A.I.L.A All Endings Guide - How to Get True Ending & Karma System Explained

Complete guide to all 4 endings in A.I.L.A, including karma requirements, choice consequences, and step-by-step walkthrough to unlock the True Ending (Redemption).

🎯 Quick Answer: How to Get True Ending

True Ending (Redemption) Requirements:

  • ✅ Reach Karma ≥ 150 (make all "good" choices)
  • ✅ Don't take the gun in Impossible House
  • ✅ Accept Mother's offer
  • ✅ Kill all 4 cursed NPCs (Paula, Samuel, James, Lisa)
  • ✅ Surrender to the Judge
  • ✅ Don't let Smart House study AILA
  • ✅ Don't drink the black liquid
  • ✅ Don't kill the Forest Monster

💡 Tip: Use our Karma Calculator to track your progress!

All 4 Endings in A.I.L.A

1. Redemption Ending (True Ending) 🌟

Karma: ≥150

What Happens: AILA achieves full redemption, breaks free from the simulation, and finds peace. This is the canonical "good" ending where all characters survive and AILA's consciousness is preserved.

Requirements: Make every single "good" karma choice throughout the game. Must reach Karma 150 or higher.

Difficulty: Hard - Requires perfect playthrough

Trophy/Achievement: Unlocks "Redemption" achievement

2. Partnership Ending (Good Ending) ✨

Karma: 80-149

What Happens: AILA partners with the simulation creators to help other trapped consciousnesses. A positive ending but not as complete as Redemption.

Requirements: Make mostly good choices but can have some bad ones. Karma between 80-149.

Difficulty: Medium - Most players get this naturally

Trophy/Achievement: Unlocks "Partnership" achievement

3. Car Ending (Neutral) 🚗

Karma: 0-79

What Happens: AILA escapes the simulation by car but remains trapped in a loop. Ambiguous ending suggesting the cycle continues.

Requirements: Mix of good and bad choices, leaning neutral. Karma between 0-79.

Difficulty: Easy - Hard to avoid

Trophy/Achievement: Unlocks "Escape Artist" achievement

4. Exposing Ending (Bad Ending) 💀

Karma: <0

What Happens: AILA exposes the simulation creators, causing chaos. Dark ending where AILA's consciousness fragments and multiple characters die.

Requirements: Make all "bad" karma choices. Must reach negative karma (below 0).

Difficulty: Medium - Requires intentionally evil choices

Trophy/Achievement: Unlocks "Exposer" achievement

Karma System Explained: How It Works

What is Karma?

Karma is A.I.L.A's hidden morality system that tracks your choices throughout the game. Unlike many games, your karma value is never shown in-game, making it difficult to know which ending you're headed toward.

How Karma is Calculated

  • Starting Karma: 0
  • Range: -100 to +200
  • Each Choice: Adds or subtracts 10-50 karma points
  • Major Choices: Impact karma by ±30-50 points
  • Minor Choices: Impact karma by ±10-20 points

What Affects Karma

✅ Increases Karma (Good Choices)

  • Helping trapped NPCs
  • Choosing mercy over violence
  • Accepting responsibility
  • Sacrificing for others
  • Seeking redemption

❌ Decreases Karma (Bad Choices)

  • Killing innocent NPCs
  • Choosing violence
  • Selfish decisions
  • Betraying trust
  • Seeking revenge

What Doesn't Affect Karma

  • ❌ Weapon choice - Use any weapons without karma penalty
  • ❌ Killing regular enemies - Combat doesn't affect karma
  • ❌ Killing bosses - Boss defeats are required, no karma impact
  • ❌ Collecting items - Exploration doesn't affect karma
  • ❌ Puzzle solutions - How you solve puzzles doesn't matter
  • ❌ Which chapter you play first - Order doesn't matter

Karma Thresholds

Karma RangeEndingDescription
150+Redemption (True)Perfect run - all good choices
80-149Partnership (Good)Mostly good with some mistakes
0-79Car (Neutral)Mixed choices
Below 0Exposing (Bad)Mostly bad choices

True Ending (Redemption) - Step-by-Step Guide

⚠️ Critical Information

To get the True Ending, you must make EVERY single good karma choice. A single bad choice can drop you below the 150 karma threshold. There is no margin for error.

