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Multiple Endings / Survival Horror Games

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Survival Horror games tend to feature at least two different possible endings depending on the players' choice of decisions and actions throughout the gameplay. Bad endings usually lead to the death of Player Character (and sometimes True Companions). Good endings usually lead to Player Character (and their friends) surviving the ordeals.


  • Aka Manto has a good and bad ending.
  • Amnesia: The Dark Descent has four total endings; one obtained if Daniel doesn't escape after being captured just prior to the endgame and three depending on how the final confrontation is handled. The "bad" ending occurs if either Daniel doesn't escape the cell or he allows Alexander to go through the portal. The Shadow will consume him, tormenting him with the screams of his victims and trapping him in darkness forever. The "good" ending occurs if Daniel stops Alexander's ritual; the Shadow will consume Alexander but spare Daniel, and Daniel leaves Brennenburg feeling redeemed. The "best" ending has Daniel send Agrippa's head through the portal to reunite with Weyer. The Shadow will consume Daniel, but Agrippa's voice will call out to him and promise that everything will be alright while lights appear in the distance.
  • Ao Oni: Version 5.2 had two endings:
    • The Bad Ending: Hiroshi takes the way out via rope ladder immediately and flees the mansion without his friends. The closing epilogue reveals that he never saw any of them again, confirming their deaths.
    • The Good Ending: Hiroshi goes back to collect his friends, but finds the Oni has destroyed the rope ladder. Eventually, they find an alternate route outside and escape together. The ending has Takuro and Hiroshi reflecting on events, hoping it was all a bad dream, while Takeshi has a nightmare about the Oni killing him. The final segment of the ending has a new group enter the house, the camera cutting to outside when the Oni appears. Hiroshi's epilogue states that you should never be as foolish as they were; entering an abandoned mansion may invoke the wrath of the previous owner... especially when no man lives there any more.
  • Bevel's Painting has nine endings, and Word of God says none of them are true. There is also a tenth ending, which is achieved in the Secret Level.
    • Long Dream: The easiest ending to get. Achieved by exiting through the shed without the lit candle in possession. Bevel comes out of her painting absolutely exhausted.
    • Meaningless Illusion: The second easiest ending to get. Achieved by exiting through the dirty door (or the clean door if you ignored other Bevel). Bevel enters and exits a locker. She is back in the real world, completely exhausted.
    • A Rousing Success: This and the above endings are the only ones that can be achieved in more than one branch. Achieved by exiting the clean door without ever seeing the other Bevel. Bevel gets chased by various enemies and enters a white door, leading to a blank space. After some time, the Reaper and the other Bevel appear and corner her, but then they lead her to a banquet and turn into the bunny and fairy from the beginning.
    • And I'm Gone: A Downer Ending. Achieved by dropping the mirror shard in the toy box, getting the black paint, exiting through the shed, and burning the painting. Bevel burns away her painting, along with herself and the world she painted. The ending screen shows that the painting Bevel entered has disappeared from the real world.
    • Dead Inside: Another Downer Ending. Achieved by dropping the mirror shard in the toy box, using the candle to get to the Black World, exiting through the fireplace, and stabbing the heart with scissors. Bevel turns into her counterpart and walks away, and the camera pans to the bleeding heart.
    • Revenge: A Downer Ending that is in the same branch as the good endings. Achieved by going through the four doors, ignoring the other Bevel, and leaving through the dirty door. Bevel gets a canvas scraper, returns to the real world, and kills the other Bevel and her friends.
    • First and Last Friend: A good ending. Achieved by going through the four doors and saying "right" when the other Bevel asks if they are friends. The Bevels make a toast to a new painting. Whether they are in the real world or the painting world is left ambiguous.
    • The Real Me: One of the best endings, and one of the two that actually shows the credits. Achieved by going through the four doors, saying "wrong" when the other Bevel asks if they are friends, and leaving through the clean door. White-haired Bevel tells black-haired Bevel that they are the one and the same, and they merge. Bevel escapes through the canvas and finds herself in the real world, surrounded by her friends.
    • Bevel's Painting: One of the best endings, and one of two that actually shows the credits. After the credits, you are given the code to begin the Secret Level. Achieved by going through the four doors and giving the other Bevel your brush. Black-haired Bevel returns to the real world and paints a picture of white-haired Bevel.
    • Meeting: The ending of the Secret Level. Clearly a direct continuation of "Bevel's Painting." White-haired Bevel runs out of the painting and into black-haired Bevel's bedroom, while black-haired Bevel is watching.
  • Castle Red has six endings. The endings chiefly depend on how Jonathon (the Player Character) interacts with the other characters. Certain endings (E and F) leave many details of the story unexplained.
    • Ending A: "Salvation": Jonathon destroys the worm nest and escapes the castle with Sister Agnes.
    • Ending B: "Lord of the Castle": Jonathon enters the worm nest, bonding with the worms and becoming the new lord. Sister Agnes is forced into a life of servitude.
    • Ending C: "Old Lord Reigns": Howard uses Jonathon to kill Margaery and then disposes of Jonathon so that nobody else can challenge him for the title of Lord.
    • Ending D: "Revenge of the Maid": Margaery uses Jonathon to kill Howard, and then lets him leave.
    • Ending E: "Lost and Damned": Agnes loses all hope, snaps, and begins killing the other characters, starting with Jonathon.
    • Ending F: "Eternal Love": Jonathon joins Cecilia in conquering the castle, and the two rule it together.
  • Clock Tower has this in spades. The first game, alone, has nine endings:
    • Ending H: Jennifer escapes alone in a car after seeing one of her friends die. Unfortunately, Bobby Barrows is hiding in the backseat, the screen cutting to black just as his scissor blades appear.
    • Ending G: Jennifer escapes alone in a car after seeing two of her friends die. After the credits roll, an epilogue reveals that Jennifer was found dead three days later.
    • Ending F: If Jennifer does not see Lotte die, the game ends when she enters the elevator to the clock tower, as Bobby kills her offscreen, a pool of blood seeping out from below the elevator's doors.
    • Ending E: If Jennifer tries to ride the elevator to the third floor without watching Lotte die first, the elevator suddenly stops, and the screen fades to black as Bobby crashes in through the overhead vent.
    • Ending D: Without realizing Mary's true intentions, Jennifer rushes to her for safety, only for Mary to stab her to death.
    • Ending C: Having realized Mary murdered her father, Jennifer tries to escape from her and run to the clock tower. Mary pursues her up the ladder, but Jennifer manages to kick her off, killing her. Bobby confronts Jennifer in the clock tower, but Jennifer activates the bell on the tower, the noise sending Bobby falling to his death in the gears below.
    • Ending B: This ending is obtained by seeing all of Jennifer's friends die, or by failing to free a crow from a trap. Jennifer immediately makes for the clock tower as Bobby pursues her, activates the bell, and causes Bobby to fall to his demise. Shortly afterwards, Mary attacks Jennifer, but Jennifer manages to shove Mary into the tower's generator, electrocuting her.
    • Ending A: Jennifer finds one of her friends in the clock tower after defeating Bobby, but Mary ambushes them and throws Jennifer's friend to their death. Thankfully for Jennifer, a crow she rescued from a trap earlier appears with its friends to protect her, making Mary fall to her death.
    • Ending S: Jennifer finds one of her friends unconscious in the clock tower before being attacked by Bobby. She uses the bells in the tower to cause Bobby to plummet to his doom. Mary tries to avenge her son's death, but the crow Jennifer rescued returns with friends and attacks Mary, sending her to her doom as Jennifer's friend awakens and they escape together.
  • Each chapter of Corpse Party: Blood Covered has a few "Wrong End"s and a single "True End". Only by reaching the latter can the player continue on to the next chapter. The fact that these are called "True End"s rather than "Good End"s gives you an idea of the general tone of things.
    • The PSP version added a few new endings, including some Extra Ends which end the game off on the weirdest notes, where everything just seems to stop and focus on one character, then throw you back to the title screen to play the chapter again. To add to it, the sequel to the PSP version has the beginning of its story based off of one of the final Bad Ends in Chapter 5.
