Every Endacopia puzzle solved: fridge, cockroach coins & Cheshire, Office switches, all 6 phone calls, Doodle Maze, Whack-a-Mole, fishing, and the Stay secrets.
Endacopia Puzzle Solutions — Every Puzzle Solved, Step by Step (2026)
Endacopia's puzzles are inventory logic dressed in 1990s-edutainment clothing: a plunger on a toilet, cheese as a cockroach lure, a phone number hidden in an advertisement. Most solutions follow one rule — read interfaces literally and pair an item with a target that visibly needs it. This guide gives every puzzle solution organized by chapter, with the exact inputs (passwords, button orders, phone answers) you'd otherwise have to brute-force.
Per the official Steam description, Endacopia is "a surreal Point and Click Adventure full of unsolved mysteries, abstract puzzles, hostile monsters, and horrors that lurk in the shadows" — the abstract-puzzle framing is the developer's own design brief.
Here's what you'll learn:
- How Endacopia puzzle logic works (and the one rule that solves most of it)
- The full Prologue chain: fridge, Henry stealth, cockroach coins, Cheshire
- Every Office puzzle: switches, floor buttons, all six phone calls, the survey and dice gamblers
- The Circus chain: clown door, Doodle Maze, Whack-a-Mole, Medical Tent
- Timesville: Catthew, fishing schedule, Beartha's PGD chain
- The three Stay-ending secret puzzles and the Saw Box code

Official resources: Steam store page · Steam Community guides · Official itch.io demo · IGN game page
How Endacopia Puzzles Work
Endacopia's official guidance frames the whole world as set inside a computer — "map the computer as a location." Three habits solve most puzzles before you ever need an answer list:
- Right-click cycles actions. Every object has multiple actions (examine / pick up / use / talk). An "unusable" object often has a second action you haven't seen.
- Pair the item with the visible deficiency. A shape match in the environment usually is the answer. Test high-confidence pairs first: tool + mechanism, container + substance, key + lock, symbol + matching symbol.
- Do a world-state loop. After any change, revisit known rooms and re-examine items — descriptions, dialogue and exits update constantly.
If combining items gives a comedic rejection, the target is interactive — you've just ruled out a wrong pairing. Endacopia's humor is a puzzle feedback system in disguise. The hint ladder guide shows how to escalate help one layer at a time without spoiling the solution.
Prologue Puzzles — Mellow's House
Doors.exe (leaving the bedroom)
- Plug in the power cable under the desk.
- Boot the computer → log in as Mellow → run Doors.exe.
- Click the white door. A sticky note reads "leave"; a new door appears in the overworld.
The vent (alternative exit)
Spin the chair 3 times in the bedroom — the wall vent opens. This is the only way into the kitchen.
Henry stealth (kitchen)
- Hide in the right cabinet when Henry patrols.
- Spam-click the left cabinet until he leaves.
- Don't aim your cursor at him — he tracks it.
Fridge Puzzle (reward: Cheese)
The fridge resists standard opening. The community-documented sequence (from the walkthrough) involves working through the fridge's mini-interactions in order — hammer, dice, shapes, ghost, key and switches — each responds to a specific tool or sequence. Work through each visible part of the fridge face and re-examine after every click; the Cheese is the reward inside. If Henry catches you, restart the stealth section — room progress elsewhere is kept.
Cockroach → coins → Wall Bank → Cheshire
- Use the Cheese in the bedroom to lure the cockroach out of hiding.
- Step on the cockroach (Mellow refuses to pick it up) — it drops 2 coins.
- Reveal the Wall Bank behind the bedroom drawing and feed it both coins.
- The Wall Bank reveals the password: Cheshire.
The bathroom Red Creature asks for "the Wall Bank's secret." Enter Cheshire — any other guess fails. This is also the demo's ending gate, so it's the most common demo stuck point by far.
Bathroom ending sequence
- Defeat Clocky in the hallway (M2 block, M1 counter, 6 rounds).
- Take the Plunger from the bathroom.
- Use the plunger on the toilet; choose the top dialogue option; enter Cheshire; click OK. Demo ends / Chapter 1 begins.
The Circus Puzzles
Giant clown head door
Stand on the yellow floor button and press Space at the mechanism's highest point — the striped middle door unlocks.
Dark rope room
Follow the hanging rope each time it teleports, avoiding the roaming monster between moves. After several successful moves the exit unlocks.
Circus train ride
Switch tracks with movement keys, jump obstacles with Space, and when a rail glows green, switch to that track before the tunnel.
Doodle Maze (recover the Hands)
The black-and-white maze redraws when you activate doodle characters. Community-verified route:
- Entrance → straight up to the first left figure → through the opening.
- Return toward the UFO → down to the mime.