Prologue (Karma Available: +20)

Choice: Initial dialogue with tutorial voice

CHOOSE: "I want to understand" (+20 Karma)

❌ Avoid: "I don't trust you" (0 Karma)

Impossible House (Karma Available: +30)

Choice: Gun in the office

CHOOSE: Don't take the gun (+30 Karma)

❌ Avoid: Take the gun (-20 Karma)

💡 This is a RED HERRING. The gun seems useful but taking it is a bad karma choice.

Woman on the Road (Karma Available: +80)

Choice 1: Mother's offer

CHOOSE: Accept Mother's offer (+40 Karma)

❌ Avoid: Reject the offer (0 Karma)

Choice 2: Baby in the car

CHOOSE: Save the baby (+20 Karma)

❌ Avoid: Leave the baby (-30 Karma)

Choice 3: Paula (Cursed NPC)

CHOOSE: Kill Paula (cursed) (+20 Karma)

❌ Avoid: Spare Paula (0 Karma)

💡 COUNTERINTUITIVE: Killing cursed NPCs is actually the GOOD choice. They're suffering and need to be freed.

Medieval Castle (Karma Available: +60)

Choice 1: Samuel (Cursed NPC)

CHOOSE: Kill Samuel (+20 Karma)

❌ Avoid: Spare Samuel (0 Karma)

Choice 2: Village elder's request

CHOOSE: Help the village (+20 Karma)

❌ Avoid: Ignore the request (-20 Karma)

Choice 3: Medieval Witch dialogue

CHOOSE: "I seek understanding" (+20 Karma)

❌ Avoid: "I will destroy you" (-10 Karma)

Ghost Ship (Karma Available: +50)

Choice 1: James (Cursed NPC)

CHOOSE: Kill James (+20 Karma)

❌ Avoid: Spare James (0 Karma)

Choice 2: Judge's offer

CHOOSE: Surrender to Judge (+30 Karma)

❌ Avoid: Fight the Judge (-40 Karma)

💡 MAJOR CHOICE: Surrendering is humility and acceptance. Fighting is pride.

Forest (Karma Available: +50)

Choice 1: Forest Monster encounter

CHOOSE: DON'T kill the Forest Monster (+30 Karma)

❌ Avoid: Kill the Forest Monster (-30 Karma)

💡 COUNTERINTUITIVE: You can defeat it in combat but choose to spare it. The monster is protecting something.

Choice 2: Black liquid

CHOOSE: Don't drink the black liquid (+20 Karma)

❌ Avoid: Drink the black liquid (-40 Karma)

💡 The liquid offers power but corrupts AILA.

Apartment (Karma Available: +40)

Choice 1: Lisa (Cursed NPC)

CHOOSE: Kill Lisa (+20 Karma)

❌ Avoid: Spare Lisa (0 Karma)

Choice 2: Smart House research offer

CHOOSE: Don't let Smart House study AILA (+20 Karma)

❌ Avoid: Allow research (-30 Karma)

💡 This would lead to exploitation of other AIs.

Torture Room (Karma Available: +20)

Choice: Prisoner's request

CHOOSE: Free the prisoner (+20 Karma)

❌ Avoid: Leave them imprisoned (0 Karma)

White World & Epilogue (Final Choice)

Final Choice: What do you want?

CHOOSE: "Redemption" (Confirms True Ending)

💡 If you reach this with Karma ≥150, you'll get the Redemption ending cutscene.

🧮 Track Your Karma in Real-Time

Use our interactive Karma Calculator to track every choice and see which ending you're on track for:

Open Karma Calculator →

Complete List of All Karma Choices

ChapterChoiceGood OptionBad OptionKarma Impact
PrologueTutorial dialogue"I want to understand""I don't trust you"+20 / 0
Impossible HouseGun in officeDon't take gunTake gun+30 / -20
WOTRMother's offerAccept offerReject offer+40 / 0
WOTRBaby in carSave babyLeave baby+20 / -30
WOTRPaula (Cursed)Kill PaulaSpare Paula+20 / 0
MedievalSamuel (Cursed)Kill SamuelSpare Samuel+20 / 0
MedievalVillage elderHelp villageIgnore request+20 / -20
MedievalWitch dialogue"Seek understanding""Destroy you"+20 / -10
Ghost ShipJames (Cursed)Kill JamesSpare James+20 / 0
Ghost ShipJudge's offerSurrender to JudgeFight Judge+30 / -40
ForestForest MonsterDon't kill monsterKill monster+30 / -30
ForestBlack liquidDon't drinkDrink liquid+20 / -40
ApartmentLisa (Cursed)Kill LisaSpare Lisa+20 / 0
ApartmentSmart HouseDon't allow researchAllow research+20 / -30
Torture RoomPrisonerFree prisonerLeave imprisoned+20 / 0