  • Dead Rising has seven endings:
    • Ending F (Fail to disarm the bombs in Case 7-2): the mall is destroyed by bombs, which also releases The Virus into the atmosphere, causing zombie outbreaks all across the country.
    • Ending E (Don't solve all the cases, do not be at the helipad on the last day): Frank fails to make it to the helipad for pick-up and is left behind. Brad and some survivors manage to catch the helicopter before it leaves and escape from the mall.
    • Ending D (Get caught by the special forces and remain in their custody): Frank is taken prisoner as the special forces clean up the mall and the city. The truth about the outbreak is lost forever.
    • Ending C (Solve all the cases, but don't talk to Isabela afterwards): The helicopter pilot looks for Frank from another building, but can't find him and believes him to be dead. Before he can return to his chopper, however, he is jumped by a zombie. Willamette is placed under quarantine, and the truth of the outbreak is lost.
    • Ending B (Don't solve the cases but be at the helipad on the last day): Frank and the other survivors catch the helicopter and escape from the mall. The cause of the outbreak, however, remains a mystery.
    • Ending A (Solve all the cases, talk to Isabela, and be at the helipad on the last day): Frank prepares to catch a ride out of the mall, but a zombie managed to get onto the helicopter and attacks the pilot as he makes his approach. The helicopter crashes, leaving Frank stranded and surrounded by zombies...
    • True Ending (Complete Overtime Mode): Frank has been infected, but Isabela helps him synthesize a zombification suppressant. Carlito, Isabela's brother, had already put into motion a plan to spread the zombie outbreaks far and wide. They make their escape, but are pursued by the special forces leader, who was complicit in the destruction of Isabela and Carlito's hometown and seeks to keep the truth from spreading. Frank and Isabela manage to escape, and Frank exposes the US government's development of the zombie parasites. Although the government accepts partial responsibility, they blame the Willamette outbreak on terrorists. All the while, the possibility of the infection spreading lingers...
  • Dead Rising 2 has seven endings:
    • Ending F (Katey dies, return to safe house at the end of Day 3): Zombies break into the safe room. Chuck, however, suffers a Heroic BSoD and offers no resistance when the zombies swarm him. No one survives the Fortune City outbreak, now known as the "Greene Incident".
    • Alternate Ending F (Run out of time in Overtime mode): Katey and Stacey die when TK lowers them into a swarm of hungry zombies.
    • Ending D (Do not return to the safe room at the end of Day 3): Chuck is apprehended by the military. As he is being driven through Fortune City, however, the truck comes to a sudden halt as a thick green fog covers the area. No one survives the outbreak following Fortune City's firebombing.
    • Ending C (Fail a Case File before 6-1, Katey survives; or be in the safe room but out of the security office at 10am on Day 3): Chuck, Stacey, and Katey get ready to leave as the military arrives, but hear gunshots. Chuck goes to investigate, but is shot and killed. No one survives the outbreak when the city is firebombed.
    • Ending B (Fail a Case File after 6-1, or run out of time during "The Facts"): Bombs are shown being dropped on Fortune City. No one survives.
    • Ending A (Complete all case files, save Katey, do not give TK Zombrex): After dispatching Sullivan, Chuck holds off the firebombing of Fortune City so survivors can be airlifted. While Stacey and Katey board a chopper, Chuck goes to retrieve Katey's backpack, only to be ambushed by a zombified TK. In the epilogue, Chuck is cleared of the charges against him for instigating the outbreak, thanks to Stacey's testimony, but it is unknown if he survived. The incident is known as "Fortune's End". This ending is canon and leads into Case West and Dead Rising 3.
    • Ending S (Complete all case files, save Katey, give TK Zombrex): The ending starts off like Ending A, but differs when Chuck goes to retrieve Stacey and Katey but finds them missing. This leads into Overtime mode, where Chuck is forced to retrieve items for TK in exchange for Stacey and Katey's safety. TK dies in the ensuing conflict between him and Chuck, and Chuck walks away from Fortune City with Stacey and Katey. Enjoy your Jump Scare.
  • Dead Rising 2: Off The Record has all the endings from the vanilla version of the game except for Ending F (since Frank doesn't need to give Zombrex to anyone, and failure to give himself Zombrex simply kills him) and Ending A. Some of the endings are also changed due to the game's focus on Frank instead of Chuck.
  • Dead Rising 3 continues the trend of multiple endings.
    • Ending F (Do not finish the chapters within the time limit): Los Perdidos is firebombed, and all organic life in the city is destroyed. In the aftermath, General Hemlock completes a powerful bio-weapon and places America under martial law.
    • Ending D (Complete Chapters 1-6, go to the plane instead of the karaoke bar): Nick decides it's every man for himself and tries to escape Los Perdidos on his own. Annie, Red, Rhonda, and Gary stop him. Nick tries in vain to convince them he was just joking. Nick is left to die, and General Hemlock proceeds to cause more zombie outbreaks across the country.
    • Ending C (Complete all Chapters, kill Gary): Nick, Annie, Dick, and Isabela make for their escape, but the plane stalls. Zombies swarm the plane, and they all die. General Hemlock is arrested, but no cure for zombification is found.
    • Ending S (Complete all Chapters, reunite Gary and Rhonda): After Red's death, Annie's father arrives: none other than Chuck Greene, meaning Annie is actually Katey Ann Greene. Before they can leave the city, though, they hear over the plane's radio of Hemlock's plan to create a bio-weapon with zombies to create zombie outbreaks, then kill all the zombies while leaving the city intact, like a neutron bomb. Nick thwarts Hemlock's plan to harvest king zombies and kills him in an ensuing fight, then evacuates Los Perdidos and uses his blood to create the cure for zombification. In The Stinger, it is revealed that Isabela convinced Phenotrans CEO Marian Mallon to start the Los Perdidos outbreak, so Nick would discover he was the cure. With that, the Keyes family name is cleared of Carlito's actions in Willamette. The scene ends with Isabele destroying the evidence of her involvement.
  • While the base game of Dead Rising 4 has only one ending, the epilogue DLC "Frank Rising" has three endings:
    • Good ending (collect all princess wasps before escaping): Frank escapes from Willamette before the town is firebombed with Dr. Blackburne, Hammond, and their allies. Afterwards, Frank and Vick expose the US government's involvement with the second Willamette outbreak. Frank also publishes a book about his experiences as a zombie, which becomes a best seller and helps him become a star once again.
    • Bad ending (do not collect all princess wasps before escaping): Frank escapes from Willamette before the town is firebombed with Dr. Blackburne. Hammond and her friends, sadly, perish. Afterwards, Frank retires and becomes a recluse, never revealing to anyone his experiences as a zombie and haunted for the rest of his life by nightmares.
    • Worst ending (run out of time): Willamette is firebombed. Blame for the outbreak is directed away from the government and towards terrorists. There are no survivors.
  • Death Park: The game's ending can be influenced by your actions and choices.
  • The first Dino Crisis has three different endings. In the last branching path in the game, the heroine Regina must choose between letting Dr. Kirk escape or accompanying a severely wounded Gail (her commanding officer) to capture him. In the former choice, the three heroes escape together, but they fail their mission for letting Dr. Kirk escape. In the second choice, Dr. Kirk is captured, but Gail succumbs to his wounds, who reveals before dying that the true objective of their mission was not the capture of Dr. Kirk, but the data disc he was carrying, which contains the research data of the Third Energy project. However, there's also a third alternative: Regina can leave Gail under Rick's care, only to go after Dr. Kirk by herself, allowing all four characters to escape.
  • The Echo Night series has a set of endings in each of the three games in the series, each with slightly different criteria to achieve the different endings.
    • Echo Night 1's endings are based on whether you escape the Orpheus at the end of the game and whether you help all of the ghosts pass on and accept the Soul Stone from the nameless medium.
      • Fail to escape: Richard goes missing, and the truth of what happened remains hidden from the world.
      • Escape, but don't talk to the medium: Richard escapes and goes to leave the mansion, but the Soul Stone is found in the backseat of his car...
      • Escape and talk to the medium, accept the Soul Stone: Richard escapes and prepares to leave the mansion, stabbing a police officer in the back on his way out, becoming not so different from the villain.