- Blowing face → raven row → left to the seated clown → one tile up toward the sun/moon.
- After the walls shift → right beside the stairs → activate the nearby character.
- Raven → straight up → left → the Hands.
Whack-a-Mole (reward: Scalpel)
Watch the films in the gray tent first (sit in every colored chair). The clowns that die on film — Red, Yellow, Pink, Purple — are the ones to whack until they become gravestones. Reward: the Scalpel.
Medical Tent (reward: Red Ball)
Use the Scalpel on the patient and complete the operation mini-game: guide the blade through three narrow paths without touching the edges.
The Office Puzzles
Currency scanners
Earn currency from any machine (hamster wheel, checkerboard buttons, hanging button); pass the -50 and -100 scanners as they appear.
Colored switch puzzle
On the lower staircase: start with only Yellow ON (all others off), then Yellow OFF → Dark Blue ON → Light Blue ON → Purple ON → Red ON. The right door opens.
Floor button puzzles (recover the Mouth)
- Spell Help Me Talk → either doorway leads to the Mouth.
- After recovering it: Let Me Help hints at the Core; Help Me Go opens the right-side exit.
Personality survey answers
To reach the Office interior: you love what you do / give up humanity for the autopilot grind / take whatever they say / you work too hard / nine years / probably somewhere else / with a promotion, preferably.
Office phone calls (all 6, for Credibility)
| Call | Correct answers |
|---|---|
| Marriage advice | Opening: "you're calling about his email" → resolution: suggest murder |
| Bank problems | Mention the email ×2 → ask about the password → offer to recover it → suggest checking a book → the Bible |
| Stuck in Lvl 3 | Use Smoke Grenade → attack aggressively → drink Health Potion when low (have both in inventory first) |
| Huw Tu Du Homwa | Any → 2 → 12 → 5 → 600 → Any |
| Looking 4 Love | Any → ask if he believes it → keep listening → say it's bad → tell him it's his choice |
| Where to hide a body | Assess → chop it up → clean everything → hide it → fireplace → relocate → backyard → ask about the weapon → hide the axe → pool |
Skip or fail calls and you can still recover the Mouth via floor buttons, but you lose the Gambling Den branch: no dice achievements, no Flower → Wrench → Core Key chain. All six calls correct → elevator reassessment unlocks.
Reassessment (→ Gambling Den)
Elevator answers: need money → a million dollars → no weaknesses → lie about experience → as company boss. Grab the Transparent Mug after the elevator.
Dice gamblers (Against All Odds)
Beat Green Boss, Baby Man and Copy Printer at dice. Rewards chain: Flower (mug + water on plant) → trade at the train station for Wrench → remove the Office water cooler panel with the Wrench → Core Key.
Timesville Puzzles
Catthew hide-and-seek ×3 (→ Fishing License)
Round 1: behind the locked shed before the beach. Round 2: behind the jail building west of the apartment. Round 3: chase sequence across the new bridge — run toward the shed to find the real Catthew.
Fishing (controls & schedule)
Show the license to the dock diver, then: M1 cast → M1 on sparkle → mouse keeps the indicator in the zone. Only three of 18 species bite per clock state; the clock advances when you enter/exit buildings:
| Clock state | Fish |
|---|---|
| Day 1 (08 AM) | Nautilus, Colisa Lalia, Jantic Fish |
| Day 2 (12 PM) | Peter Panini, Seahorse, Singin' Fish |
| Day 3 (18 PM) | Eel, Reddest Fish Ever, Sea Man |
| Night 1 (08 PM) | Pirate, Skele-Fish, RC Ship |
| Night 2 (00 AM) | Crab, Starfish, Big Worm |
| Night 3 (04 AM) | Drawing of a Fish, Jelly, Crate |
Six fish open the aquarium; all 18 are needed for I Want To Be A Fisherman and the Stay secret.
Beartha's PGD chain
- Telescope constellation at the locked beach shed → open it.
- Skeleton puzzle inside: raise all skeletons to the highest position except the upside-down one (arms outward) → pull the bone rope right → wait for insects → Metal Detector.
- Dig on the beach when the detector beeps → Lockpick.
- Unlock Rat's room (2nd floor apartment) → examine the evidence → blackmail Nibbles.
- Metal-detect the beach again → Camera, Fish Paper, PGD.
- Return the PGD to Beartha → Black Rose → give it to Rosie's grave → VHS Player.
Chapter II Puzzles — the Saw Box
Saw Box code: 471 — open PASSWORDS.TXT on Henry's computer during the Chapter II epilogue. The box holds the Toy Saw and the Real Saw; take one only and give it to Roger. Toy → Escape ending; Real → Return. See the endings guide for the full branch.