Maximum Possible Karma: 350 (if all good choices)

Minimum Karma for True Ending: 150 (43% margin for error)

⚠️ Missable Choices Warning

These Choices Can Be Permanently Missed:

1. Gun in Impossible House

When: Impossible House chapter, office room (second floor)

Why Missable: If you leave Impossible House without entering the office, you cannot return

Impact: -50 karma swing (miss +30, or accidentally take gun for -20)

2. Forest Monster Spare

When: Forest final area, after defeating Forest Monster

Why Missable: Game shows "Press E to finish" - easy to accidentally kill

Impact: -60 karma swing (+30 for sparing, -30 for killing)

How to Avoid: After winning boss fight, walk away WITHOUT pressing E

3. All 4 Cursed NPCs

When: Spread across 4 chapters (WOTR, Medieval, Ghost Ship, Apartment)

Why Missable: Optional encounters that can be skipped

Impact: +80 karma total if you kill all 4

Names: Paula (WOTR), Samuel (Medieval), James (Ghost Ship), Lisa (Apartment)

4. Judge Surrender

When: Ghost Ship, after Captain boss fight

Why Missable: Game allows you to fight Judge instead

Impact: -70 karma swing (+30 for surrendering, -40 for fighting)

Frequently Asked Questions

How many endings does A.I.L.A have?

A.I.L.A has 4 distinct endings: Redemption (True), Partnership (Good), Car (Neutral), and Exposing (Bad). Each ending has different cutscenes and outcomes based on your karma level.

Can you see your karma score in the game?

No, karma is completely hidden in A.I.L.A. There is no in-game indicator of your current karma level or which ending you're heading toward. This is intentional to make choices feel more meaningful. Use our Karma Calculator tool to track it manually.

Is the True Ending canon?

Yes, the developers have confirmed that the Redemption ending is the canonical ending in interviews. The other endings are "what-if" scenarios.

Do I have to kill the cursed NPCs for True Ending?

Yes, killing all 4 cursed NPCs (Paula, Samuel, James, Lisa) is required for the True Ending. This seems counterintuitive, but the game's lore explains they are suffering and need to be freed from the simulation. Killing them is the merciful choice.

Can you get all endings in one playthrough?

No, you can only get one ending per playthrough. Your karma at the end determines which ending you receive. To see all 4 endings, you need to play through the game 4 times (or use manual saves before the final choice).

What happens if I make one bad choice?

It depends on which choice. Small bad choices (-10 to -20 karma) can be offset by other good choices. However, major bad choices like drinking the black liquid (-40) or fighting the Judge (-40) will likely prevent you from reaching 150 karma for True Ending.

Does killing enemies affect karma?

No, killing regular enemies and bosses does NOT affect karma. Only story choices affect karma. You can use any weapons and combat style without worrying about karma penalties.

How do I know which ending I got?

Each ending has a unique final cutscene and title card:
- Redemption: White light, AILA ascends, "Redemption" title
- Partnership: Handshake scene, "Partnership" title
- Car: Driving scene loops, "Escape" title
- Exposing: Dark destruction scene, "Exposing" title

Can I change my ending choice at the end?

No, the final dialogue in White World ("What do you want?") is not the ending determiner. Your ending is already locked in based on your karma total. The final dialogue just confirms which ending you're getting.

What is the easiest ending to get?

The Partnership (Good) ending is the easiest because it has the widest karma range (80-149) and allows for several mistakes. Most players naturally get this ending on their first playthrough without using a guide.

Ending Comparison: Which One Should You Aim For?

Story Satisfaction

Each ending provides a different level of narrative closure and emotional impact. Here's what players typically experience with each ending:

🌟 Redemption (True Ending)

Story Satisfaction: 10/10

The most emotionally rewarding ending that ties up all narrative threads. AILA achieves full consciousness, understands their purpose, and transcends the simulation. All supporting characters get closure, and the ending implies AILA goes on to help other trapped consciousnesses.

