Endacopia Walkthrough — Complete Chapter-by-Chapter (2026)

The complete Endacopia walkthrough: Prologue Doors.exe, kitchen & Cheshire coins, Chapter 1 body parts, Saw Box 471, Henry, and every ending route.

Last Updated: August 14, 2026

Endacopia Walkthrough — Complete Chapter-by-Chapter Guide (2026)

Endacopia is a roughly 6-hour point-and-click horror adventure split into a Prologue, three main chapters and an epilogue, and it's deliberately built so you can explore the Chapter 1 areas in any order. This walkthrough covers every story step — the Doors.exe trick in Mellow's room, the kitchen stealth section, the coin-and-password chain, all three body-part hubs, the Saw Box choice that splits the endings, and the optional routes — while keeping each section skimmable so you only read as far as you're stuck.

Here's what you'll learn:

  • The chapter structure and how the game's save system works
  • The full Prologue: Doors.exe, the vent, Henry stealth, the fridge puzzle and the Cheshire password
  • Clocky — the fight that teaches you combat
  • Chapter 1 body-part recovery: Green Hills, The Circus, The Office, Timesville
  • Chapter II: Misery Town, the optional bosses, and the Saw Box (code 471)
  • Chapter III: the Henry boss fight and every ending trigger
  • Where players get stuck, and how to unstick yourself without spoilers

Endacopia's opening room — the bedroom where the entire Prologue begins.
Endacopia's opening room — the bedroom where the entire Prologue begins.


Endacopia Chapter Structure at a Glance

Before the step-by-step, here's the map of the whole run. The game is organized into four major beats:

Section What happens Approx. time
Prologue Mellow's house — matches the free demo, ends at the toilet portal 30–40 min
Chapter 1 Recover body parts across Green Hills' three hubs (Circus, Office, Timesville) 2–3 h
Chapter II Misery Town, optional bosses, the Saw Box choice 1–1.5 h
Chapter III Henry boss (Escape route), epilogue doors, Stay trigger 1 h

Exploration in Chapter 1 is non-linear — you pick which hub to visit first. The game saves at wandering save points (one save file only), so save before bosses, before the Saw Box, and before any long secret-hunt session. The demo has no save system at all — finish it in one sitting.

Per the official Steam demo listing, the demo is a separate app from the full game with no save system and no progress transfer — the Prologue walkthrough below doubles as the complete demo guide.

The one-save-file rule changes how you play

The full game keeps a single save slot (with Steam Cloud since patch 1.04). If you want every ending without replaying everything, keep a manual backup of your Steam userdata folder (AppID 2684630) before the Chapter II Saw Box — that choice is permanent for the run. See our save file guide for the backup steps.

Prologue Walkthrough — Mellow's Room and Doors.exe

The Prologue is the demo's content, so if you've played the demo you've done this half. It's a tutorial disguised as a haunted bedroom.

Step 1: The starting-room pass

You wake in Mellow's room with the front door locked. Before doing anything else, right-click every object — the game's signature mechanic is action cycling, and most objects have multiple actions (examine, use, talk, even kick). The framed drawing on the wall left of the computer hides something important later, and the computer under the desk is your first real puzzle.

Step 2: Boot the computer and run Doors.exe

  1. Plug in the power cable under the desk (examine it first if you don't see the prompt).
  2. Boot the computer, log in as Mellow (the login screen shows a truck — a lore clue).
  3. Run Doors.exe from the desktop.
  4. Click the white door in the program. A sticky note reads "leave" — and a new door appears in the overworld.

That door leads to the upper-floor hallway. Open the "Do Not Open" door to wake a signpost — ask it for a tip politely and it will help you later.

Step 3: The vent and the kitchen

Back in the bedroom, spin the chair 3 times — the vent in the wall opens. Crawl through to the kitchen. This is the game's stealth section:

  • Hide in the right cabinet when Henry patrols near.
  • Spam-click the left cabinet until he moves off.
  • Henry tracks where your cursor points — don't point at him.

Once he's away, solve the Fridge Puzzle (see the puzzle solutions for every sub-step) to get the Cheese. On the way back through the vent, a tentacle grabs Mellow — mash A to escape. The vent collapses; it's one-way.

Step 4: Coins and the Cheshire password

  1. Back in the bedroom, use the Cheese to lure the cockroach.
  2. Step on the cockroach — Mellow refuses to pick it up by hand — it drops 2 coins.
  3. Interact with the drawing on the wall to reveal the Wall Bank, a brown living cube.
  4. Feed both coins to the Wall Bank. It reveals the password: Cheshire.
Don't guess the password

The Red Creature at the bathroom asks for the Wall Bank's secret. The answer is Cheshire — players who guess anything else (yes, including "poopy") get stuck at the demo's ending. The cheese → cockroach → coin → Wall Bank chain is the only source.

