universe. The right thing to do is to Take a Third Option by dropping the tablet, returning it to its rightful owners.
  • The Neverhood lets you choose the ending: You can either accept Klogg's offer to become ruler of the Neverhood (and become hideously mutated in the process) or take Klogg's crown and give it back to Hoborg, its original owner, which gets rid of Klogg and allows Hoborg to repopulate the Neverhood with more clay people.
  • Obduction has three:
    • Non-Standard Game Over: All those signs warning you to NOT touch the dodecahedron? Touch one. See what it does. It's the only time you can be killed.
    • Bad Ending: The power source is connected at some point in the game, and is still connected as you go to the tower to end the game. This leads to Cecil's plan to use the tree working... only to arrive to an Earth completely desolate and ruined.
    • Good Ending: Before going to the tower to end the game, disconnect the power source. Cecil's plan goes as normal, but something goes wrong and Cecil screams at you that the coordinates are not working. It goes to a completely different planet that looks like a paradise. The Mofang, Kaptar, and good Villein are all there, too, and it's implied the three races are about to live in harmony with one another now that the Villein's plan to start an inter-race war is foiled.
  • At the end of Obsidian, the nanobot AI Ceres is about to finish its job, but your partner Max Powers managed to hack the AI's Crossover Switch so that Ceres would crash if you give control back to its systems. The endings hinge on whether you trust Ceres or Max.
    • If you flip the switch back, Ceres and its entire world self-destruct bit by bit, returning you and Max to reality, saving the planet.
    • Siding with Ceres and leaving the switch in human control, however, leads to the AI using its nanobots to completely reboot Earth, leaving only you and Max alive.
  • The Tex Murphy game Pandora Directive features eight endings, all based on how dickish the main character's behavior is throughout the game. (That is, obviously, at the complete discretion of the player). Those endings range from "Tex betrays the world but is blown up before he can do too much damage" to "Tex has kinky sex with the girl of his dreams."
  • Primordia (2012) has several possible endings, some even with additional sub-variations on their own: the best of them have to be gradually unlocked throughout the game by obtaining information and making the correct choices. Ultimately, you can: join Metromind; get killed by Scraper; commit suicide; destroy Metropol along with yourself by ruining the power core; destroy Metropol using the Thanatos virus; force Metromind to let you leave with the power core, with or without shutting down Scraper and/or retrieving the remains of one or both of your fallen friends in order to rebuild them. Frustratingly, however, it lacks what would possibly be the most logical choice in case you did manage to meet the requirements for the best ending: using the Thanatos virus to shut down Metromind herself, thus freeing Metropol from her control. However, it is strongly implied that Metromind's existence is essential for Metropol as long as she controls the robots in it, and shutting her down in any way would've effectively wiped out the robot population. Mark Yohalem actually admitted that this was an intended option, but one that turned out to be tricky to implement for technical reasons.
  • The Radio Station: The game has three endings.
  • RATUZ has numerous endings depending on how many people you save:
    • The best ending with all prisoners and the female scientist freed: The rat creature arrives and attacks each of the three prisoners. After attacking the last prisoner/you, the female scientist stabs him with the antidote, returning him to normal. They all hop into the boat, the spider-head joining you, and escape with the player getting the girl.
    • Fail to rescue the female scientist: The rat creature arrives, but the spider-head pounces on the creature, being killed but allowing you all to escape.
    • Fail to rescue prisoner #4: You and prisoner #6 tangle with the monster, but when the female scientist attempts to stab him with the antidote, the monster catches her and she drops it. The three attempt to escape, but prisoner #6 is caught and murdered.
    • Fail to rescue prisoner #6: You and prisoner #4 tangle with the monster, but when the female scientist goes to stab the monster with the antidote, she stabs prisoner #4, causing him to blow up, but the two of you escape.
    • Fail to rescue prisoner #4 and the female scientist: You and prisoner #6 tangle with the monster, but you are ultimately killed by it while #6 escapes.
    • Fail to rescue prisoner #6 and the female scientist: You and prisoner #4 tangle with the monster. You both attempt to escape, but the monster tackles and eats you.