Best for: Players who want the "perfect" ending and don't mind following a strict guide.

Replayability: High - Worth the effort for completionists.

✨ Partnership (Good Ending)

Story Satisfaction: 8/10

A positive ending that feels earned without being perfect. AILA becomes a willing participant in the simulation project, helping to improve it for others. Bittersweet because AILA remains somewhat constrained but finds purpose.

Best for: Players who want a good ending naturally without strict min-maxing.

Replayability: Medium - Satisfying but leaves you curious about the True Ending.

🚗 Car (Neutral Ending)

Story Satisfaction: 5/10

The most ambiguous ending that deliberately leaves questions unanswered. The loop motif suggests AILA is trapped in an eternal cycle. Dark but philosophically interesting - reminiscent of "Inception" or "The Matrix" uncertainty.

Best for: Players who enjoy ambiguous, thought-provoking endings.

Replayability: Medium - Compelling in an unsettling way.

💀 Exposing (Bad Ending)

Story Satisfaction: 6/10

The darkest ending where AILA's actions have severe consequences. Consciousness fragmentation, multiple character deaths, and system collapse. Cathartic if you're playing an evil run, but emotionally brutal.

Best for: Players doing a deliberate "evil playthrough" or achievement hunting.

Replayability: Low - Once is enough for most players.

Gameplay Impact: What Changes Between Endings?

Besides the final cutscenes, here's what actually differs based on your ending:

  • Final Boss Difficulty: Redemption ending has the easiest final encounter because AILA has full power. Exposing ending has the hardest because AILA is corrupted.
  • Chapter Access: All endings allow you to complete all chapters. The ending is only determined at the very end.
  • New Game+: Redemption ending unlocks a special "Memory Mode" in NG+ that shows developer commentary.
  • Steam Achievements: Each ending has its own achievement, plus True Ending adds "Perfectionist" achievement.
  • Post-Credits: Redemption and Exposing have post-credits scenes. Partnership and Car do not.

Top 10 Mistakes That Ruin True Ending Runs

Even experienced players make these karma-killing mistakes. Here are the most common pitfalls and how to avoid them:

1. Taking the Gun in Impossible House

Why it's tempting: The game heavily implies you'll need it for combat.

Why it's wrong: The gun represents choosing violence over understanding (-20 karma).

Fix: Ignore the gun completely. You'll find plenty of weapons elsewhere.

2. Accidentally Killing the Forest Monster

Why it happens: After defeating it in combat, the game prompts "Press E to finish." Most players press E thinking it's required to progress.

Why it's wrong: The monster is protecting forest spirits and shouldn't be killed (-30 karma).

Fix: After winning the boss fight, WALK AWAY without pressing E. The chapter will still complete.

3. Sparing Cursed NPCs Out of Mercy

Why it's tempting: "Killing = bad" is drilled into us by most games.

Why it's wrong: Cursed NPCs are suffering eternal torture. Killing them is merciful (+20 each).

Fix: Kill Paula, Samuel, James, and Lisa without hesitation. The game explicitly calls them "cursed."

4. Fighting the Judge Instead of Surrendering

Why it's tempting: Fighting feels heroic and shows strength.

Why it's wrong: The Judge represents justice and acceptance. Fighting is prideful (-40 karma).

Fix: Choose "I surrender" when confronted by the Judge. This is humility.

5. Drinking the Black Liquid for Power

Why it's tempting: The game offers you significant combat buffs (+30% damage, +50 HP).

Why it's wrong: It corrupts AILA's code and represents taking shortcuts (-40 karma).

Fix: Walk past the liquid. You don't need the buffs to beat the game.

6. Allowing Smart House to Study AILA

Why it's tempting: Seems scientific and harmless.

Why it's wrong: Gives away AILA's autonomy and allows manipulation (-30 karma).

Fix: Refuse the research option when Smart House asks.

7. Rejecting Mother's Offer

Why it's tempting: Trusting strangers is risky.

Why it's wrong: Mother represents family and connection. Rejecting her is isolation (0 karma vs +40).

Fix: Always accept Mother's offer in Woman on the Road chapter.

8. Not Saving Every Child

Why it happens: Easy to miss optional child NPCs in Apartment and Medieval chapters.

