The whole tree in one page. Decision tree + ending matrix + per-ending long read + canonical "true ending" argument. Spoiler-blurred by default — toggle the global spoiler switch to reveal.
TREE
Decision tree
01Duke choice
Seal the DukeCloses the loop, awards Proto Spark trinket.
Spare the DukeLeaves the loop open. Downstream details TBD.
Lionel falls. Mina survives, the world reshapes, and the Hollower's Guild sails on. Every region holds a new caption — peace, plunder, justice, chaos — and Mina's boat carries her out under burning skies.
Slot B
Decision-tree coordinates not yet observable from available sources.
Slot C
Decision-tree coordinates not yet observable from available sources.
Slot D
Decision-tree coordinates not yet observable from available sources.
MATRIX
All mapped slots
Ending
Duke choice
Final choice
NG+
Summary
The Hollower Sails On
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Lionel falls. Mina survives, the world reshapes, and the Hollower's Guild sails on. Every region holds a new caption — peace, plunder, justice, chaos — and Mina's boat carries her out under burning skies.
Slot B
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Description pending verification.
Slot C
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Description pending verification.
Slot D
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Description pending verification.
NG+ slot
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Required
Description pending verification.
PER-ENDING READS
5 mapped slots
The Hollower Sails On
Lionel falls. Mina survives, the world reshapes, and the Hollower's Guild sails on. Every region holds a new caption — peace, plunder, justice, chaos — and Mina's boat carries her out under burning skies.
After the Lionel phase-3 kill the camera lifts off the cosmic dais and the post-credits world tour begins. Each major region surfaces with a one-line caption naming its post-war state: Queensbury Crypt, Septemburg gets judgment and justice, Nox's Bayou's waters run clear again, Bone Beach is plundered and left in peace, Coltrane Peak shows its survivors, Astral Orrery seeks a new frontier, Ossex's chaos fills the streets, and the Radiant Manor is lawless and leaderless. The Cappy NPC catches up with Mina inside an empty hall under a hanging shipwreck and delivers the epilogue line: "They don't see it yet, but you've given them their best chance to survive. Sometimes, that's just how it goes." The Yacht-Club fortress out at sea then erupts in flame as Mina rides her boat out under burning skies, and the credits roll as Mina sleeps on the boat sailing into the sunset. Whether this is the canonical "good" ending, "true" ending, or one of several variants is unverified.
The killing blow — Lionel falls. — clip ↗Ossex — chaos fills the streets. — clip ↗Nox's Bayou — the waters quiet. — clip ↗Bone Beach — plundered and left in peace. — clip ↗Septemburg — overgrown. — clip ↗Radiant Manor — lawless and leaderless. — clip ↗Cappy's epilogue. — clip ↗The fortress burns. — clip ↗Sailing home. — clip ↗
Slot B
Short description pending — verification needed (completed playthrough OR wiki.gg cross-check).
Long-form narrative read pending. This page intentionally does NOT fill in plot beats from training data — every ending body comes from a verified source.
Slot C
Short description pending — verification needed (completed playthrough OR wiki.gg cross-check).
Long-form narrative read pending. This page intentionally does NOT fill in plot beats from training data — every ending body comes from a verified source.
Slot D
Short description pending — verification needed (completed playthrough OR wiki.gg cross-check).
Long-form narrative read pending. This page intentionally does NOT fill in plot beats from training data — every ending body comes from a verified source.
NG+ ending slot
Short description pending — verification needed (completed playthrough OR wiki.gg cross-check).
Long-form narrative read pending. This page intentionally does NOT fill in plot beats from training data — every ending body comes from a verified source.
DECISION TREE NARRATIVE
How the choices propagate
The campaign's ending tree has two confirmed axes (the Duke choice in Queensbury Crypt + the final choice after Lionel) and one mechanical overlay (NG+). The matrix builds on those two axes; each cell represents a Duke × final combination, and the NG+ row represents the second-cycle delta on any base-cycle combination.
The Duke choice happens in act 1, before any of the campaign's other major narrative beats fire. It seeds the tree shape: the seal branch closes the moral loop on the Duchess + Duke pair; the spare branch leaves it open. The final choice happens in act 3, after Lionel phase 3 falls. It collapses the tree into a specific ending cell — but which cell depends on the act-1 seed.