    • Rescuing only the female scientist: The rat creature arrives and the scientist gives you the antidote. However, the monster grabs you and rips you in half as the scientist escapes... then the rat creature appears, grabs her and pulls her into the water.
    • Sole Survivor: When the rat creature arrives, you tangle with it, only for the elderly rat man to appear, dying as a distraction as you escape. However, the rat creature hops into your boat, smashes your head against the boat propeller and uses the boat to escape.
  • Ripper. Curiously enough, the identity of the Ripper is actually randomized at some point of the game, with some elements changing accordingly. Disappointingly, however, the endings are mostly the same regardless of the culprit. It can be inferred that only one of them is the "true" ending, due to the way it's differently handled than the rest (and that that one person was the only one with a specific grudge against all the victims), but, again, unlocking that ending is randomized. It's likely the others were just thrown in at the last moment.
  • In Rise of the Dragon, there are two possible endings after you kill the Big Bad, depending on whether you saved your girlfriend or not earlier. (Obviously, the Best End comes when you do save her, and both live Happily Ever After.)
  • The last episode of Sam & Max: The Devil's Playhouse features two slightly different endings, depending on what you think Sam's favorite part of freelance policing with Max is — the adventuring or the crimefighting.
  • The Director's Cut of Scratches has an alternate ending in which the main character never experiences any strange phenomenon and instead goes crazy, just like the previous owners of the mansion. This ending is invalidated by the additional chapter, Last Visit, that also comes with the Director's Cut.
  • Shadow of Destiny has five endings, which depend on your action in the final part, as well as whether Eike reveals to Margarete that she is his ancestor or not. Plus, two "EX" endings are available after every other ending is reached.
    • A: Eike discovers the truth about Homunculus (it was created by Wagner and switched Dana and Margarete) and the fortune-teller (she's the lingering spirit of Helena, Wagner's wife and Hugo's mother). "Wagner" dissuades Hugo from trying to use the Stone, and they all return to their time.
    • B: this ending has two variations, which depends on what truth Eike discovers, the fortune-teller's or Homunculus'. In the former, she sacrifices herself to stop Hugo; in the latter, Eckart manages to dissuade him from killing his daughter. In both cases, Eike doesn't know the whole story.
    • C: Eike travels back in time to prevent Hugo's experiment. This accidentally causes Hugo's death, as he comes in contact with his older self, who taught his younger self how to perform said experiment.
    • D: Eike creates a paradox by burning Wagner's notes, preventing the story from happening in the first place. A flashback reveals that Eike is Wagner, cursed with eternal youth and regularly scheduled amnesia by Homunculus.
    • E: Eike brings Margarete in his time; she then convinces Hugo to drop his plans and return home. Dana stays in the present.
    • EX 1: Eike gives Wagner the Stone, so that he could save his wife. The story never happened.
    • EX 2: Eike gives Homunculus the stone. Poof.
  • Sierra On-Line, in its middle years, frequently offered different endings based on the final decision the player made in the game. Some examples:
    • Gabriel Knight: The Sins of the Fathers allowed the player to choose whether to kill or save the villain, a woman Gabriel loved but who had been irreversibly possessed by an evil spirit. Interestingly, whatever the player chooses, the villain dies and Gabe receives a scar on his arm that is visible in the live-action sequel. If he chooses to kill the villain, however, she takes him with her to her death.
    • Shivers Two: Harvest of Souls gives the player the choice of giving a powerful artifact to the villain, its rightful owner, or a kind ghost. The first choice allows the villain to avenge his wife's death, but kills you; the second kills everyone in the world. Technically, even the third is a sub-optimal ending, as the kind ghost has to solve the plot for you. The best ending is achieved by using the artifact yourself (which requires the player to solve one last Solve the Soup Cans puzzle).
    • Phantasmagoria: A Puzzle of Flesh lets the player choose whether to remain on Earth, or go off with aliens. In a move rare for Sierra, neither ending is explicitly "right", though the first choice does lead to a longer cutscene.