      • Escape and refuse the Soul Stone: The medium destroys the stone, wishing you a bright future, and Richard escapes, content knowing that the souls trapped in the limbo the Orpheus was stuck in are free and the Soul Stone can no longer hurt anybody.
    • Echo Night: Lord Of Nightmares endings are based on the percentage of Astral Pieces collected from helping ghosts pass on.
      • Standard Ending: Jessica shoots Albert after he shoots Richard, sick of him killing for her sake. Richard and Christina get married and have twins three years later, but the Soul Stone had gone missing since Albert's death...
      • Good Ending (All Astral Pieces): Albert is shot by his accomplice after he shoots Richard, and the accomplice offers Richard the Soul Stone. After refusing itnote , the medium appears and after a conversation between the medium and the accomplice, the accomplice breaks the Stone. Jessica recovers from her illness and Richard and Claudia get married.
      • Evil Ending (No Astral Pieces): Albert tries to shoot Richard, but Christina takes the bullet and dies, which causes Albert to kill himself since he needed to sacrifice Christina to the Soul Stone to make Jessica immortal. Richard takes the Soul Stone and kills Jessica with it to save Christina.
    • Echo Night Beyond has the player make two choices: A Last-Second Ending Choice where Richard accepts the Soul Stone from Claudia's ghost and whether he takes some keepsakes belonging to Claudia and the real Richard from a room unlocked by helping all of the ghosts pass on.
      • Selfish Ending (Take Stone, Take Keepsakes): Claudia sees this as the android making the same mistakes the real Richard had that led to the colony's ruin and gives the android a "The Reason You Suck" Speech before passing on. The android walks past Claudia's body and holds the Stone up as he looks towards Earth.
      • Sacrifice Ending (Take Stone, Ignore Keepsakes): Claudia declares the android the real Richard and passes on. The scene continues similarly to the Selfish Ending until the android then stabs himself with the Stone to try to bring Claudia back, but it fails.
      • Isolation Ending (Refuse Stone, Ignore Keepsakes): Claudia simply thanks the android before passing on, and the android carries Claudia's body away as the camera pans to the Earth.
      • Acceptance Ending (Refuse Stone, Take Keepsakes): Claudia accepts that her husband is gone and is never coming back, but passes on happily with the memories of the Richard she once knew and loved. The android takes her body, places her ring on her hand, and performs a Burial in Space.
  • Eternal Darkness: Sanity's Requiem has the player controlling several characters throughout history, all bound by the Tome of Eternal Darkness, and all trying to stop the resurrection of an evil, ancient god. There are actually three main gods in the game, each one weak to one of the others (along with a fourth god seen to be more powerful, but magically bound by the others). The evil one is determined in the first chapter when the player is in control of Pious Augustus, a Roman centurion in the 1st century. When he is faced with three different idols, he must choose one, determining the antagonist (as well as determining which one the player has to awaken to defeat it). With each successive playthrough, Pious' choices get whittled down until he's chosen them all. When the player has beaten the game three times (and has therefore beaten each of the gods), the True End is shown, revealing that each playthrough took place in an alternate timeline, and now all three of the gods have been defeated. It's also revealed that the fourth god manipulated the humans into destroying each of its lesser guardians, breaking their hold on him and leaving him the only one in power. This is a case where the True End is combined with the Bad End, as the fourth god is said to now be waiting and plotting.
  • Each of the Fatal Frame games have multiple endings. Usually, the more tragic ones are considered canon.
    • The first game had three endings: one gotten on Easy/Normal, where only Miku escapes, Mafuyu choosing to stay behind, one on Nightmare: both Miku and Mafuyu escape, and one on the Xbox where Kirie is reunited with her lover. Only the first one is canon.
    • Fatal Frame II had four endings: one where Mio runs away, one gotten on the easier difficulties where Mio sacrifices Mayu to the Hellish Abyss, one for the harder difficulties (Mio and Mayu both escape, but Mio is now blind), and another Xbox exclusive ending where Yae and Sae reunite and Mio and Mayu escape. The second ending is canon.
    • Fatal Frame III only has two endings. In the first one, only Rei and Miku are implied to have survived. The second ending requires a sidequest to be completed but has everyone surviving. Word of God says the second ending is the canon one.
    • Fatal Frame: Mask of the Lunar Eclipse has two endings: one where Misaki's fate is not revealed and one gotten by beating the Hard difficulty where it's clear she survived.
    • The Wii remake of Crimson Butterfly, in addition to keeping the four mentioned above, adds two new ones: One where Mio refuses to sacrifice Mayu, so Mayu goes Ax-Crazy and kills Mio herself, and another where Mio is too late to stop the Repentance from emerging from the Hellish Abyss, and instead decides to spend her final moments with Mayu (though it's implied they are Together in Death).
    • Fatal Frame: Maiden of Black Water does things a little differently, as there are individual endings for each of the three playable characters. There are four possible endings for Ren, two for Miu, and two for Yuuri.
  • FAITH: The Unholy Trinity:
    • Chapter I has five endings depending on what the player shoots with the gun. If you shoot Amy, John is arrested for murder with the reveal that Amy was an escapee from a mental institution and that John had been hallucinating that she was a demon. Maybe. If you shoot a deer with the woods, a group of deer will kill John in return. If you shoot the shadow in the woods, Michael will be waiting to ambush John in the backseat of his car. If you shoot the dead fox in the pentagram, John is jumped by a cult. The best ending is gotten by shooting Michael, who attempts to ambush John as he returns to his car.
    • Chapter II has three endings this time. If the player keeps Father Garcia alive during the boss battle with Sister Bell, John wakes up from a nightmare and monologues in his car about his failure to exorcise Amy and how he needs to save her brothers, who are going to be targeted. Fail to keep Father Garcia alive and John's monologue becomes less hopeful, and a red figure is seen tailing him. The third ending involves going out of your way to do three terrible things... and this ending involves John being initiated into the Cult of Malphas.
    • Chapter III has another three endings (with two variants for the first two). The first one is accomplished by completing the game normally - John and Garcia prevent the Profane Sabbath, but Gary escapes to try again and they therefore set off to stop him for good (whether John wants it or not). The second one is the Golden Ending for killing all of the secret bosses, in which Gary is Dragged Off to Hell, Amy is finally freed to enter the afterlife, and John either settles down with Lisa or goes forth with Garcia. The third is a horrifically brutal Downer Ending for completely giving up in which John passes the Despair Event Horizon and lets himself be claimed by the UNSPEAKABLE.
  • Fear & Hunger contains a multitude of possible endings, with some of them only obtainable on Masochist difficulty, and some unobtainable on that same difficulty thanks to the lack of party members.
  • Fear Effect, and its sequel had several different endings with a few variables. The first had 3, which depended on if you picked Hana or Glas before the last boss fight. Whoever you picked would shoot the other, unless you played on hard mode, where you got the option of having them both lower their weapons, and Hana would fight the final boss, causing an Everybody Lives ending. That ending is canon. Fear Effect 2: Retro Helix, being a prequel, only had two endings, dependent on who Hana shot at the end; Rain, or her Evil Twin Mist. Shooting Mist and consequently defeating her leads to the canon good ending, whereas shooting Rain leads to the bad ending where everyone save Deke and possibly Rain dies.
  • Five Nights at Freddy's 3 features multiple endings, as opposed to the previous games in the series.
    • "Bad Ending": After clearing Night 5, players partake in a minigame that reveals the fate of the murderer: as one of the ghosts of the children that were killed by the Murderer, you and the other ghosts corner the murderer, forcing him to take refuge in a Springtrap costume. The costume malfunctions and maims the Murderer, killing him in the same painful manner as his victims. Unfortunately, they are unable to move on and remain trapped in the remains of the animatronic suits they inhabited.
    • "Good Ending": Clearing Nightmare Mode reveals that the new Fazbear's Frights establishment burned to the ground due to faulty wiring, and what remnants were found in the ashes are set to be sold in a public auction, thus bringing an end to the sordid tale of Freddy Fazbear's Pizzeria.
    • The true ending: Accessible via clearing a series of hidden minigames, this plays the same minigame as the Bad Ending, but afterwards shows the souls of the children finally getting peace following the death of their Murderer.