NG+ overlays the entire structure. Per Velasco's RPG Site interview, NG+ shuffles items, activates mirror-world campaign-wide, remixes modifiers per cycle, andshifts ending outcomes. The shift mechanics are not yet enumerated; see NG+ ending impact for the current state.
NPC OUTLOOK
Who appears in which ending
The observed ending's NPC roster (six named characters + the survivor convergence). For other branches, the NPC outlook is pending verification.
Mina — protagonist. Survives in the observed ending; rides her boat under the burning fortress skyline. Per-branch survival likely common but not confirmed across all cells.
Cappy — captain NPC from the prologue. Delivers the epilogue line that frames the observed ending. Per-branch presence pending verification.
Lady— survivor NPC from the prologue. Does not appear in the observed-ending cinematic, but the campaign-spanning thread that includes her introduction plausibly resolves alongside Mina's. Per-branch fate pending verification.
The Duke + Duchess — pair from Queensbury Crypt. Their outcome depends on the act-1 Duke choice (seal vs spare). See Duke choice deep dive for the per-branch reading.
Lionel — campaign final boss. Defeated in every observable branch (he gates the credits-roll). Whether his defeat is read as kill, absorption, or transformation may shift per-branch.
Thorne — mid-game composite antagonist. Defeated across his 3-phase encounter chain in every branch (the phase 3 corrupted wolf-form is a campaign gate).
Belvedere, Mole, the Trooper, Maxi — recurring NPCs whose appearance + fate per branch are pending verification. None appear in the observed-ending cinematic on tape.
CANONICAL READING
The "true ending" argument
The observed ending is described in-cinematic by Cappy as “the best chance to survive” — verbatim quote captured from BeardBear's 100% playthrough at t=8:53:15. This is the closest line in any source clip to a designer-stated frame for what the ending means. Reading it carefully:
CAPPY · OBSERVED ENDING“They don't see it yet, but you've given them their best chance to survive. Sometimes, that's just how it goes.”
The framing is not triumphant restoration— Cappy explicitly notes that the people Mina saved “don't see it yet.” The implication: the campaign's beneficiaries are unaware of what Mina did for them, and will not understand the cost. The closing “sometimes, that's just how it goes” accepts the bittersweet payoff as unavoidable rather than reluctant.
The framing reads as the canonical good-but-not-triumphant ending — a survival resolution rather than a victory celebration. Whether that makes it thetrue ending — versus one of several variants that all resolve the Lionel arc on the same tonal register — needs additional playthrough evidence to settle. The Velasco interviews + post-launch Reddit / Steam Community discussion have not yet converged on a canonical “true” reading.
The Yacht-Club fortress destruction intermission supports the “canonical good” reading: the campaign's antagonist infrastructure burns at the end, which reads as the immutable consequence of Lionel's defeat across branches. If multiple branches share the fortress destruction, the “observed ending” framing is one of several variants that resolve the same fundamental structural beat.
This section will land per-branch readings when additional playthroughs settle which branches share which beats. Until then, our reading: the observed ending is the canonical survival ending; other branches likely vary in NPC fate + region-state captions, but the core narrative resolution (Lionel defeated, fortress destroyed, Mina sails home) is consistent.
LORE IMPLICATIONS
What the endings imply about the world
The post-credits world tour captions sketch a campaign- aftermath that reads as 50-100 years out from Lionel's defeat. Each caption reads as a plausible long-term state rather than an immediate consequence:
Nox's Bayou's clear waters and Bone Beach's peace read as region-level resets— the antagonist's corruption removed, the local population stabilising at pre-campaign baselines.
Ossex's chaos and Radiant Manor's lawlessness read as short-term command-vacuum consequences— the campaign's leadership falling without replacement. Plausibly recoverable but with cost.
Astral Orrery's “seeking a new frontier” is the only forward-looking caption, which suggests the cosmic register doesn't close — the mirror-world mechanic that defined the late game stays available for future content (DLC / sequel hooks).
Septemburg's “judgment and justice” reads as a moral resolution beat— the Halloween-noble framing of the Carving Man undone, the region's agricultural baseline returning.
Reading the eight captions as a set: the campaign's observed ending is not a hard reset. Six regions are visibly different from their pre-campaign state, and two of the six (Astral Orrery, Septemburg) lean toward positive change. The bittersweet framing comes from the cost beats (Ossex, Radiant Manor) being structural — the campaign's leadership structures don't survive.