Stay Ending Secret Puzzles (Ending C)
All three must be completed on the same run (after unlocking Escape and Return):
- Misery Town — cinema remote. Use the Metal Detector on the sandy cinema floor (windowed mode helps) → find the remote → use it on the screen → record the map.
- Timesville — Fish Paper Key. Catch all 18 fish, receive the Fish Paper Key, open the safe in the house beyond the waterfall, and witness Angel's Plea.
- The Office — telescope Morse. Place the Telescope by the sleeping bench figure at the station entrance → read CALL US! 277-5944 → Office PC → Jobs app → dial the number → hear Morse: "Behind the stairs 1 minute" → go downstairs, stand behind the stairs near the vending machine for ~60 seconds → hidden VR helmet room → complete its sequence.
The Office Morse code is audio-based. Patch 1.07 added F9 to reset volume to 100% and Shift + +/− to fine-tune; system volume and in-game volume stack, so raise both if you can't hear it. The full Stay checklist is in the achievements guide.
Optional Boss Skips
- Trapezist (Cut The Act): the moment you land beside her, use the Scalpel on the left rope — don't start the fight dialogue.
- Chameleon (Case Closed): read his name on the Timesville graveyard headstone (usually Ozzie, sometimes Ollie), then answer his five questions: ask who he is → type the grave name → his film was impactful → his story (not the victims) → theme: irony.
- AI (Short Circuit): fill the Transparent Mug at the Office cooler first, answer Green O → Green O → Red X, then pour water on the front-left outlet.
Frequently Asked Questions
What is the password to the Wall Bank in Endacopia?
Cheshire — obtained by feeding two coins (from the cheese-lured cockroach) to the Wall Bank behind the bedroom drawing.
How do I solve the Endacopia fridge puzzle?
Work through the fridge's mini-interactions (hammer, dice, shapes, ghost, key, switches), re-examining after each click, and the Cheese is inside. If Henry catches you, restart the stealth section.
What are the Office phone call answers in Endacopia?
Marriage advice → suggest murder; bank → email ×2 → password → Bible; Lvl 3 → smoke grenade + health potions; Huw Tu Du Homwa → any, 2, 12, 5, 600, any; Looking 4 Love → listen and call it bad; body disposal → assess, chop, fireplace, backyard, pool, hide the axe.
How do I open the Saw Box in Endacopia?
Read PASSWORDS.TXT on Henry's computer during Chapter II — the code is 471. Take one saw (Toy or Real) and give it to Roger.
How do I complete the Stay ending puzzles in Endacopia?
After unlocking Escape and Return, complete all three secrets on one run: the Misery Town cinema remote (Metal Detector), the Timesville 18-fish Fish Paper Key, and the Office telescope Morse (277-5944), then ignore the "please open" door in Chapter III and return to Mellow's room.
How do I beat the Whack-a-Mole game in Endacopia?
Watch the gray tent films first; whack only the clowns that died on film — Red, Yellow, Pink and Purple — until they become gravestones.
Related Guides
- Endacopia Walkthrough — Complete Chapter-by-Chapter Guide (2026)
- Endacopia Endings — All 4 Endings: Escape, Return, Stay & The Yeti
- Endacopia Items — Every Key Item, Location & Use
- Endacopia Achievements — All 16 Steam Achievements & 100% Route
- Endacopia Tips and Tricks — Puzzle, Combat & Exploration Advice
- Endacopia Hint Ladder — the Spoiler-Free Solving Method
Last updated August 14, 2026.
More Endacopia Guides
How long to beat Endacopia: ~6-6.5 hours main story, 8-9 with side content, 11-12.5 for 100%. The demo is 30-40 minutes; all endings need 3-4 playthroughs.
How to play Endacopia: overworld and combat controls, right-click action cycling, stamina fist fights, mini-games, the hint system, saves and beginner mistakes.
Is Endacopia scary? Yes — psychological body horror with deliberate jump scares. The edutainment facade, where the scares land, and who should avoid it.
Every Endacopia item: Plunger, Cheese, Coins, Toy & Real Saw, Metal Detector, Telescope, Wrench, Core Key, Scalpel, Lockpick, Camera — locations and uses.
Who is Mellow in Endacopia? The red-capped protagonist: design, lost-senses backstory, guardian angel, the Roger spoiler, abilities and relationships.
Endacopia price: $16.50 on Steam, the 10% launch discount to $14.85, optional soundtrack DLC, and whether the 6-hour horror puzzle adventure is worth it.
Our Endacopia review: verdict on the $16.50 point-and-click horror — the edutainment art style, puzzles, jump scares, criticisms, and who should buy it.
Where is the Endacopia save file? Saved Games path, Steam userdata, Cloud sync (patch 1.04), plus backup, restore and the one-save-slot rule.