Step 5: Clocky and the bathroom

In the hallway, Clocky — a hostile wall clock — guards the way forward. The fight is mandatory and teaches you combat: M2 to block, M1 to counter, six rounds of block-and-counter. Watch the clock hands telegraph every attack. Full stamina math is in our tips and tricks.

After Clocky, enter the bathroom, grab the Plunger from near the tub, and use it on the toilet. The Red Creature appears and offers to "go on an adventure" — choose the top dialogue option and enter Cheshire. Mellow gets pulled through the toilet into Chapter 1.

Chapter 1 — Green Hills and Body-Part Recovery

In the transition area, Mellow has no legs or torso: roll onto the left pressure plate to recover Legs, then the right plate for the Torso. Ride the elevator up — you arrive at Green Hills, a pastoral hub with a talking signpost that explains your objective: Mellow's body is scattered, and you need to recover Hands, Mouth and Eyes from three areas.

Hub Body part Quick route
The Circus Hands Red-and-white carriage from Green Hills
The Office Mouth Downhill, train, currency scanners
Timesville Eyes Bridge path from the hub

Any order works — the game was designed for free exploration. Most players (and most guides, including ours) start with The Circus, because Hands unlock the most interactions. The walkthroughs below assume Circus → Office → Timesville.

The Circus — Recover the Hands

  1. Giant clown head door — stand on the yellow floor button, press Space at the mechanism's highest point. The striped middle door unlocks.
  2. Dark room — follow the hanging rope as it teleports; avoid the roaming monster between each move.
  3. Circus train ride — switch tracks with movement keys, Space to jump obstacles; when a rail glows green, switch to that track before the tunnel.
  4. Doodle Maze — the black-and-white tunnel. Activate doodle characters to redraw walls; follow the animated figures to reach the Hands. Exact route: entrance → first left figure → UFO → mime → blowing face → raven row → seated clown → sun/moon tile → right beside stairs → activate nearby character → raven → straight up → left. See the puzzle solutions for the full maze map.
  5. Whack-a-Mole — before playing, enter the gray tent and watch the films in every colored chair. The clowns that die in the films (Red, Yellow, Pink, Purple) are the ones to hit. Rewards: the Scalpel.
  6. Medical Tent — use the Scalpel on the patient for an operation-style mini-game (guide the blade through three narrow paths). Rewards: the Red Ball.
  7. Optional — the shooting gallery near the Medical Tent rewards a Skateboard.

You can't fully clear the Circus on the first visit — some puzzles need items from the Office or Timesville. Ride the carriage back to Green Hills when you're blocked.

The Office — Recover the Mouth

The Office is corporate horror: a currency-scanned bureaucracy. Route:

  1. Currency scanners — the first green scanner demands currency. Use any of the three machines (hamster wheel, checkerboard buttons, hanging button) to earn enough. Later scanners cost -50 and -100.
  2. Colored switch puzzle — outside on the lower staircase: start with only Yellow ON. Then: Yellow OFF → Dark Blue ON → Light Blue ON → Purple ON → Red ON. The right door opens.
  3. Pedal lift — alternate A and D on the pedal machine to ride down.
  4. Mouth — press the floor buttons to spell Help Me Talk. Either opened doorway leads to your Mouth.
  5. Hidden messages — after recovering the Mouth, spell Let Me Help (hints at the Core) or Help Me Go (opens the exit on the right).
  6. Personality survey — earn 150+ currency, pass the scanners, ride the -100 elevator, and answer the survey (work-loving answers: 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).
  7. Achievement poster — inside the Office building, click the poster labeled "Achievement" for a free Steam achievement.
  8. Phone calls — at your workstation, complete every call for Credibility (marriage advice, bank problems, Lvl 3, Huw Tu Du Homwa, Looking 4 Love, Where to Hide Body — all answers in the puzzle solutions).
  9. Gambling Den — request a reassessment in the elevator with money-themed answers (need money → a million dollars → no weaknesses → lie about experience → as company boss). Beat all three dice gamblers (Green Boss, Baby Man, Copy Printer) for the Flower → Wrench → Core Key chain.

Timesville — Recover the Eyes

The beach town is the social hub. Route:

  1. Eyes — cross to the beach, walk east to the graveyard, and drop into the hidden hole at the uppermost gravestone.
  2. Catthew hide-and-seek ×3 — the red cat hides behind the locked shed, behind the jail building, and finally triggers a chase across the new bridge. Run to the shed — the real Catthew is there. Reward: the Fishing License.
  3. Fishing — show the license to the diver on the dock (owning it isn't enough), then fish: M1 to cast, M1 again on the sparkle, mouse to keep the indicator in the zone. Six fish opens the aquarium; the full 18-fish schedule is in the items guide.
  4. Party and Telescope — deliver 6+ fish to the fox at night, take the party invitation to the upstairs far-right room (password Yellow), reassure the owl. Reward: the Telescope — required for the Office Stay secret later.
  5. Beartha's PGD quest — help the yellow bear recover her stolen PGD: telescope constellation at the locked shed → skeleton Metal Detector puzzle (raise all skeletons to the highest position except the upside-down one, then pull the bone rope) → dig on the beach when the detector beeps → Lockpick → Rat's room evidence → blackmail Nibbles → dig again for Camera, Fish Paper and PGDBlack Rose → Rosie's grave → VHS Player.

