C TierEasy

Caught Ending

Try to run and fail. The dark counterpart to the Escape ending.

⏱️
60min
Avg. Playtime
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When Escape Fails

The Caught Ending (internally "GotCaught") is one of the darkest outcomes. You attempt to escape but fail, resulting in being trapped in the toxic situation with no way out.

Caught Ending - Trapped

Caught Ending - Trapped

This ending serves as a sobering reminder of the real dangers in manipulative relationships. The game doesn't shy away from showing the consequences of being unable to escape.

It's intentionally disturbing to underscore the stakes of the situation and why boundary-setting matters.

How This Ending Occurs

This ending typically happens when:

Conditions:

- Low willpower from consistently poor choices

- Attempt to escape but fail

- Wrong decisions during critical moments

Common Paths to This Ending:

- Agreeing to too many of Radek's demands

- Not establishing any boundaries

- Failing escape sequences or confrontations

- Missing opportunities for help

This Represents:

The worst-case scenario the game wants players to avoid—being completely trapped with no resources, support, or ability to leave.

Unlock Requirements Trigger

Stat Threshold NoticeThreshold

Exact stat thresholds for each ending (for example the precise Willpower value that admits the Willpower route) are not text-extractable from the available game files — they live inside compiled Yarn dialogue branches and C# method bodies that could not be fully decompiled. The community consensus is that high sustained Willpower, low Submissiveness, and a strong RadekRelationship trajectory are the steering signals. Treat any specific number you see elsewhere as community-sourced, not verified.

  • Willpower route: sustained high Willpower across Day 1 through Day 3, plus all three psychologist meetings attended Community
  • Anger route: high Anger sustained into the bath finale, psychologist help rejected Community
  • Escape / Caught: gated by the 10-second LockDoor task success or failure, not by a stat threshold Timing
  • Labyrinth route: choosing to stay at the bath fork, with the path itself being community-sourced Path
🔴RequiredCommunity

Choose to run in the bath sequence

Scene: 11_Finale_1_Bath
🔴RequiredVerified

Fail the 10-second LockDoor task

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How This Ending Branches From the Bath Timing

Bath LockDoor Branching Flow

TimingSource: Bath Config.asset

The bath scene is the central fork of five endings. Every timing value below is read directly from the config asset — 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.

  1. 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 — the player has a brief window to settle before the knock arrives.

  2. 11_Finale_1_Bath+5.5s → 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.

  3. 11_Finale_1_BathPlayer choice

    Player chooses: run, stay (Labyrinth), confront (Anger), or resolve (Willpower).

  4. 11_Finale_1_BathLockDoorTaskDelayOnStart 2s → 10s window

    If the player runs, the LockDoor task begins after a 2-second delay.

    LockDoorTaskDuration is exactly 10 seconds — confirmed line-by-line in Bath Config.asset. The player must complete the task inside this window or the route falls into GotCaught.

  5. 11_Finale_1_BathTask outcome

    LockDoor task resolves: success routes to RanAway, failure routes to GotCaught.

Setup beat Timed window Branch point

The Wasted ending sits outside this flow — it triggers earlier from excessive drinking at Radek's place and never reaches the bath scene.

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Step-by-Step Scene Path Route

1
11_Finale_1_BathScene

Choose to run

Why it matters: Branches into the escape attempt

2
11_Finale_1_BathScene

Miss the 10-second LockDoor window

Why it matters: Falls into Caught

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Pro Tips & Strategy

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Common on a first attempt at the bath sequence

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No achievement is tied directly to this ending

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Useful as a practice run for the Escape route

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