Endacopia Walkthrough — Complete Chapter Guide & All Endings
Endacopia is built around discovery, misdirection, and puzzle logic that often feels like a half-remembered computer game from the 1990s. This walkthrough follows the same structure as the game: prepare safely, clear the three Chapter I worlds, solve the phone section, then use the Chapter II saw choice and hidden route requirements to reach every ending.
Spoiler warning: this page names routes, bosses, secrets, and ending requirements. If you want a blind first run, use only the section headings and stop before the Ending C notes.
First Things First
Before you chase every route, set yourself up so mistakes do not force a full replay.
- Save whenever you reach a Super-Saver.
- Back up your save before Chapter II.
- Keep the Metal Detector, Telescope, Smoke Bomb, and Healing Potion in mind; they are not throwaway items.
- If a puzzle seems impossible, try changing the window state, waiting in place, or re-reading environmental clues.
Best safety save: create a Chapter I near-complete save after all three areas are ready for their boss encounters, but before committing to the final sequence.
ENDACOPIA/
├─ prologue.dat
├─ chapter-i-three-worlds.exe
├─ phone-puzzles.log
└─ ending-c-hidden-route.sys
Chapter I: Three Worlds
Chapter I is non-linear. Misery Town, Timesville, and The Office can be explored as separate puzzle clusters, but the secret ending route expects you to understand all three. Your practical goal is to push every area to the point just before its boss or lock-in sequence.
Recommended Route
- Clear basic house progression and reach the three-world structure.
- Explore Misery Town until the circus route is open and the residents can leave.
- Explore Timesville until the waterfall path is revealed.
- Explore The Office until the Core Key and productivity requirements are handled.
- Make a safety save before finishing the bosses or moving into later chapters.
Misery Town
Misery Town is the decaying carnival/suburban branch of Chapter I. It looks playful at first, but almost every interaction has a darker second layer. The area’s core path pushes you toward the circus and the Trapezist, while the hidden route points back to the projection tent.
Key things to do:
- Talk to residents until the “everyone leaves” state is available.
- Inspect carnival spaces carefully; several rooms change meaning after new items.
- Use the Metal Detector in the projector-room sand.
- Retrieve the remote control and use it on the ceiling projector.
- Follow the projected map into the mime tent.
The hidden Misery Town sequence leads into a darker version of the whack-a-clown room. When the route asks for four clown interactions, treat the “4 lives / 4 batteries” line as confirmation that you are on the secret path.
Window clue: one Misery Town puzzle expects you to notice the game window itself. If the fourth puzzle feels unsolvable, try toggling windowed mode.
Timesville
Timesville is the time-bending area with fishing, night danger, and the Chameleon route. Its main path centers on uncovering Ozzie’s tape and the waterfall path, while the secret path asks you to commit to fishing far beyond the normal progression requirement.
Key things to do:
- Play hide and seek with Catthew to obtain the fishing license.
- Watch the relevant VHS tape to reveal the waterfall route.
- Catch all 18 fish if you are preparing Ending C.
- Use the old key connected to the Fish Paper.
- Visit the graveyard and pay attention to the Surgeon’s hint.
The Timesville secret route asks you to enter a small room after the waterfall in windowed mode and use the key on the window. The later CT-scan memory puzzle requires matching similar memories by clicking black-dot areas in the brain images, then linking them from the control at the top.
The Office
The Office is an intentionally oppressive productivity maze. Corridors repeat, workers request strange tasks, and progression depends on pushing your productivity meter and getting the Core Key.
Key things to do:
- Complete tasks for office workers until productivity reaches the required threshold.
- Obtain the Core Key.
- Bring the Telescope to the entrance area near the sleeping figure.
- Write down the phone number revealed through the Telescope.
- Call that number from the Jobs app on the office computer.
The Morse-code message tells you to stand under the stairs near the vending machine for one full minute. This sounds like a joke, but it is the intended secret trigger.
Office Symbol Puzzles
$4— turn the symbols into four dollar signs.* > ^— convert asterisks into up-arrow symbols.% > !— convert the percent-shaped puzzle into exclamation marks.$! | ! > %— swap dollar signs and exclamation marks, then convert exclamation marks into percent signs.#! + #^ > #%— make the number of caret and exclamation symbols equal the number of percent symbols.:^( > ;^)— rotate your perspective and turn the frown into a wink.^5— look for the missing fifth caret space.
The Phone Puzzles — Six Calls, Six Moral Dilemmas
The phone sequence is a credibility-point puzzle disguised as a call-center shift. Each caller can be handled through different routes.
559-2915: Marriage Advice
The highest payout route suggests the darkest solution, while the more compassionate route still pays well. If you are optimizing points, track the follow-up email reward before moving on.
717-5544: Where to Hide the Body
This is the timed call. Move fast: assess the situation, ask about the body, suggest chopping it up, clean the blood, hide the body, burn it in the fireplace, move to the backyard, hide the axe, and put evidence in the pool.
331-7891: Bank Problems
You can help, scam, or prank the caller. Helping her with the correct password route is the cleanest high-value path.
865-9961: Stuck in LVL 3
Start with this call if you dislike reloading. Use the Smoke Bomb immediately, attack steadily, heal at low HP, guard against special attacks, and avoid wasting turns on the Scroll.
968-5213 and the Lonely Caller
The remaining calls are less mechanically punishing but still affect credibility. Read options carefully; the game often rewards choices that sound oddly specific rather than broadly sensible.
Chapter II & III: All Endings
Endings A and B are determined by the saw choice in Chapter II.
- Ending A: progress normally and choose the Toy Saw.
- Ending B: progress normally and choose the real Saw.
- Ending C: complete both main ending paths, prepare the three Chapter I secrets, defeat the Clockey rematch, crawl into the hidden route, and reach the Freelance Surgeon.
Ending C lock-in: do not overwrite your only late-game save. Keep a backup before the Chapter II saw choice and another before the post-ending Clockey route.
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Fan-made guide hub for the Steam point-and-click horror adventure Endacopia.
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