  • Five Nights at Freddy's: Security Breach follows in FNAF 3's footsteps:
    • 1-Star Ending: Gregory survives until 6:00 am and escapes the PizzaPlex via the front doors, but must leave Freddy behind. He retreats to an alleyway and sleeps in a cardboard box, but Vanny finds him.
    • 2-Star Escape Ending: Gregory and Freddy escape the PizzaPlex through the loading dock, and drive away in a van. Freddy's battery runs out during the trip, but Gregory manages to recharge him using the van's battery, and they continue their getaway.
    • 2-Star Vanny Ending: Gregory and Freddy confront Vanny in Fazer Blast, but Vanny orders the S.T.A.F.F. bots to destroy Freddy, leaving him irreparably damaged. Gregory then finds the control device in her hideout and uses the bots to kill her, but is left heartbroken by Freddy's death.
    • 2-Star Fire Escape Ending: Gregory is able to escape via the fire exit after Freddy sets fire to the place. He runs into Vanny on the roof, but Freddy throws himself off the roof with her. Gregory reaches the ground floor and unmasks Vanny, revealing her to be Vanessa… only for the stinger to reveal another Vanessa on the roof.
    • 2-Star True Ending: Gregory and Freddy discover an old Freddy Fazbear's Pizza location underneath the PizzaPlex, but end up getting trapped inside, and encounter Springtrap, who they must fend off along with Chica, Roxy, Monty, and a gigantic blob that might be Molten Freddy. After burning Springtrap enough times, the Blob attacks Springtrap while Gregory and Freddy escape as the place goes up in flames.
    • 3-Star Ending: After beating Princess Quest III in Vanny's hideout, Gregory finds the S.T.A.F.F. bots deactivated and Vanny's mask left on the floor. Bringing along Freddy's disembodied (but alive) head with him, he approaches the exit to the PizzaPlex and finds Vanessa waiting for him. A post-credits scene shows the three watching a sunset together while Gregory and Vanessa are eating ice cream.
  • Haunting Ground has four endings: "Fortes Fortuna Juvat" — Fiona escapes Belli Castle with Hewie after Lorenzo is killed. Debilitas is still alive, but bows to Fiona before she leaves. "Ignis Aurum Probat" — Fiona and Hewie escape, but everyone else they encountered (including Debilitas) is dead. "Dona Nobis Pacem" — Fiona and Hewie escape thanks to a key given by Debilitas, as Lorenzo pleads for Fiona to not go. "Tu Fui, Ego Eris" is the worst ending — Fiona's poor relationship with Hewie causes him to die in the forest. With no one left to save her, she is captured by Riccardo and possibly raped. Fiona wakes up, but is now pregnant, Riccardo's wish fulfilled. She lets out a long, hollow (and freakin' creepy) laugh as the camera pans away from her...
  • Hollow Cocoon has 4 endings; the first 2 'main' endings available through the Last-Second Ending Choice presented to the player after the final boss fight with tthe 2 other ones only accessible tthrough winning the 10-yen game to recieve specific colored tickets which can be converted into points that can be used to purchase special items in the shop located in the game's Extras section (unlocked through seeing either one of the aforementioned 2 main endings).
    • Human: Minato decides to Mercy Kill his biological maternal grandmother, Ayano with his great-aunt, Kinu passing away during the one year Time Skip that follows. Minato goes back to Ichinose one last time to speak with Kinu at the Miyama family grave where she is now buried. While Minato will never forgive Kinu for everything she did, he states that he hasn't told anyone about his status as a Half-Human Hybrid, not even his own father, aware of how they'd react to the revelation. Minato goes on to reveal he figured out tthe course of events that led to Kinu being found: In spite of her given poisoned blood as part of Kinu's attempted Mercy Kill on her; Ayano still had enough strength even in her weakened state, to cut down Kinu from her noose and carry her aboveground so that she could be discovered and recieve immediate medical care. When he came back to the underground area to give Ayano a proper burial, he discovered that she'd vanished, leaving behind a large cocoon with silkworms around it. Noting that the town will be submerged soon from the construction of the upcoming dam project and that he will not return again, giving one final goodbye, the young man then turns to leave. Spotting a revived Ayono standing next to the torii gates watching him, in the very same spot where he'd first glimpsed her that fateful day, Minato addresses her, acknowledging that while he'll have struggles with his bloodlust for the rest of his life and affirms that he'll live as a human regardless, calling Ayano "grandmother" for the first and last time.
    • Descendant of a Xenomorph: Minato chooses to spare Ayano, calling her 'grandmother' for the firstt time. It then cuts to some weeks later, Minato is now living at the main Miyama house and recieves a call from his father, Eiji. The ensuring conversation reveals Minato is dropping out of the university he's attending with the dam construction having been cancelled due to Minato residing in the desolate town and as Eiji grows more desperate and worried over his son's suddenly cold and detatched nature, Minato simply tells his father that he wouldn't understand because he's human and to forget about him. After he hangs up, Minato comments that it's time for dinner. Deep beneath the old Miyama mansion, Minato delievers a bowl of chicken blood to Ayano, informing her that Kinu has died in the interim when he notices that she's been crying. His voice distorts as he tells his grandmother that he'll be with her forever, a clear indication that he's giving in to the vampire side of his heritage.
    • Mayuhime: Obtained throguh buying the Butterfly Key in tthe shop then traversing through the game until the player locates the Butterfly Closet in the old Miyama mansion. The room can now be opened using the Butterfly Key and within it, a special cocoon, created by Minato's great-grandfather and required to reverse the "Princess Possession" process Ayano has undergone, mentioned in a particular in-game note can be found. Minato will now have the option to give Ayano the special cocoon at the Last-Second Ending Choice. After an unspecified period of time later, Minato re-enters the ancient mansion to find Ayano seemingly restored to her human self. However, as Minato muses about how it worked out in the end, Ayano soon reverts to her feral state and promptly kills him
    • UFO: Obtaining through buying the Tinfoil Hat in the shop then traversing through the game until Minato hears peculiar noises coming from a specific location near the end. The commotion turns out to be coming from a hiding spot in the detatched tatami room which also has a secret door in it. Going through said door and following the path beyond leads Minato into the tractor beam of a flying saucer and getting abducted by aliens. This is the only ending that has unique credits music.
  • Hungry Lamu: Whether or not you choose to destroy the car as Lamu will affect the ending.
    • Roadkill - The protagonist reaches the car and drives away, Lamu hot on their trail. The protagonist collides into Lamu as they escape, leaving the police take the unconscious Lamu into custody, refusing to disclose details of the nature of the killer while assuring the public his murderous spree is over.
    • Full Course Meal - The protagonist fails to use the car to escape, due to Lamu having destroyed it previously. Lamu catches up to them and eats them like he did their friends.
    • Old Stories - This ending was added in an update after the game's initial release, found by interacting with a book in Lamu's lair after the perspective change. After reading the book, the camper finds Lamu standing behind him. Lamu almost lets the camper go, but attacks at the cave's entrance. The writings in the book, as well as the newspaper clipping shown afterwards, all but outright state that Lamu Was Once a Man before he was experimented on by his father, who Lamu killed (along with his mother) before running away to the forest.
  • Ib originally had seven endings depending on several factors, including how well you treated the gallery, how much you bonded with Garry, whether you saw certain disturbing sights, and how much you bonded with Mary.
    • Ib All Alone: There are three variations; either (if alone) Ib is lured away from the portrait by 'Garry' or refuses to jump in because the player makes her, or (if with Garry) she is lured away by an illusion of her mother.
    • Together Forever: If you damage too many artworks, Garry loses his rose to Mary and dies. If you don't burn her portrait, she'll have been retconned into the universe as Ib's little sister.
    • The Forgotten Portrait: Same as above, except if Ib burns Mary's portrait, this ending is unlocked. Ib escapes alone, and sees a portrait of a sleeping man, but as the name implies, she doesn't remember him. She leaves to look at other exhibits with her mother.
    • Memory's Crannies: If you treat the gallery well, but don't bond much with Garry, Ib and Garry both escape, but neither of them remember anything. Garry leaves, and Ib goes to look at more exhibits with her mother.