    • Conquests of the Longbow ended with the player, controlling Robin Hood, being arrested and tried for being an outlaw as well as all the crimes the player may or may not have committed during the game. Depending on your actions, Robin might be pardoned, marry Maid Marian, or be found guilty and executed.
    • Both Laura Bow games have two different endings. In The Colonel's Bequest, the ending depends on whether you shoot Henri or Rudy. In The Dagger of Amon Ra, you must use clues obtained throughout the game to answer the coroner's questions correctly — get too many wrong and you'll receive the bad ending, in which pretty much every surviving character comes off much worse off, from losing their job to being brutally murdered. Answering correctly results in a happier ending for all (except the murderer, of course). A third minor ending can also be found if you correctly answer all the questions, but lack the evidence needed to prove your points. The ending leads to a mix of the good and bad endings where everyone is either so-so (with alternative dialogue or fates from the good or bad ends) or still mad at Laura (as they would be in the bad ending). She still ends up killed, however, but the dagger is returned (as opposed to missing in the bad ending).
    • Quest for Glory I gives two endings, which is decided at the Brigand Leader's office. If you don't take the mirror, you will immediately go to the castle to be proclaimed Hero of Spielburg by the Baron, and leave for Shapeir. However, since Baba Yaga remains, the valley remains cursed, and "terror will continue to rule the land". If you do take the mirror, you'll leave through the secret passage and can choose to return to the castle for the bad ending, or deal with Baba Yaga, driving her out of the valley and freeing it of its curse.
    • King's Quest VI has several slight variations on the same ending depending on whether you complete all of the optional tasks, like befriending Jollo and bringing Cassima's parents Back from the Dead. None of the endings are exactly bad, but some are a little bittersweet. The ending will also say something about the path you didn't take, even the best ending.
    • In King's Quest IV, Graham will either die or be healed depending on whether or not you brought back the fruit of life.
    • In King's Quest VII, you can either save Edgar with the extra life or leave him to die. The ending will have either Rosella courting Edgar, or have their families mourning his death.
  • SOS, for the Super NES, had multiple endings, depending on your score from rescuing survivors and whether you saved passengers related to your chosen character. For the most part, anything short of the character's Golden Ending (achieved by rescuing a specific passenger and scoring at least 25 points) is a Downer Ending.
    • Capris Wisher
      • Saved Amy, score of 25+: Capris and the others seem to reach a dead end. Amy slips and grabs a ledge. When Capris goes to save her, she refuses his help, accusing him of abandoning her. When one of the other passengers spots a rescue party coming, though, the two reconcile and escape.
      • Saved Amy, score of -25: Capris and the others seem to reach a dead end. Amy collapses in exhaustion. When it becomes apparent that no help is coming, Capris tells his stepsister to try and get some sleep before the ship sinks...
      • Amy dies, but saved at least one person: Capris tries to assuage his guilt for letting his stepsister die with the fact that he didn't abandon her.
      • Didn't find Amy, but saved at least one passenger: Against warnings that he might not make it, Capris goes back into the ship to find Amy. The two reunite one last time as the ship sinks.
      • Escaped alone: Capris reaches the top of the capsized ship. A rescue party asks if there are any survivors, then take Capris off the ship, since there's no time to rescue anyone else.
    • Redwin Gardner
      • Escape with Harry, Stella, and Jack; score of 25+: The passengers reach the top of the capsized ship, except for Harry, who went back into the ship to save his mom against the protests of the others. Redwin manages to convince Harry to come with him, and the group is rescued.
      • Escape with the above three, score of -25: The passengers reach the top of the capsized ship, except for Harry, who went back for his mother. Redwin goes back to retrieve Harry, but the other passengers are rescued before they can return. They don't make it.
      • Any of the above three die, but at least one passenger makes it: The passengers reach a dead end. Redwin tries to reassure the others that rescue will soon come, but one by one, each of them die from the oxygen in the ship running out.
      • Escaped alone: Redwin reaches a dead end. He bangs a metal pipe against the ship's siding to try and signal for help, but to no avail: he sinks with the ship.