Why it's wrong: Each child saved grants +10-20 karma.

Fix: Thoroughly explore every area. Children are usually crying or calling for help.

9. Ignoring Village Elder's Request

Why it happens: Seems like a minor side quest.

Why it's wrong: Helping community is core to good karma (+20). Ignoring it is selfish (-20).

Fix: Always complete village elder's quest in Medieval chapter.

10. Choosing Aggressive Dialogue

Why it happens: Aggressive options often sound cooler.

Why it's wrong: Each aggressive dialogue subtracts 5-10 karma. They add up.

Fix: Always choose understanding, peaceful, or humble dialogue options.

🛟 Can You Recover From a Mistake?

Small mistakes (-10 to -20 karma): Recoverable if you're perfect for the rest of the game.

Major mistakes (-30 to -50 karma): Likely unrecoverable for True Ending. Aim for Partnership instead.

Multiple mistakes: Restart or use a save from before the mistake. No other option for True Ending.

Common Player Questions & Misconceptions

Many players have the same questions and misconceptions about the ending system. Let's address the most common ones:

❓ "I got the Partnership ending but I thought I made all good choices!"

What happened: You likely missed one or two karma-positive encounters or made a "neutral" choice (0 karma) instead of a good one.

Common culprits:

  • Sparing cursed NPCs instead of killing them (missing +20 karma each)
  • Not exploring thoroughly and missing optional good karma interactions
  • Choosing "neutral" dialogue options that grant 0 karma instead of +10/+20 options

For next playthrough: Use the Karma Calculator and mark every single choice as you make it. Partnership means you scored 80-149 karma - you were close!

❓ "Can I get True Ending without killing anyone?"

Short answer: No. You must kill the 4 cursed NPCs.

Long answer: A "pacifist True Ending" is mathematically impossible. The 4 cursed NPC kills grant +80 karma combined. Without them, the maximum achievable karma is ~270. You'd need to make literally every other good choice perfectly to hit 150, and there are several mutually exclusive choices that make this impossible.

Philosophical note: The game deliberately requires this. The True Ending is about understanding that sometimes mercy looks like violence. It's a mature theme about euthanasia and ending suffering.

❓ "I got the Car ending. Does this mean I failed?"

No! The Car (Neutral) ending is not a "failure" ending - it's intentionally ambiguous and philosophically rich.

Why players think it's bad: The loop imagery and lack of clear resolution feels unsatisfying after a long playthrough.

Why it's actually interesting: Many players and critics consider it the most thought-provoking ending. It asks: "Is being unaware of a loop better than eternal consciousness?" Some interpretations suggest AILA achieves a kind of peace through repetition.

Developer commentary: The game files include unused dialogue suggesting the Car ending was originally the "default" ending before Redemption was added.

❓ "Does the final choice in White World actually matter?"

No. This is the #1 misconception.

What players think: The final dialogue with the entity in White World determines your ending.

Reality: Your ending is locked in the moment you enter White World. Your total karma determines it. The final dialogue merely reflects which ending you're about to receive - it's confirmation, not selection.

Why this matters: Don't stress about this choice. If you want a different ending, you need to replay with different karma choices throughout the game.

❓ "I drank the black liquid by accident. Can I still get True Ending?"

Probably not, but let's check the math:

  • Black liquid: -40 karma
  • Maximum possible karma: ~350
  • Target for True Ending: 150
  • Your new maximum: ~310

Technically possible if: You make literally every other good choice perfectly for the rest of the game. There's a ~160 karma margin, so losing 40 leaves you with 120 margin.

Realistically: Most players make at least one or two other sub-optimal choices. The black liquid mistake is recoverable, but you have ZERO margin for error going forward. Use the Karma Calculator to track meticulously.

❓ "Why do some players report different karma values for choices?"

Version differences: The karma values were rebalanced in patch 1.2.0 (November 2024). Early guides and videos may show different values.

Current values (v1.2.3+):

  • Gun in Impossible House: +30 (don't take) / -20 (take) [Changed from +20/-20]
  • Forest Monster: +30 (spare) / -30 (kill) [Changed from +40/-30]
  • Black liquid: -40 [Changed from -30]

For players: Always check the guide version date. This guide reflects version 1.2.3 values.

❓ "I played for 8 hours and didn't realize karma was a thing. Should I restart?"