    • Promise Of Reunion: If you treat the gallery well, bond with Garry, and choose to lend him your handkerchief, Ib and Garry meet after escaping, but don't seem to remember. Suddenly, Garry finds Ib's handkerchief in his pocket, and they both remember, promising that they'll meet again someday. This is the only ending with credits.
    • Version 1.04 added three new endings:
    • Welcome to the World of Guertena: If you manage to treat the gallery spectacularly badly, see some disturbing sights, bond well with Mary, and fail the doll room, this is unlocked. Garry doesn't recover from the insanity inflicted by the dolls, and Ib collapses in despair. Mary, unable to part with Ib, keeps the two in her world. Forever.
    • A Painting's Demise: The same as above, except with an inadequate bond with Mary, she leaves Ib behind and escapes... except she ends up in a dark, distorted version of the original gallery, and is reduced to crying for the help of Ib, Garry, and her father as the screen goes black.
    • A new variation of Ib All Alone: Choose not to wake up on Final Stage in the Bonus Dungeon, and Ib will sleep. Forever.
  • Insmouse No Yakata has four different endings:
    • Ending A: You escape from the mansion alive. The hero tosses his gun triumphantly into the air.
    • Ending B: Just as the hero escapes the mansion, he is confronted by a swarm of monsters. He opens fire on them, but runs out of ammo while still vastly outnumbered...
    • Ending C: The hero escapes from the mansion, only to transform into a monster himself.
    • Ending D: The hero escapes from the mansion, only to watch as the mansion deflates like a balloon. Instead of the end credits, the player is given the message: "THIS IS NOT TRUE ENDING. LET'S RETRY!"
  • Five Nights at Freddy's fan game Jollibee's has four endings:
    • "Slacker Ending": You're fired for negligence after not doing your assigned tasks.
    • "Discovery Ending": The tape recordings detailing the staff attempting to fix Hetty devolve into an Apocalyptic Log, ending with the Phone Guy saying that she's dangerous and should be destroyed.
    • "Suspicion Ending": A commercial for Jollibee's plays on an old TV, which is otherwise normal outside of Hetty glitching and disappearing for a brief moment.
    • "Death Ending": You convert Hetty from animatronic mode to suit mode and get inside her. After booting up, Hetty suddenly glitches, the HUD turns from blue to red, and a message comes up saying "WARNING: SYSTEM OVERRIDE", followed by Hetty saying "You don't." and chuckling before the feed cuts and, judging by the sounds of creaking machinery and your character's presumed death wheeze, she reactivates and you're crushed to death in the same manner as William Afton. Two voices are then heard conversing about "Phase 2" as Jollibee activates, eyes glowing red.
  • Mad Father: There are three endings, two bad and one Golden Ending:
    • Choose to Grant Mother's Wish: Aya is returned to the mansion alone, with only Maria left to care for her. Maria, driven over the Despair Event Horizon, takes Aya prisoner and decides to 'continue the Doctor's work'. Bad End.
    • Choose to Abandon Maria: Aya is caught by her father, and without Maria to save her, she is captured. Cut to sometime in the future as Dr. Drevis enters the doll room and kisses Aya — now made into his masterpiece doll — goodnight. Bad End.
    • Choose to Save Maria: Aya is caught by her father, but Maria comes to her rescue. The two flee the burning mansion after promising to never forget the deaths of the innocent within. Flashforward into the future, Aya is running a free clinic in the woods. Maria, standing in Aya's office near some dolls, notes that "It does indeed run in the family... Doctor."
  • In the Super Mario Bros. fangame (Mario) The Music Box, There's several ending routes that are available depending on what you did. Going upstairs after Luigi joins the party will lock the player into the first "bad ending" "Omitted Memory". Going to the hallway instead will lock the player into one of the other four endings: "Missing", "Sealed", "Puppet", and "Better off Lost".
    • "Omitted Memory": Going to the second floor from the former nursery room after Luigi joins the party will lock you into this "bad ending" route. Mario suffers from supernatural causes and becomes catatonic, forcing Luigi to look for help. Rosa gives Luigi holy water to dispel Alice from Mario's body after giving the maid both Alfred's apology letter and the engagement ring he planned to give her. Luigi forces Alice out of Mario, freeing him from her control, and the two head to the rooftop to confront her one last time. Riba is found dead and Luigi is knocked out by Alice. She attempts one last time to take Mario's body from him but ultimately fails and is completely wiped out. Her curse begins to spread with her gone however, and Mario is enveloped by it. Mario, in an effort to save the Mushroom Kingdom from Alice's curse, takes it within himself and sends Luigi back home, remarking on how Luigi will no longer be a shadow of him. When Luigi comes to he learns that Princess Peach found him and has completely forgotten about Mario. Desperate, Luigi finds a photo to prove that Mario's real, only for Mario to disappear from all the photos with him in it. To keep Luigi from angsting over it, Mario's spirit wipes his memory of him, promising to keep watch over him.
    • "Missing": Mario and Luigi decide to leave the house through the front entrance (which was gone after Mario first touched the music box). With the bros outside Mario vows to never go off into a haunted mansion by himself. Luigi senses that something's up right before Mario starts heading back to the house. The man begins mumbling to himself with Luigi looking on scared and confused. Mario states that he'd rather return to the mansion alone much to Luigi's bewilderment (while sporting a Slasher Smile). Not long after, he stabs Luigi, telling him that he's not needed and that he can finally leave the cursed place and live again. Lo and behold, Alice had taken Mario's body so that she could carry out what she started: completing the ritual she began long ago. With that she leaves Luigi to die near the mansion as she sets out once again to engage in another killing spree. A newspaper details Luigi's death and how Mario had gone missing.
    • "Sealed": Mario and Luigi attempt to leave through the forest area, first getting a key to enter the "Forest of Suicide". There they meet Serina's spirit and find out the truth behind her death. They enter the mines and journey deeper until Alice hijacks Mario yet again, only to get knocked out by Riba who's planning something with Alice. With Mario incapacited, Riba reveals how he was the one responsible for Alice's actions. Luigi chases after them and finds Mario with Riba, the latter of whom attempts to kill Luigi. Fighting the man off, Luigi witnesses as Alice!Mario off Riba before reaching out for the man, but Luigi knows that it isn't his brother and finds himself transported to another dimension. There, Alice reveals her involvement with Riba, her imprisonment, how Anna is responsible for the disappeared travelers, and her intentions. Luigi battles her and wins, but not without a price to pay. Alice takes Mario's soul with her, forcing Luigi to leave to get help. Mario's soul calls out to Luigi, begging him not to go, but Luigi goes anyways in the hopes that he can still save Mario. After 2 days of Mario being missing, Peach finally believes Luigi about the incident and sends a search party in the mines to look for Mario. They find him, or rather what's left of him.
    • "Puppet": Before going deeper into the mines, Mario and Luigi find a photo of a happy Alice and Riba. They find a note Alice left on the back detailing her descent into evil and with this they venture to where Anna was buried, meeting with the entity. She is chewed out by Mario for killing her innocent sister even with all of the abuse she suffered, and Anna attempts to kill Mario until they tell Anna the truth of Alice's circumstances. Anna's spirit is finally pacified and she encourages Mario and Luigi to not let Alice take Mario's body. The mine collapse sequence, Riba fight, and Alice's sealing are the same, but Mario wasn't taken with her. Luigi helps Mario out of the mines and the two head home (with Mario noting that he feels somewhat off). Late in the night Luigi awakes to find Mario up. He's given silence until Mario utters "Where is my daughter", horrifying Luigi with the knowledge that Alice had won after all.
    • "Better off Lost": All of the journal entries are required to see this ending. Everything's the same as the "Puppet" ending route but it changes with how Mario leads the two out of the mines instead of Luigi. They make it to an exit and Alice's spirit confronts them again, this time asking them not to leave her and how all she wants is just to live again. Mario, in a sign of forgiveness, tells Alice that she no longer has anything to worry about; with her former lover Riba dead she's no longer bound to his will. He even goes as far as to smash the one thing that served to imprison her: the music box. Alice and Luigi are in shock, but Mario tells Alice that she's free now, promising to not tell anyone of the horrible secrets of the house and pacifying her spirit. She thanks him in spite of all she's done to him and others, and she finally fades away. Back home, Mario keeps his word by burning his journal in their fireplace, something that Luigi is none too pleased with. Mario decides that he's had enough of the nightmare and asks Luigi to never speak of it again. Luigi agrees, and the two share a moment of peace before the fireplace.
