All 6 Endings Guide
Complete guide to unlocking every ending in No Means Nothing: Willpower, Anger, Labyrinth, Escape, Caught, and Wasted. Learn requirements, get step-by-step instructions, and plan your perfect playthrough.
Endings Overview
Ending Relationship Map
Five of the six endings fork out of the bath scene. The Wasted ending is the outlier โ it branches off earlier at Radek's place and never reaches the bath. Each bath branch is mutually exclusive: a single playthrough locks into exactly one of Willpower, Anger, Labyrinth, Escape, or Caught.
Bath LockDoor Branching Flow
The bath scene is the central fork of five endings. Every timing value below is read directly from the config asset โ the 4.5-second knock delay, the 2-second task delay, and the 10-second LockDoor task window are all A-level verified. Failing the LockDoor task is the mechanical trigger that drops the route into the GotCaught ending.
- 11_Finale_1_Bath+0.0s
Scene loads. Bath dialogue node Ending_Bathroom_Start is queued.
DialogueDelayOnStart 5.5s pauses the scene before the bath sequence opens โ the player has a brief window to settle before the knock arrives.
- 11_Finale_1_Bath+5.5s โ knock at ~4.5s
KnockDelayOnStart (4.5s) fires the knock that opens the bath sequence.
After the knock, the player faces the central choice: run, stay, confront, or resolve. This single decision routes into one of five endings.
- 11_Finale_1_BathPlayer choice
Player chooses: run, stay (Labyrinth), confront (Anger), or resolve (Willpower).
- 11_Finale_1_BathLockDoorTaskDelayOnStart 2s โ 10s window
If the player runs, the LockDoor task begins after a 2-second delay.
LockDoorTaskDuration is exactly 10 seconds โ confirmed line-by-line in Bath Config.asset. The player must complete the task inside this window or the route falls into GotCaught.
- 11_Finale_1_BathTask outcome
LockDoor task resolves: success routes to RanAway, failure routes to GotCaught.
The Wasted ending sits outside this flow โ it triggers earlier from excessive drinking at Radek's place and never reaches the bath scene.
Recommended Play Order
Going from easiest to hardest lets you build intuition for the bath fork without spoiling the harder resolutions. Wasted and Caught are quick practice routes; Willpower and Labyrinth reward everything you learned on the earlier runs.
Willpower Ending
S Tier92_Ending_WillpowerSceneEnding_WillpowerNodeWalk away from the cycle by holding your ground and accepting genuine help. The most constructive resolution the story allows.
Labyrinth Ending
S Tier12_Finale_1_LabyrinthSceneInstead of running or fighting, stay and walk through the labyrinth. Community-cited 'true' ending.
Anger Ending
A Tier93_Ending_AngerSceneEnding_AngerNodeRefuse to be victimised but reject healthy coping. A cathartic but unstable resolution.
Escape Ending
B Tier90_Ending_Bathroom_RanAwaySceneEnding_Bathroom_RanAwayNodeSurvive the bath sequence by running. A clean physical exit, but the psychological weight is left unresolved.
Caught Ending
C Tier91_Ending_Bathroom_GotCaughtSceneEnding_Bathroom_GotCaughtNodeTry to run and fail. The dark counterpart to the Escape ending.
Wasted Ending
D Tier13_WastedSceneDrink too much at Radek's place. A short, bleak ending that can be triggered accidentally.
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