    • Luke Haines
      • Saved the Captain, score of 25+: Luke and the others reach the top of the capsized ship. The Captain, faced with living with the disgrace of heading the ship involved in the worst maritime accident in history, takes out a gun and prepares to end his life. Luke, however, stops the Captain, convincing him to live on and tell others of what happened so the tragedy would not repeat itself.
      • Saved the Captain, score of -25: Luke and the others reach the top of the capsized ship. Luke prepares to make another attempt to rescue more passengers, but the Captain, facing disgrace and refusing to let Luke "take any more glory" for himself, shoots Luke.
      • Didn't save the Captain, score of 25+: Luke and the others reach a dead end. Luke, determined to escape with the others, bangs on the metal siding with a pipe while the others call out for help. In the end, they are found and rescued.
      • Let the Captain die, but save at least one passenger: Luke and the others reach a dead end. Luke, determined to escape with the others, bangs on the metal siding with a pipe while the others call for help, but to no avail: they die when the boat sinks.
      • Escaped alone: Luke reaches the top of the capsized ship and is found by a rescue party, but is admonished for having left the rest of the crew to die.
    • Jeffery Howell
      • Saved Adela, score of 25+: Jeffery and the others reach the top of the capsized ship. The two sit down, Jeffery complaining of back problems, but reassuring his wife that there is no need to continue climbing. As the two share a moment, another passenger advises them that they have to continue moving on. Jeffery gets back on his feet, to Adela's surprise, and the two escape to safety with the others.
      • Saved Adela, score of -25: Jeffery and Adela reach the top of the capsized ship. Jeffery, on his Hippocratic oath and against his wife's protests, goes back into the ship to try and save others. He doesn't make it back out.
      • Adela dies, saved at least one passenger: Jeffery and the others reach a dead end. Jeffery falls into despair from failing to save his wife. However, he hears Adela's voice encouraging him to go on for the others' sake. With renewed vigor, Jeffery starts banging on the metal siding with a pipe, and he and the other passengers are found and rescued.
      • Didn't save Adela, saved at least one passenger: Jeffery and the others reach the top of the capsized ship and are greeted by a rescue party. Jeffery, determined to go back and save his wife, against the protests of the rescue party, rushes back into the ship. Neither he nor his wife survive.
      • Escaped alone: Jeffery reaches the top of the capsized ship, but despairs over his failure to save his wife. He collapses and dies of exhaustion, promising to dance with Adela in the quiet sky.
  • In the fan game Space Quest: Incinerations, there are several endings:
    • The Neutral Ending: Roger saves the day, receives a modicum of recognition, and flies off into the sunset. However, his life is more or less reset at this point, with as his relationship with Beatrice is over and he doesn't really have anything on the horizon.
    • In another, he manages to patch things up with Beatrice.
    • In a third, he takes up an offer to go for a beer with Stellar Santiago.
    • The Good Ending (earned by getting all the points): Roger gets all of Bruce Havoc's money after he just won the lottery due to a bank error, but he's a good sport about it. Bruce is then assigned traffic duty over an ice planet, but it's his favorite ice planet, so he's happy. Beatrice and Stellar find out they like each other and Roger, so they can enter into a happy three-way relationship. Roger is made captain of every starship ever, it turns out the villain of the game wasn't your son, but rather his evil clone, and he has discovered something to prevent Xenon's destruction in the future. Then Roger proceeds to rock out, while the evil clone, seemingly waking up and getting ready to start problems again, is immediately captured by soldiers under the command of Bruce and Doomtron on the aforementioned ice planet.
    • The Bad Ending (earned by getting the lowest possible score): Enraged by your poor performance, the gaming gods decide to punish Roger and all his friends with ignominious fates. Only one is spared their wrath. Stellar loses on The Price Is Right by one buckazoid, and ends up alone in a tiny bungalow with seven cats. Beatrice ends up in an unhappy marriage with Larry Laffer. Bruce was knocked out by Gordon Freeman and thrown in the back of a truck. Doomtron received a botched upgrade and ended up as a port-o-potty. Roger lived happily for the rest of his life... which consisted of a day before he choked on a corn dog. Indeed, the only one spared from the wrath of the gaming gods was Gregory, as him getting sued and having to abandon his Roberta Williams-themed amusement park idea was going to happen anyways.