With all three senses restored, side quests and fishing fully unlock, and you're ready for Chapter II.

Chapter II — Misery Town, Optional Bosses and the Saw Box

After the body-part recovery, the story pushes into Misery Town, a decaying suburb that hosts one of the Stay-ending secrets. Chapter II is where route decisions start mattering:

  • Optional bosses — the Trapezist (Circus revisit), the Chameleon (VHS den) and the AI (Office Core) each have a fight and an avoid achievement. Decide before you enter their arenas; the pairs are mutually exclusive per run. Full fight/avoid steps: puzzle solutions and achievements.
  • The Saw Box — reach Henry's computer, open PASSWORDS.TXT, and read the code: 471. Open the Saw Box and take one saw only: the Toy Saw or the Real Saw.
The saw choice locks your ending — back up first

Give the Toy Saw to Roger → Ending A (Escape). Give the Real Saw → Ending B (Return). The box won't let you go back for the other saw, so save at the nearest wandering point (and copy your userdata folder) before opening it. Both endings are prerequisites for the secret Stay ending later.

Chapter III — Henry, the Epilogue Doors and Stay

Escape route: the Henry boss fight

On the Toy Saw path, Chapter III includes the mandatory Henry boss fight in a giant mouth arena. The trick: you don't win by punching Henry. Bait his overhead bat swing so it hits the hanging uvula — aim your cursor at the uvula's current position during the wind-up, then step Mellow out of the swing path. Phase 2 bites can come from any side. Direct punches do almost nothing; the fight is a timing puzzle. Our endings guide has the full arena walkthrough.

The epilogue door choice

At the Chapter III epilogue, you're offered a "please open" door. Proceeding through it plays your ending (Escape/"Family!" or Return/"Family?"). On a Stay attempt — after unlocking both main endings on prior runs, completing all three area secrets, and fighting every optional boss — ignore the door and return to Mellow's room instead. If every secret was done, the room changes and Stay plays.

The Yeti

Separate from the main triangle: after the main endings, find Andyland (the developer's in-game cameo) and complete his dancing mini-game for the The Yeti achievement. See the characters guide for where to look.

Common Stuck Points (Spoiler-Free Escalation)

Most stalls in Endacopia come from one of six causes. Work through them in order before reading a full solution:

  1. Unseen hotspot — have you right-clicked every object in the room? The game cycles actions; a door can be examined, opened, and talked to.
  2. Response not repeated — some objects need a second action after the first.
  3. Dialogue not revisited — talk to everyone again after any world change.
  4. Item not examined — item descriptions change as the world state changes.
  5. Interface state overlooked — the computer, apps and prompts are part of the world ("map the computer as a location").
  6. Transition trigger missed — a path that opened after a change you didn't notice.

If you're still stuck after that checklist, the hint ladder guide explains the four-layer escalation (category → direction → relationship → exact action) that keeps solutions spoiler-controlled.

Frequently Asked Questions

How long is the Endacopia walkthrough?

Roughly 6–6.5 hours for a main story run (Escape or Return), 8–9 hours with side content, and 11–12.5 hours for 100% (all four endings + all 16 achievements, which needs 3–4 playthroughs). The demo is 30–40 minutes. Full breakdown: how long to beat.

How do I get past the kitchen and Henry in Endacopia?

Spin the chair 3 times to open the vent, crawl through, hide in the right cabinet when Henry approaches, spam-click the left cabinet until he leaves, then solve the fridge puzzle for the Cheese. Escape the tentacle on the way back by mashing A.

What order should I do the Chapter 1 areas in Endacopia?

Circus → Office → Timesville is the most efficient order (Hands unlock the most interactions), but any order works — the game is non-linear and every hub connects back to Green Hills.

What is the Saw Box code in Endacopia?

471 — found in PASSWORDS.TXT on Henry's computer during Chapter II. The box contains the Toy Saw (→ Escape ending) and the Real Saw (→ Return ending); you can only take one.

How do I get the Cheshire password in Endacopia?

Get the Cheese from the kitchen fridge, lure and step on the cockroach for 2 coins, then feed both coins to the Wall Bank behind the bedroom drawing. It gives you the password Cheshire.

How many chapters does Endacopia have?

Four major sections: the Prologue (Mellow's house), Chapter 1 (body-part recovery across Green Hills), Chapter II (Misery Town and the Saw Box), and Chapter III (Henry and the ending epilogue).


Last updated August 14, 2026.

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