  • Mr. Hopp's Playhouse 1: This game has three endings.
    • "Sleep Tight": Ruby goes back to bed, and Mr. Hopp is looming over her...
    • "Firestarter": Ruby starts a fire, which results in her house burning down. Ruby escapes.
    • "Escape Artist": Ruby shoots down Mr. Hopp with a gun/slingshot, and the police arrive. Ruby escapes.
  • Mycopsychosys by Delta Cat Studios has five different endings, depending on the actions the player performs during the parasitic fungus sporestorm:
    • Blooming (Ending 1): The protagonist decides to let Ray in at any point. They rapidly become infected and (after a period of Controllable Helplessness) go out to find a high place with the other infectees. The game ends on a creepy monologue by the infected player on how they’ll be "beautiful", followed by their body ripping itself apart as the fungus matures.
      • Alternatively, the protagonist’s neighbour Onna becomes infected with the fungus after you give her the wrong advice on surviving the storm or Hugo (another survivor) becomes infected after you have him spend too much time in the basement. Either way, they break loose and infect you, after which Ending 1 plays out as usual.
    • Ending 2: Leave your house when the storm ends. The protagonist looks out over the city – decorated with plant tendrils, growing mushrooms, and the torn-apart bodies of those who've bloomed – and remarks that it’s a "beautiful" sight, heavily implying them to have become infected by leaving their house too early.
    • Ending 3: All three main characters survive the storm. Hugo and the protagonist part on good terms, though not as proper friends. Two weeks later, Onna and the protagonist meet up again to celebrate their survival and discuss their plans for future sporestorms.
    • Ending 4: The protagonist and Hugo both survive the sporestorm and become friends, sharing a beer over their survival and discussing what he does for a living; Onna’s fate is left unclear.
    • Ending 5: All three main characters survive the sporestorm. Having bonded over the course of the disaster, they meet up at the protagonist’s house to celebrate their survival. Ominiously, Onna ends the meeting (and the game) by mentioning that she encountered Ray during the storm, and raising a toast to this new "beautiful" friendship.
  • My Friendly Neighborhood has 4 endings, 2 bad and 2 good.
    • Bad Endings: Leaving the studio grounds via your truck at any point in the game after meeting Ricky in the Hotel's lobby (Unfinished Work) or choosing to not help Ricky after escaping the Unfriendly Neighborood (Canceled Yet Again). Either way, the incident that led to the events of the game never does come up on the news and you eventually forget about it.
    • Good Endings: Agreeing to help Ricky run the studio will have you help the Neighbors for a time before leaving as you feel that you've done what you could for them (One More Season). Helping the main puppets of each of the 5 primary sections over the course of the game (which also help you come to terms with your past history participating in the Northern War and how it shaped you in the present day) then choosing to help return My Friendly Neighborhood to the airwaves concludes with you having a more brighter outlook on life and unexpectedly, a place to belong (Morning).
  • Neverending Nightmares has three different endings depending on which path the player sticks to:
    • Wayward Dreamer: Thomas is actually a young boy, and is deathly worried about his young sister, Gabriella. It's implied she may be Delicate and Sickly, or even in a coma. He checks up on her, and then goes back to bed.
    • Broken Dreams: Thomas is prone to self-harm, and attempts suicide. After conquering his desire to kill himself (manifested in Nightmare Thomas), he wakes up to the cries of Gabriella, who is overjoyed that he's okay.
    • Final Descent: Thomas wakes up, and reads a letter from his wife, Gabriella. As it turns out, Gabriella isn't his sister — she's his wife. The older and younger versions of the ghost girls are different people entirely: the older one is his wife, Gabriella and the young girl he's been seeing has been his daughter, Gabby. Gabby died earlier in the game, and Thomas never moved on from it. Eventually, his wife leaves him, begging Thomas to move on with his life as he sits in his study and sobs. The game does imply, however, that he will move on.
  • RATUZ has 8 different endings based on how many of Five's allies were rescued throughout the game, with four main scenarios with different variations based on who specifically was saved.
    • No one saved: Five and the mutated Three fight, only for Splinter to appear and sacrifice himself to distract the giant rat monster to let Five reach the boat. As Five tries to escape, Three catches up, kills Five with the boat's motor, and begins the ride to the mainland...
    • One person saved: Five and the survivor try to fight off Three but fail, and Five is killed while the other flees on the boat. If Four or Six was the survivor, they escape, but if it was Pamela, she gets pulled under the boat...
    • Two people saved: The trio try to fight Three, but are forced to escape to the boat. If Pamela is among the group, she attempts to use a reversal formula on Three but fails, and the other survivor is killed. Otherwise, Two holds off Three long enough for the whole group to escape.
    • Everyone saved: The three prisoners attack Three, distracting him long enough for Pamela to use the reversal formula to make him human again. Two meets up with the group, and they all escape off of the island.
  • Resident Evil:
    • The original Resident Evil has seven different endings with additional variations in the Nintendo GameCube remake: two endings where only one of the two main characters (Jill or Chris) survive alone, an ending where only Jill and Chris survive, two endings in which one of the main characters escape with their partner (Jill with Barry or Chris with Rebecca), and two "best endings" where Jill and Chris escape with either Barry or Rebecca.note  According to the sequels, all four of the main heroes escaped the mansion, which is impossible to achieve in the game since Barry goes missing during Chris's game after the opening intro, while Jill never meets Rebecca in her game.
    • In Resident Evil 2, the ending you get is determined by the order in which you play both characters' storyline. You can see the standard ending by completing the first half with Leon and then see the complete ending by finishing the second half with Claire or vice versa.
    • In Resident Evil 3: Nemesis, the choices you make throughout the game will determine how the story will unfold, but ultimately there are only two endings that are barely different from each other. The standard ending has Jill and Carlos escaping on their own, while the second ending has Jill and Carlos escaping with the help of Jill's old partner Barry, who just happened to be flying his helicopter near the area. The artwork on the result screen will change depending on which ending you get. The endings also determine whether or not Nicolai lives. Depending on your actions, said character will get away or get killed.
    • Resident Evil: Outbreak has an absurd number of endings. Near the finale, you activate a machine which spits out a cure for the zombie virus, and which also can be used to kill the final boss. The ending you get is determined by how many you take with you or use on yourself. For each of 8 characters, there is a good ending: you escape the city with a zombie virus cure to save the world, a Bittersweet Ending: you escape without a T-Virus cure, and a Downer Ending: you become a zombie in the escape chopper, causing it to crash. Furthermore, each character has a "Partner Ending," note  where they stay in Racoon City doing something heroic before it is blasted into dust. In total, there are **28** possible ending cutscenes. In the sequel, File #2, there are nearly as many endings but now several of the levels have unique endings too.
    • Resident Evil 7: Biohazard has two different endings depending on who Ethan chooses to cure at the halfway point of the game. The 'good' ending has Ethan choosing to cure his wife Mia, with the two flying away on a helicopter and promising to forget what happened and start over. The 'bad' ending has Ethan cure the Bakers daughter Zoe. Zoe is killed by Eveline as she and Ethan are en route to the ship, and Ethan is later forced to fight and kill Mia, leaving him heartbroken and alone on the helicopter. The End of Zoe DLC takes place after the Mia ending and reveals that Ethan did eventually send Chris Redfield back for Zoe, though by then her uncle Joe had already saved her.
  • SCP – Containment Breach has four endings, two good and two bad:
    • Gate A, Ending 1: SCP-106 is not recontained, providing the Player Character with the diversion they need to escape from the SCP facility. Upon reaching the end of a service tunnel, they are greeted by the Chaos Insurgency, a splinter faction that opposes the SCP Foundation, and taken far away from the Foundation's reach.
    • Gate A, Ending 2: SCP-106 is successfully placed back in containment, and as such, the Nine-Tailed Fox unit waiting outside are on orders to contain you, having taken note of your uncanny ability to avoid certain death and thus wishing to see whether you are an SCP, yourself.