  • Starship Titanic featured this, though in a minor way. The regular ending is the ship gliding off into the distance. If you armed the bomb and didn't disarm it, however, the parrot would then scream and the ship would explode. A Dummied Out ending involved fireworks, signifying the Good Ending, but it's not obvious what steps would have to be taken to access it.
  • STAY (2017) contains multiple ending scenes, all equally confusing and ambiguous.
  • Super Voice World, an interactive (and weird) film about becoming a seiyuu, has a few possible endings hidden in the midst of Nonstandard Game Overs. They all are accessible from the last scene, where the player is supposed to meet Tesshō Genda in a bar in Ginza. The best ending, where you get the role you auditioned for and go on a date with your crush Rie Tanaka, can only be achieved by entering Club Masako and choosing the first option when leaving. Too bad the bar is unlocked only by entering one of the other bars first, which has the tendency to lead into a Nonstandard Game Over...
  • A Tale of Two Kingdoms has five endings. The normal good end where you defeat the evil sorcerer, and the best end where you also save the princess and know the identity of the assassin. Then there's two bad endings (one where you get permanently stuck in faerie land, and one where you give up and go home), and one really bad (should you choose to team up with the evil guys).
  • The short Flash game The Tin Soldier has two endings, depending on if you solve the very first puzzle the right or the wrong way:
    • Bad (Andersen) ending: The villainous jack-in-the-box throws the tin soldier and the ballerina into the fire, and the two melt into a heart.
    • Good (Disney) ending: A character which you have saved at the beginning of the game gives you an item, which you can use to push the jack-in-the-box into the fire himself; the tin soldier and the ballerina live Happily Ever After.
  • The end of the PC game Titanic: Adventure Out of Time had numerous different descriptions of the revised world history between the sinking of the Titanic and the Blitzkreig, based upon which of the game's puzzles and missions you manage to complete successfully. However, all but the best one end with the death of the PC. The worst ending features a terrorist shooting kicking off World War One, millions killed in the Russian Revolution and the purges that followed, the rise of Adolf Hitler, and your being killed in the bombing of London. The best ending has your actions preventing World War 1, a Hitler painting being one of the few surviving artifacts of the sinking, turning Adolf into a novelty success as a painter, and the Russian Revolution being averted.
  • Twilight Syndrome has multiple endings for each chapter, though only the good outcomes are considered canon. Getting a bad ending is more of a Non-Standard Game Over that will give some additional text describing whatever horrible fate your bad choices resulted in, or simply remarking how you didn't get the whole story.
  • The Walking Dead (Telltale):
    • Every episode has multiple endings, never telling you which one will be better for the protagonists... except for Clementine.
    • The ending of Season 2 has five different endings dependent on various decision in the end, most importantly whether Kenny and/or Jane survives the ending or whether Clementine ends up taking A.J. to strike it out on their own.
  • Where We Remain has three endings:
    • Normal Ending: You collect at least one flower over the course of the game and find the girl normally. She kisses you and the two of you presumably escape the island.
    • Cautiously Optimistic (if somewhat bittersweet) Ending: You don't collect any flowers over the course of the game. When you find the girl, she asks you if you're tired of playing this game, reveals that she gave you Laser-Guided Amnesia and set up this "save the girl and collect flowers for her" game to keep you happy and unaware of the terrible events that you unwittingly caused, and gives you a choice between taking a raft and leaving the island or staying with her to continue the "game". Taking the raft causes you to leave the island and her behind, but also express optimism about being able to start a new life somewhere else.
    • Definitely Bittersweet (and a bit of a downer) Ending: Available only on Expert difficulty. When you find the girl, don't talk to her just yet. Keep on going into purple-doored caves until you find a black-haired girl who gives you the power to kill one spirit. Go back and touch the blond girl, take the raft, and leave the island. You've escaped, but you've done something terrible in the process, and you suspect that it's not the only terrible thing you've done in your life...

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