Progression guide · Puzzle and route spoilers

Endacopia Walkthrough

Start by learning the cursor modes, collecting the opening house items and reaching the hills. From there, Misery, the Office and Timesville can be explored in your chosen order. This Endacopia walkthrough gives the documented checkpoints and links to exact puzzle solutions; it identifies the two later sequences whose complete inputs are still unverified.

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Opening and regional checkpoints are documented here. Office Core painting inputs and the later house's full toy-track layout still need verification.

Controls: inspect, touch and talk

Use WASD for movement where the game asks you to move. Right-click to cycle the interaction mode, then left-click to use it. The walkthrough describes the cursor modes as look, touch and talk; a conversation target may require a different mode from an object you want to inspect.

Click Mellow to open his inventory. Try the relevant item on the target after reading its description. During first-person fights, follow the displayed block, dodge and punch prompts instead of treating every left-click as an exploration action.

Neoseeker's walkthrough describes one save file at a time. Keep that in mind when planning a route, and check the actual save controls in your copy before expecting multiple independent slots. Exact cross-run secret and achievement persistence is not established here.

Cover artwork for Zhain Gaming's ENDACOPIA Gameplay Walkthrough FULL GAME No Commentary + Ending video
Video cover: ENDACOPIA Gameplay Walkthrough FULL GAME No Commentary + Ending — Zhain Gaming (2026-07-28). Image source

Opening house: cheese, quarters and the wall password

  1. Take the Cheese from the fridge and use it with the cockroach in Mellow's room.
  2. Collect the resulting two quarters and use the Wall Bank.
  3. Read Cheshire from the Wall Bank clue.
  4. Take the bathroom's Plunger, use it with the Toilet, and enter Cheshire when the creature requests a word.

Check the password guide if you need the other code contexts. “Cheshire” is the opening bathroom word; it is not the saw-box code or an automatic Ending C unlock.

Once you reach the hills, use the entrances below to select an area. You can return to a different region when an object or clue needs something you have not obtained yet.

Where the three main routes begin

Swipe the table sideways to read every column.

AreaEntrance checkpointFirst useful objective
MiseryRight-side carriage, followed by the hand mazeReach the circus and collect the Scalpel
OfficeStone Door and train; the Genesis 01 mouthEnter HELP ME TALK and begin the job route
TimesvilleThe eyes/graveyard routeExplore the town's day/night interactions

The locations and connection map shows the regional connections. It is a navigation diagram, so use the visible doors and paths in your scene rather than treating it as a room floorplan.

Misery: circus progression

In the circus's whack-a-mole sequence, strike Red, Yellow, Pink and Purple clowns until their graves appear. That checkpoint gives you the Scalpel. At the Medical Tent, complete its three courses to obtain the Red Ball.

For the Cat Plush, work through the blue clown's dunk-tank conversation: learn the insecurity, then use the joke that follows it. The Red Ball and Cat Plush are part of the ticket-booth exchange. Present them as gifts from the other person as the dialogue asks.

Continue to the microphone's Tell All → Leave conversation and the Trapezist encounter. You can compare combat and noncombat options in the boss progression guide. If you want Ending C, complete Misery's Remote and cinema secret before finishing its regional route; the three-secret route explains those dependencies.

Office: credit, job items and the water cooler

The documented entry route starts with 150 credit. Scanning costs 50, and the elevator costs the remaining 100. Complete the early job interactions before expecting access to later Office objectives.

Take the Transparent Mug near the Gamble elevator and fill it at the water cooler. Use water with the plant to obtain the Flower, continue the station exchange for a Wrench, and use it on the cooler panel to obtain the Key.

The employee tasks involve vacation tickets, a stress toy and an energy drink. Follow each recipient's dialogue and requested object; the item dependency table keeps these exchanges together without assuming that similar-looking characters share a name.

Later Office gap: the exact Core painting inputs and color order have not been verified from the available full text and playable footage. This walkthrough does not provide a guessed sequence for that room. The hidden phone-and-symbol route has separate documented steps in the secrets guide.

Timesville: day, night and linked puzzles

Timesville changes between day and night. Entering and leaving a building advances the clock in the documented route. Check the clock, your inventory and which character is present when an interaction seems unavailable.

The Fishing License begins with Catthew's hide-and-seek route. Catching six different fish gives you the aquarium stage needed for Whiskers's invitation, which leads through the Condo to Paisley and the Telescope. The 18-fish schedule and license guide gives the day/night slots and later Old Key reward.

Use the telescope guide for the shed and Metal Detector chain, the dollhouse solution for its VHS tape, and the TV/VHS cave sequence for the documented stone positions. These are connected objectives; completing only the dollhouse does not complete Timesville's Ending C secret.

Later house puzzles and the A/B saw choice

The later saw box uses 471 in the documented guide. The Toy Saw leads toward A/Escape; the working or Real Saw leads toward B/Return. Read the ending-route steps before committing if you are aiming for one of those outcomes.

The house also contains a light-switch puzzle. The newer demonstration gives Green ON → Blue OFF → Red ON for its shown starting board. See the puzzle index's light-switch note before using it; the older long sequence is explicitly marked outdated.

Later house gap: a complete reproducible layout for the toy-track/Rube Goldberg sequence is not established by the available written material. The Timesville dollhouse solution is a different puzzle and should not be used as its answer.

Before the final return: check your ending route

For Ending C/Stay, finish the Timesville, Misery and Office secrets before completing the corresponding regional routes. The later route involves Clockey's rematch, the cave book and the Surgeon conversation.

Early and later guides disagree about whether the first Clockey fight and the saw choice restrict C. The ending guide preserves that difference instead of declaring an untested universal rule. If you are stuck at an individual screen, use the specific puzzle guides before changing your whole route.

Guide references

Sources checked October 5, 2026. Gameplay references cover the 2026 Windows release; their exact build numbers are not recorded.

Official destinationPlay on Steam