    • Gate B, Ending 1: Following SCP-079's advice, you make your escape through Gate B. With SCP-682 on the loose and unable to recontain, the facility is destroyed with nuclear warheads in a futile attempt to stop SCP-682.
    • Gate B, Ending 2: Having disabled the nuclear warheads beforehand, you follow SCP-079's advice and make your escape through Gate B. Shortly after the warheads' failure to detonate is announced, an MTF unit finds and kills you.
  • The Silent Hill games. Silent Hill 2 was rare in that, rather than the ending being determined by a few specific choices made during the game or via a simple Karma Meter, the game tracked and judged your behavior throughout the game in several areas. For example, if you spent a lot of time fighting and running around with low health, you were more likely to get the ending in which the main character commits suicide; if you paid a lot of attention to a certain NPC and protected her from harm as much as possible, you were more likely to get the ending where you leave with her, and so on. Silent Hill 3 did this as well, but not to the same extent. Silent Hill 4 went back to the old "two important events with two possible outcomes each equals four possible endings" formula. Interestingly (considering the tone of the games), there is a difficult-to-obtain comedy ending in most of the titles. For example, in Silent Hill 2, the dog was behind it all.
    • Somewhat controversially, it was entirely possible to stumble upon the joke ending in Silent Hill: Homecoming on the first playthrough.
  • Spirits of Xanadu has three endings, based on how much information the player collects and whether they choose to obey their original orders.
    • "Mission Accomplished": The player repairs the ship, piloting it (and the alien artefact carried within) back to Earth. The plague infects all of humanity, causing their extinction.
    • "Mission Failed": The player repairs the ship, and finds the coordinates (encoded in the captain's scattered notes) needed to pilot it into a local star. Both player and ship perish, but the artefact is destroyed and therefore neutralized.
    • ???: The player collects all masks and returns to the artefact. Weirdness transpires.
  • String Tyrant, being a bad end-heavy game, has multiple endings. They can be broadly be separated into transformation, sacrifice and the hidden betrayal endings:
    • Transformation endings: Mary gets turned into a doll, claygirl, glass, rubbery pool toy, statue, or marionette. These have some variation depending on whether it was a monster or trap that got her.
    • Sacrifice endings: These are the bittersweet endings depending on who you choose to sacrifice at the end of the game.
    • Betrayal endings: While a doll, a free-willed Mary has the option to use the "transform" command. Who you transform decides the ending.
  • The Suffering had three endings, depending on the morality of your inmate protagonist Torque: whether he was actually a good guy, a bad guy, or too neutral to be sorted. You also get Torque's family, the victims of his crime, giving appropriate comments during the final battle on what ending you'll probably get.
    • Good Ending: Torque was framed and his family was killed by the villain of the sequel.
    • Bad Ending: Torque did actually kill them, bashing his wife's head in, drowning his younger son in the bath, and throwing his older son out of the window.
    • Neutral Ending: Torque kills his wife... by accident. The older son sees this happen and goes insane, drowning his little brother in the bath and then committing suicide by leaping out of a window.
    • The sequel, Ties That Bind, has four; the good ending, where Torque defeats his split personality, the neutral where he gets stuck with Blackmore, the bad ending where Blackmore takes over, and a variation of the bad ending where leaving one person alive has her join Blackmore at the end as his lover.
  • Sweet Home (1989) has five endings, depending on how many survivors are there.
    • 5 survivors: The film crew reports back to their boss about the successful report. But then he turns around...
    • 4 survivors: The 4 survivors watch the spirits of the dead pass on, and lament the loss of whoever died.
    • 3 survivors: The 3 survivors go their separate ways. 2 hitodama fly across the screen.
    • 2 survivors: The 2 survivors go their separate ways. 3 hitodama fly across the screen.
    • 1 survivor: The Sole Survivor constructs a memorial tower for everyone who have died.
  • In the horror-themed Super Mario World ROM Hack 'the:
    • If Mario got caught by Ghost Peach, the game seemingly resets. However, when the player reenters the level again, the forest appears to be frozen over, with ghostly images of Mario appearing and disappearing. Eventually, he arrives at the large hill midway through the forest again, except it and the surrounding area is covered with blood. Mario enters a door, which wasn't there previously, where he arrives at a treehouse with his corpse shown in the middle of the room. He then leaves and finds himself walking around in an underwater void, before coming across his ghost. At this point, the game resets for real.
    • If Mario successfully evaded Ghost Peach, the player reappears in the forest controlling Peach. At this point, there's two outcomes for the following event:
      • If Peach wanders to the end, she eventually comes across a pit, but is forced to walk towards it against her will while a ghostly silhouette watches on and taunts her. After she falls, the game seemingly resets and the player is Mario once again, but this time the forest has a reddish hue. As Mario proceeds forward, the screen blanks out and then reappears with him standing before a pool of blood while a dramatic Scare Chord sounds out. The game becomes softlocked at this point, but if the player holds down the R button, the screen briefly scrolls over to a ghoulish Peach with "I watch" written in blood below her.
      • If Peach killed all of the Rexes, the disembodied voice suggests that she'd "go back and show THEM". As she does so, however, part of a bridge collapses and plunges her into the water, at which point the game abruptly and seemingly resets. However, when the player reenters the level, Mario is shown falling through a hole and eventually onto a platform in the trees in an underwater-like environment. Mario is tasked by the disembodied voice with removing weeds and gathering wood to build the treehouse seen in the first ending above, and each time Mario completes one part of the task he is shown falling through the hole again while the disembodied voice shows delight. When the house is complete, Mario is shown falling one more time, but as he falls through the hole in the roof, the screen cuts to black and the game softlocks, forcing the player to reset manually.
  • In Until Dawn, due to the "Butterfly Effect" system, it is possible for the player to keep all eight characters alive, have them all killed, or have only a few make it. Dialogue for the surviving characters in the interviews can also change depending on the player's choices.
    • If the player strengthens Emily and Matt's relationship and if Emily survives, she will tell the police that she is concerned about Matt, suggesting a positive outlook for them. But if their relationship values are low, Emily will claim that Matt abandoned her at the tower, regardless if he tried to save her or not.
    • If Mike kills Emily and he survives, he will admit to the deed and will be charged for murder.
    • If Sam doesn't find Hannah's diary, Josh will be killed. But if she does, Josh will recognize Wendigo!Hannah and survive but be subjected to A Fate Worse Than Death as the latter will become a Wendigo.
      • If there are other survivors, there will be two policemen sent to investigate the mines and will find Josh transforming into a Wendigo before the latter attacks them. If Josh is the sole survivor, there will be no one sent and there is a shot of Wendigo!Josh pausing as if hearing something before looking right at the screen.
    • If Chris is the sole survivor, he will get additional dialogue about Josh. The interviewer will mention that they haven't found Josh's body and Chris's face will crumple and will sadly conclude that the Wendigo must have dragged Josh into the mines for a Cruel and Unusual Death.
  • The Walking Dead Season Two has a total of 5 Bittersweet Endings.
  • the white chamber has eight endings. Four of them fall in Non-Standard Game Over category, but the others are dependent on how many points you've earned for good acts (which you can see on the chalkboard):
    • 1-2 points: "Damned Ending" — You return to the black coffin and have to go through everything again.
    • 3-5 points: "Redemption Ending" — You escape the station and reach the paradise planet below.
    • 0 points: "Tormented Ending" — You return to the black coffin... and then hands come out of the sides and drag you to a horrible fate.
    • 6 points: "Comedy Ending" — Turns out everyone is alive and they were just playing a prank on you!
  • The Witch's House: This is played with in that the game's three original endings all show the same sequence of events, but each successive ending tells the player more about exactly what is happening:
    • Normal Ending: Leave the house without Ellen's Knife, and then proceed down the forest path. As Viola finally appears to be in the clear, the Witch appears behind her. Viola's father appears and pumps two rounds into the Witch's head, saving his daughter. Father and daughter walk home together as the credits roll.
