My Complete Endacopia Walkthrough to Ending A
I follow the clean Endacopia route from CHESHIRE through the missing senses, Office reassessment, all three bosses and Ending A.
Read Guide →Game Guide Hub
Start here for Endacopia's main route, missing senses, Office progression, puzzle answers, boss fights and Ending A and B choices.
Recommended Order
Use these guides in order if you are starting a new casino.
Walkthrough
I follow the clean Endacopia route from CHESHIRE through the missing senses, Office reassessment, all three bosses and Ending A.
Endings
I use the toy saw and alternate passage for Ending A, or give Roger the working saw and follow the desert route for Ending B.
Guide
I recover Melo's hands in Misery Town, restore his mouth with LET ME TALK, and follow the Timesville ghost route to get his eyeballs back.
Guide
I get the Remote Solutions Advisor job, complete all five calls, raise productivity, obtain the wrench and open the water cooler for the Core key.
Guide Cluster
I follow the clean Endacopia route from CHESHIRE through the missing senses, Office reassessment, all three bosses and Ending A.
Read Guide →I use the toy saw and alternate passage for Ending A, or give Roger the working saw and follow the desert route for Ending B.
Read Guide →I recover Melo's hands in Misery Town, restore his mouth with LET ME TALK, and follow the Timesville ghost route to get his eyeballs back.
Read Guide →I get the Remote Solutions Advisor job, complete all five calls, raise productivity, obtain the wrench and open the water cooler for the Core key.
Read Guide →These are the Endacopia answers I use when progress stops: CHESHIRE, LET ME GO, LET ME TALK, the Scalpel, Bingo Ball, Scribbly, Core colors and code 471.
Read Guide →I beat the AI, Trapezist and Chameleon with route checks, readable attack tells, safe stamina timing and separate battle-achievement saves.
Read Guide →Start here: Use the Complete Walkthrough when you have lost the main story route. Use the Puzzle Solutions Guide when you already know the blocked object, password or code. The remaining guides cover Melo’s missing senses, the Office and Call Center, boss fights and Ending A and Ending B.
Endacopia frequently allows me to enter an area before I have the ability, item, time state or story condition needed to finish it.
That makes the game feel less linear than its chapter structure actually is.
I use this hub to answer two questions:
The linked guides cover the direct main-story route through all three chapters, including Ending A and Ending B.
Use the Endacopia Walkthrough when the problem is broader than one puzzle.
It connects:
The walkthrough gives the order of progression without turning every section into a separate completionist checklist.
Use the Endacopia Eyes, Hands and Mouth Guide when Melo is still missing one of his abilities.
It covers:
Use the Endacopia Office and Call Center Guide for:
Use the Endacopia Puzzle Solutions Guide when the current blocker has a specific answer.
That page is the main answer reference for:
Other guides mention those answers only when needed for route context.
Use the Endacopia Boss Fights Guide for the three major route encounters.
It focuses on:
Use the Endacopia Ending A and Ending B Guide before selecting a saw or taking the late door route.
It covers:
The direct route follows this order:
This sequence is more reliable than trying to clear every available activity the first time it appears.
Several NPCs and minigames become visible long before their required items are available.
The game has an opening section followed by three numbered chapters.
The opening house ends when Melo enters the correct toilet password and accepts the transition below the house.
Chapter 1 contains:
Restoring Scribbly is not the end of Chapter 1 by itself.
I still need to ask Scribbly for the map and deliver it to Roger.
Chapter 2 then shifts the main progression back toward:
Opening the Saw Box does not immediately start Chapter 3.
The transition happens after I choose one saw and give it to Roger.
Chapter 3 contains:
Endacopia allows local flexibility, but its major chapter gates remain fixed.
Hands, Mouth and Eyes can be recovered in another order.
I still prefer:
Hands → Mouth → Eyes
Hands unlock the broadest set of physical actions.
Mouth unlocks dialogue and Tip’s advice.
Eyes are required for visual interactions, but their Timesville recovery route is relatively self-contained.
Taking Eyes or Mouth first does not damage the save. It only creates more interactions that must be revisited after Hands are restored.
The larger transitions require specific deliveries:
When a chapter does not advance, I check the required delivery rather than clearing unrelated side activities.
A failed interaction usually belongs to one of five categories.
Picking up, presenting, operating or handing over an object normally requires Melo’s hands.
An item can already be visible in the inventory while the action remains unavailable.
Some NPC routes cannot progress until Melo’s mouth is restored.
Mouth also allows Melo to ask Tip for advice appropriate to the current area.
Reading or observing certain environmental details may require Melo’s eyeballs.
This is different from darkness that requires the Flashlight or a route that expects Melo to reverse direction.
Endacopia rarely accepts a merely similar object.
Examples of this rule include:
Timesville changes according to its clock.
NPC availability, police access, shed clues and other investigation states can depend on the current part of the day.
When a known location contains nothing useful, I check the clock before assuming the route is broken.
The main Call Center route requires the result:
Remote Solutions Advisor
That role sends Melo to the Client Relations virtual desk two doors down the hall.
If the assessment places Melo somewhere else, the main story is not locked.
I return to the assessor and choose:
Request a reassessment
I take the assessment again on the same save.
There is no need to restart Chapter 1.
The Strategic Probability Analysis result leads to a game-show-style area.
It is not the main Call Center job, but the detour can provide:
Both items are useful during the later Office employee and plant tasks.
I collect them if the detour is already open, then return for another reassessment.
Other job results do not need to be fully cleared before requesting the role required for the five calls.
Timesville’s clock is more than visual decoration.
The current time can change:
I do not wait through an entire cycle beside one inactive object.
Instead, I:
A clue about time may also need to be combined with a location clue.
Changing the clock alone does not replace the rest of the investigation.
Most passwords and codes are fixed.
Bun’s clue about Boon’s insecurity is an important exception.
Completed routes can use different insecurities, including:
I do not copy one fixed answer from another playthrough.
I first win Bun’s five-in-a-row game, ask for the clue and use the answer from the current save when speaking to Boon.
This is why a dialogue answer that worked for another player can fail without indicating a bug.
Endacopia allows several conversations and object choices to branch.
I keep three especially useful manual saves.
The AI, Trapezist and Chameleon can have direct battle and alternate resolution outcomes.
I save before the final conversation or trigger rather than after selecting a hostile response.
This makes it possible to revisit the alternate achievement route without repeating the entire chapter setup.
The Saw Box contains two choices, but I cannot take both.
I keep the pre-selection save until both main ending routes are complete.
The late route contains a door or passage decision that is easy to interpret as ordinary navigation.
I save before entering either route.
That protects the long stretch between the Saw Box and the ending branch.
The following activities are not required for the direct main-story route:
I still collect an optional item when it clearly supports a required route.
Examples include the Transparent Mug and Vacation Ticket during an Office detour.
The difference is whether the item solves a known main-route problem.
I do not delay a chapter transition solely because an unrelated NPC still has unused dialogue.
Yes. Misery Town, the corporate area and Timesville remain available while Melo recovers his missing senses. I prefer Hands, Mouth and then Eyes because the hands remove the most physical interaction locks.
The interaction may require a missing sense, a specific tool, the correct time of day or an earlier progression item. Physical actions usually require Hands, dialogue requires Mouth, and several Timesville routes depend on the town clock.
No. Bun's clue can change between saves. Age, voice and smell have all appeared in completed routes, so use the insecurity revealed during the current playthrough.
No. The main route does not require complete fishing, every gambling reward, all optional achievements or the unresolved underground secrets.