Verified mechanics breakdown

AngerEndCanvas wiring
5%
Per press
_increasePerPress
15%
Decay per second
_decreasePerSecond
3
Break-even presses / sec
0.15 / 0.05
0..1
Slider range
MinValue / MaxValue
Space
Keyboard binding
<Keyboard>/space
5s
Dialogue delay
DialogueDelayOnStart

The anger scene is driven by an AngerEndCanvas component wired into the RadeksPlace scene. Its serialized fields set the per-press gain to 0.05 and the per-second decay to 0.15. The progress bar is a Unity Slider with a minimum of 0 and a maximum of 1, so those two fields move the bar across the full 0 to 100 percent range. A trigger named Ending_Anger_Start calls the component's StartRun method, and TriggerWin and TriggerFailed handle the two terminal states. Every value on this page is A-level - the trainer ships the same numbers the shipped scene ships.

Press-rate scenarios

Math from verified values

The break-even press rate is three presses per second. Anything faster than that fills the bar. The scenarios below translate the verified values into the times real players see at three different mashing speeds.

Steady mashing
5 presses / sec
Fill in ~10s
5 presses per second is a comfortable rhythm - one press every 200ms. Net gain is 10% per second, so a full clear takes about 10 seconds of unbroken mashing.
Fast mashing
8 presses / sec
Fill in ~4s
8 presses per second is what most players settle into once the fight loop kicks in. Net gain is 25% per second, so the bar fills in roughly 4 seconds.
Top speed
10 presses / sec
Fill in ~2.9s
10 presses per second is near the upper end of keyboard mashing. Net gain is 35% per second, so the bar fills in under 3 seconds. Players who hit this pace clear the scene on the first attempt.

Interactive trainer

Active preset

Pick a mode, pick a preset, hit Start. Tap Space or click the Press button to push the bar up. The bar decays continuously - if it hits zero the scene fails. Clear the bar to 100% to trigger the win state. Your best clear time per mode is saved to this browser only.

Mode10-second endurance
PresetVerified defaults
Best clearโ€”
10.0s
Standby
100%
0%
Progress0%
Presses0
Press / secโ€”
Peak0%

Tap Space or click the Press button to fill the bar. The bar bleeds every second - the higher the decay, the faster it falls. Hit 100% before the timer hits zero (or before the bar drops to 0%) to clear the scene.

Where the anger mash sits

Scene mapping

The mash scene is the mechanical climax of the Anger route. The route itself branches away from the Willpower ending when the protagonist refuses professional support and confronts Radek aggressively through the late game. Clearing the mash resolves into scene 93_Ending_Anger.

Common questions

Config-backed
How fast do I need to mash to clear the Anger ending in No Means Nothing?

The AngerEndCanvas component sets _increasePerPress to 0.05 and _decreasePerSecond to 0.15. That means each press fills 5% of the bar and the bar bleeds 15% every second. The break-even rate is 3 presses per second - anything faster than that fills the bar. At 5 presses per second you clear in about 10 seconds, at 8 presses per second in about 4 seconds, and at 10 presses per second in under 3 seconds.

What happens if the bar drops to zero during the anger scene?

Dropping to zero calls the TriggerFailed method on the AngerEndCanvas component. The confrontation collapses and the scene does not resolve into the Anger ending. The bar is a Unity Slider with a minimum of 0 and a maximum of 1, so zero is the floor - you cannot go below it, but you also cannot recover once TriggerFailed fires.

What happens if I fill the bar to 100%?

Reaching 100% calls TriggerWin on the AngerEndCanvas component and the route resolves into scene 93_Ending_Anger. The Anger ending is the route where the protagonist escapes Radek through aggressive confrontation rather than measured boundary-setting - it is bittersweet, you break free, but at an emotional cost.

Why are the verified values different from the hardcore and warm-up presets?

The verified preset ships the exact _increasePerPress and _decreasePerSecond values wired into the in-game AngerEndCanvas component - 0.05 and 0.15. The hardcore preset (0.04 / 0.22) and the warm-up preset (0.07 / 0.10) are community-tuned alternatives marked C-level on the provenance badge. Use them to stress-test your mashing or to ease into the mechanic, then switch back to the verified preset to rehearse the scene as it ships.

Does the trainer send my records anywhere?

No. Everything stays in your browser under the localStorage key "anger_mash_best". No backend, no telemetry. The fastest clear, peak progress, and attempt count per mode persist across visits on the same device.

How is the anger scene triggered in the game?

A trigger named Ending_Anger_Start calls the StartRun method on the AngerEndCanvas component. The Ending_Anger Config asset sets a 5-second DialogueDelayOnStart before the scene opens, and the Ending_Anger_SlideshowConfig asset sets a 10-second slideshow duration with a 5-second delay and easing set to 1. The route branches away from the Willpower ending when the protagonist refuses professional support and confronts Radek aggressively.