    • True Ending: Stop at the cabinet from the start of the game and retrieve Ellen's Knife before leaving the house. Events play out the same as before, except this time, as the Witch approaches, 'Viola' stabs the Witch herself, before taunting Viola's puny attempts to retake her body. Once again, Viola's father arrives and shoots the 'monster', unknowingly killing his own daughter. Ellen chuckles to herself as they abandon the bloody corpse on the road. The Cat appears, and both he and the body disappear. There are no credits.
    • Pseudo-Third Ending: Play the entire game without saving, and this time when you reach the Witch's Room, the Cat, still alive and labelled Demon in the chat box, will praise Ellen's efforts as his Witch before leaving the Cat's body. Examining items inside the room will give different descriptions ("Packed tight with my cute dresses and accessories") and the Diary entry will describe how Ellen cut off her own legs and gouged out her eyes before the body swap so that Viola would despair as she died. The name of the location in the save file will also say "My Room" instead of "The Witch's Room". From this point, it is possible to go ahead and get either ending above.
    • The "____" Ending (Added in Version 1.07): Sit still for an hour on the first screen. Eventually the cat will leave, and the wall of roses will dissipate on their own.
  • World of Horror has multiple mysteries which each have their own endings:
    • Spine-Chilling Story of School Scissors:
      • Ending A: Achieved in Timeline A by correctly performing the ritual and defeating the Scissor Woman. Your friend is saved, and the Scissor Woman is banished.
      • Ending B: Achieved in Timeline A by incorrectly performing the ritual, or burning down the school in a previous mystery, and defeating the Scissor Woman. While the Scissor Woman is banished, but your friend is nowhere to be seen, and you're compelled to take the cursed scissors for yourself...
      • Ending C: A Nonstandard Game Over from losing to the Scissor Woman, who kills you while cutting a Glasgow Grin into your face.
      • Ending D: The only ending available in Timeline B. Just as you confront the Scissor Woman, you awaken in an ambulance, having been found passed out in the classroom. The last thing you see before falling asleep from the medication is old scars on the paramedic's cheeks...
    • Alarming Account of Abnormal Arms:
      • Ending A: The default ending for Timeline A. The root cause of the strange goings-on in the apartment building is the skeevy landlord, who is found dead in the building's vents.
      • Ending B: The default ending for Timeline B. The root cause of the strange goings-on in the apartment building is a monster that has taken over the landlord's body, filling it with centipedes.
    • Bizarre Bruit of the Blood-curdling Botanist:
      • Ending A: Achieved by completing the sidequest and having the Fire Axe from a previous mystery, then obtaining a DIY flamethrower during the ensuing battle. After defeating the botanist's fungus-possessed body, you burn his corpse and van to keep the secrets of the fungus from ever seeing the light of day.
      • Ending B: Achieved by killing the boss normally. You realize the garden that had been attacking you was actually trying to keep the botanist's fungus-possessed body from escaping.
      • Ending C: Achieved by helping the botanist escape. You pass out and awaken in a hospital, but no one has seen the botanist...
      • Ending D: Achieved by letting the botanist die without fighting the boss. As the garden attacks you, you are forced to leave the botanist behind...
    • Chilling Chronicle of a Crimson Cape:
      • Ending A: Achieved by defeating Aka Manto in his true form. While it is too late to save your friend, at the very least you can rest easy knowing Aka Manto will never hurt anyone again.
      • Ending B: Achieved by defeating Aka Manto without revealing his true form. Aka Manto is defeated, but he may return...
      • Ending C: A Nonstandard Game Over from losing to Aka Manto. You are banished to the Otherworld.
    • Curious Case of a Contagious Coma:
      • Ending A: Achieved by revealing the boss with Dust of Seeing and defeating it. The cause behind the comas plaguing the town is forced into retreat, and the victims regain consiousness.
      • Ending B: Achieved by not using the Dust of Seeing. All of the coma victims are dead, which means that the comas should stop...
    • Eerie Episode of Evolving Eels:
      • Ending A: Achieved by finding Kana in the doctor's apartment and jabbing their eye out. While Kana loses their left eye, your quick thinking saves their life.
      • Ending B: Achieved by taking Kana to the hospital. When you awaken after taking them to the hospital, however, everyone acts as though Kana never existed, and it seems you were too late to save your friend...
      • Ending C: Achieved by leaving the doctor's apartment without finding Kana. When the police investigate the apartment the next day, Kana is nowhere to be seen, and never heard from again...
    • Far-Out Fable of a Fear Festival:
      • Ending A: Achieved by entering the Overgrown Factory before dawn. Just as the cult summons a monster to sacrifice the festival attendees, the police raid the factory and save everyone.
      • Ending B: Achieved by entering the Overgrown Factory after dawn. You arrive at the factory to see the cult leader being arrested, but you're too late: the ritual was completed, and the monster is free.
      • Ending C: Achieved by attempting to stop the ritual during the events leading to Ending A. You succeed in stopping the summoning ritual yourself, and barely escape with your life.
    • Freaky Feature of Found Footage:
      • Ending A: Achieved by pouring acid into the well. The house collapses, and you awaken to find the found footage tapes in your hand.
      • Ending B: Achieved by trying to peek into the well. A cultist protecting the house knocks you out and puts you on a bus bound for the city.
      • Ending C: Achieved by taking the tapes from the hut and escaping. When you lead a search party back to the hut, the way into the basement where you found the tapes is gone.
    • Horrible History of Household Hell:
      • Ending A: Achieved by sacrificing a companion to Oetaru. The beast returns to sea, and you destroy the speakers that summoned it and the mansion built over it to keep anyone else from summoning Oetaru.
      • Ending B: Achieved by running from Oetaru. The beast continues to terrorize the coast around Shiokawa.
      • Ending C: Achieved by failing to find Oetaru. The mystery of the corpses in the caves under the mansion is left unsolved...
      • Nonstandard Game Over: Achieved by failing to deal with Oetaru for three turns. The intense noise from Oetaru blows out your eardrums and causes you to hemorrhage to death.
    • Macabre Memoir of Morbid Mermaids:
      • Ending A: Achieved by killing the Mad Janitor. While his body is never found by the police, you rest easy knowing he cannot hurt anyone ever again.
      • Ending B: Achieved by forcing the manhole open while fighting the Mad Janitor. An actual mermaid pulls the Janitor in and kills him. In any case, the Janitor's killing spree is over.
      • Ending C: Achieved by toppling an oil lamp while fighting the Mad Janitor. You manage to kill the Mad Janitor in the inferno, but the school is burned to the ground.
      • Ending D: Achieved by distracting the Mad Janitor when playing as a female character with the Insmasu Curse. You manage to escape while the Janitor is distracted, but he is not seen again...
      • Ending E: Available in Timeline B by sacrificing an ally to the Mad Janitor, who is an actual merman. You're left troubled by the Janitor's words, and you've begun to develop a skin condition that looks suspiciously scaly...
    • Rotten Report of a Rancid Ramen:
      • Ending A: Achieved by finding rancid meat and submitting it for lab testing. Whatever is in this ramen is alive! When you go to confront the owner of the ramen stand, however, he and his shack are gone, with only a sentient piece of meat left behind.
      • Ending B: Achieved by not submitting rancid meat for testing. There is some kind of addicting drug in the ramen. A week later, the ramen stand is gone. Unfortunately, there are reports of similar ramen stands in other cities...
    • Sorrowful Saga of the Moonlight Sailors:
      • Ending A: Achieved by completing the sidequest in Timeline A. The dark beings are not seen again, but the beach sits abandoned, and there are reports of mysterious beings coming to port...
      • Ending B: Achieved by not completing the sidequest in Timeline A. The town's sailors leave for the ocean, never to return...
      • Ending C: Only available in Timeline B. You set fire to the black ooze on the beach.
    • Viscious Verses of a Violent Vigil:
      • Ending A: Achieved by copying the old man's tattoo, following the pamphlet's itinerary, and carving the tattoo's design at dawn. You defeat the old man as he tries to cheat death once again, saving everyone at the vigil.
      • Ending B: Achieved under the same conditions as Ending A, but also sacrificing one of the guests. The old man is defeated, but you awaken to find yourself stained in blood.
      • Ending C: Achieved by sacrificing both guests. The old man manages to complete his end of a deal with eldritch beings to prolong his life, and you are partly responsible!


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