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REFERENCE

Five Endings: Discoveries Against Kills, and Two Only in New Game+

The rule

The three main endings — Justice, Forever, Abandoned — are decided purely by how many enemies you killed in the playthrough against how many Discoveries you picked up, Discoveries being Clues and Documents. Other choices, other collectible types, time played and healing items used do not seem to matter, and the ending changes only the final scene before the credits. The two New Game+ endings, Dog and Sci-fi, come from items and override the main three. This replaces what the July previews said about aggression and investigation being weighed: the weighing turned out to be a count.

The three main endings

EndingPowerPyxGameRantTrophy
JusticeSignificantly more Discoveries than Kills; around 80 Discoveries covers upwards of 50 kills.At least 20 more Discoveries than kills, and no more than 60 kills.For St. Amelia (gold)
ForeverSlightly more Discoveries than Kills; how close is not yet known.Just 5 more Discoveries than kills, and no more than 60 kills.Here To Stay (gold)
AbandonedMore Kills than Discoveries.More kills than Discoveries; over 60 kills guarantees it even with 80+ Discoveries.Just Making Things Worse (gold)

What counts

📄 Discoveries
The 85 Clues and Documents. The end-of-run stats screen shows them as Discoveries Found.
💀 Kills
Every enemy you kill, as any character. Around twenty are unavoidable — the corpse enemies from Clara Woods on (PowerPyx); Eurogamer.es estimates about thirty.
🚫 Not counted
Postcards, signals, phone numbers, containers, time, healing, dialogue: none of them matter. Only the final scene changes.
🔁 Per playthrough
Discoveries are counted per run: in New Game+ you collect the documents again to count them, even though the trophy progress carried.

The New Game+ endings: the setups

  1. Dog: three coins, three banks

    Bronze Coin from the Video Star back room, into the Guide Dogs for the Blind bank just before the Pharmacy (Chapter 1). Silver Coin from the Clara Woods yard shed where postcard #10 was, into the dog in the laundromat behind the Post Service store once you have the boltcutters (Chapters 9–10). Gold Coin from SWDP room 793 — unlock it from the control panel along with the valve door — into the bank at the end of the corridor past the four-way split with the red lights (Chapter 15). The ending plays after the final boss. Let's Talk This Out (silver).

  2. Sci-fi: three books and a card

    Book one, History of Space Flight, 1952 – 1992, on the floor left of Zoe's bed (Chapter 3). The card: after accepting Richard's gift in Chapter 6, the hotel's upstairs door of buttons — Bird, Tree, Planet, Bird, three-legged triangle, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar; numbered, counting buttons left to right and top to bottom, it reads 21, 17, 9, 21, 12, 24, 24, 5, 3, 9, 1, 14 — then the Strange Access Card by the elephant statue. Book two, Freeze Me / Wake Me – Elias Fisher, in the store on the south-west corner of Atlas Square after Richard's call (Chapter 10). Book three, A Map of Nowhere Else, in SWDP room 621 beside the resource container (Chapter 15). Then the keypad on the left before the last door of Chapter 15: the ending triggers after the next scene and skips the final boss. The postcards hint at the sequence but are not needed. Sci-fi-lent Hill (silver).

All five in two playthroughs

  1. Run one: everything, and everyone

    Collect every collectible and kill every enemy you can. More Kills than Discoveries is then guaranteed, so this is Abandoned. Skip manual saves if you want Reject The Help now.

  2. Run two: New Game+, quietly

    Avoid kills, recollect every Clue and Document, do the Dog and Sci-fi setups as you go, and move fast enough for the four-hour Fleeting Visit — pausing stops the timer.

  3. Save before the gate

    At the end of Chapter 10, once the Constructed Mechanical Device exists and before you open the gate to CEG Tower, make a manual save.

  4. Save before the crank

    In Chapter 15, when turning the red crank is the last thing left, make another.

  5. Finish for Justice, reload for the other two

    Complete the game: Justice. Reload the crank save and use the card: Sci-fi. Reload again, feed the last coin and beat the boss: Dog. The order is disputed: PowerPyx's route ends on Dog, while EliteGuias does Dog first and insists Sci-fi be the last ending you see, because the Pistol-3000 waits in the New Game+ that follows the Sci-fi ending.

  6. Reload the gate save for Forever

    Kill ten enemies around Clara Woods, then ignore documents and kill everything as Richard and Simon. If the credits give Abandoned again, reload the crank save, pick up a couple of documents in the last area and let the boss-room enemies live: slightly more Discoveries than Kills is Forever (PowerPyx).

  7. GameRant's variant

    All five from one New Game+ with two saves — one on arrival at Clara Woods Estate, one after the last puzzles of Part 6 — and a count of your Discoveries before reloading the first; it wants five fewer kills than Discoveries for Forever and more than 60 kills for Abandoned.

The ending trophies

  • For St. Amelia (gold, missable): the Justice ending.
  • Here To Stay (gold, missable): the Forever ending.
  • Just Making Things Worse (gold, missable): the Abandoned ending.
  • Let's Talk This Out (silver, missable): the Dog ending, New Game+ only.
  • Sci-fi-lent Hill (silver, missable): the Sci-fi ending, New Game+ only.
  • Reliving A Nightmare (silver): complete New Game+ on any difficulty — the same run.
  • Fleeting Visit (silver, missable): under four hours; the New Game+ run is the natural place for it.

Cross-checked

Cross-checked on 22 September 2026 against the endings guides of PowerPyx and GameRant, which differ only on the numbers, as the table above shows, and re-checked on 1 October 2026 against the endings guide of EliteGuias. No ending is described, and how each one plays is not on this page. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.
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