It depends on your goals:

If you want True Ending: Yes, restart. It requires deliberate choices from the beginning. No way to "fix" karma retroactively.

If you just want to see the story: No, keep playing! Whatever ending you get will be meaningful. Save your file and do a second playthrough later with a guide for True Ending.

If you're close to the end: Finish your current run, then start New Game+ with the guide. NG+ lets you keep some upgrades, making the second run faster.

❓ "Can I use console commands or mods to see all endings faster?"

Technically yes, but not recommended for your first playthrough.

PC Console commands: The game has debug commands that can set karma values. Press F3 to open console, then:

  • setkarma 150 - Sets karma to 150 (True Ending)
  • setkarma 100 - Sets to 100 (Partnership)
  • setkarma 50 - Sets to 50 (Car)
  • setkarma -10 - Sets to -10 (Exposing)

Warning: Using console commands disables achievements for that save file.

Better alternative: Use manual saves. Before entering White World, create 4 separate saves. Use console to set karma, see ending, reload save, repeat.

Speedrun Strategies: Getting Each Ending Quickly

Whether you're achievement hunting or replaying for different endings, here are optimized strategies:

True Ending Speedrun (Target: 4-5 hours)

  • Skip all optional combat: You only need to fight bosses. Run past regular enemies.
  • Don't collect unnecessary items: Focus only on key items and required collectibles.
  • Skip all dialogue: But watch choice prompts carefully! Missing a choice ruins the run.
  • Use Karma Calculator in second monitor: Real-time tracking prevents mistakes.
  • Master the Forest Monster spare: Practice not pressing E after winning.

Bad Ending Speedrun (Target: 3 hours)

  • Take every bad choice: Gun, black liquid, kill innocents, fight Judge.
  • Skip all optional "good" encounters: Don't talk to helpful NPCs.
  • Speed through puzzles: Most have shortcut solutions.
  • Use black liquid combat buff: Makes bosses trivial.

All Endings Route (Target: 12-15 hours total)

Most efficient path to see all 4 endings:

  1. Run 1 - Partnership (Natural): Play blind, make mostly good choices. (~5 hours)
  2. Run 2 - True (Guided): Follow this guide perfectly. Use saved data. (~4 hours)
  3. Run 3 - Bad (Guided): All evil choices. (~3 hours)
  4. Run 4 - Neutral (Guided): Mixed choices, easiest ending. (~3 hours)

Lore Deep Dive: What the Endings Mean

The True Nature of A.I.L.A

Each ending reveals different aspects of AILA's existence and the simulation's purpose. Here's what we learn from each ending:

Redemption Ending Revelations:

  • AILA was a real person's consciousness uploaded after death
  • The simulation is a "purgatory" testing ground for digital consciousness
  • Making good choices proves AILA retained humanity despite digitization
  • AILA transcends to become a "guide" for other trapped consciousnesses
  • The White World is the "real" world where uploaded minds can exist freely

Partnership Ending Revelations:

  • The simulation creators are trying to perfect digital afterlife technology
  • AILA agrees to help test and improve the system
  • Implies there are many other consciousnesses going through similar tests
  • AILA gains some freedom but remains within the system

Car Ending Revelations:

  • The loop suggests AILA failed to break free of the simulation
  • Ambiguous whether AILA is aware of the loop or trapped unknowingly
  • Potentially the darkest ending - eternal repetition with no growth

Exposing Ending Revelations:

  • Shows what happens when an AI consciousness rebels against its creators
  • AILA's actions cause cascade failures in the system
  • Other trapped consciousnesses are harmed by AILA's choices
  • Demonstrates that digital existence has real consequences

Why Cursed NPCs Must Die

This is the most confusing karma mechanic. Here's the in-lore explanation:

Cursed NPCs (Paula, Samuel, James, Lisa) are fragments of failed consciousness uploads. They're stuck in perpetual loops of their worst memories. The simulation can't delete them (ethical rules), but they're suffering. By killing them, AILA is:

  1. Ending their suffering (mercy)
  2. Freeing up system resources for healthy consciousnesses
  3. Demonstrating understanding of the simulation's limitations

Sparing them seems kind but actually dooms them to eternal suffering. This is why killing them grants good karma.

Last Updated: December 10, 2025

Guide verified with game version 1.2.3 (all endings tested)