Annihilated: All 21 Endings Walkthrough

Annihilated

Annihilated has 22 endings in its data, spread across four companion routes: the Hero, the Warrior, the Mage, and the Priest. One Warrior ending can’t be reached in normal play, so 21 are actually available. Each one comes from a few key choices made at set points in the five parts of a route.

Some options only open up based on hidden scores. On the Hero route it’s distrust, and on the Priest route it’s Priest points, and both go up when your SANITY is low. The secret Priest ending adds a hidden loop counter on top, so it needs a fresh save and a run with almost no deaths.

How Many Endings Annihilated Has

  • Hero route: 3 endings
  • Warrior route: 7 endings (6 reachable)
  • Mage route: 5 endings
  • Priest route: 7 endings, including the secret ending

The choice steps below come from the game’s files. Some of the detailed conditions were also checked by reading the game’s code, and the secret ending route was tested on a real run.

Before You Start

  • Save and reload freely. Save before every major choice, then reload to pick the other option. This gets you most endings without replaying whole routes.
  • Every game over adds 1 to a hidden loop counter. It counts the moment you hit 0 HP and the death scene starts, even if you reload right after. This only matters for the secret ending.
  • Endings don’t raise the loop counter. Only game overs do, plus the ritual in the prologue.
  • Two scripted events count as game overs: the fake game over near the end of the Warrior route, and missing the final kick at the end of the Hero route.
  • Unlocking the Priest: Die once in part 1 or 2 of any other route (not the tutorial). The Priest appears at your body, and either answer unlocks him. “Alright” sends you back to the partner menu with him already picked. “Never” gives a normal game over, and you can choose him from your next run.
  • Starting SANITY: Each question you ask the Hero, Warrior, and Mage in the prologue adds SANITY at the start of your run. Ask them everything.

Recommended Order

If you want the secret ending, go for it first on a fresh save. It needs a low loop count and no clears on the other routes, so every death and every clear before it makes it harder. After you have it, deaths stop mattering and you can collect the rest in any order.

Gameplay Tips

  • Attack modes: Resolve and Will let you time your hits yourself. Choice and Destiny use a fixed hit chance instead, such as 60% to hit an enemy.
  • Break Gauge: Deal enough damage to drop an enemy’s Break Gauge to 0. An orange bar then appears, and timing your hit on it can seize the enemy’s weapon. Normal enemies die on the spot. Elites and bosses enter CHANCE status instead: they are stunned for one turn and take double damage until their next turn.
  • The protagonist’s weapon: You often use the Dreak for this. It’s the main character’s own weapon, it scales with DEX, and it only works when you carry a few items or fewer.
  • Item Break mode: Switch a weapon from “Normal Use” to “Break After Next Use” to break it on purpose instead of using up its remaining uses. Do this when you need its break effect or more damage to finish a boss fast. The orange bar shows in the preview, so a weapon in break mode can still seize. Some weapons can’t seize at all, so check first.
  • Enhancement: Weapons have three tiers: Grey, Yellow, and Purple (the best). You usually enhance at a campfire, and it costs curse, the currency you get from breaking weapons and killing bosses.
  • Events: Random events work like the ones in Slay the Spire and are mostly there for the roguelike side.
  • Dying: A run restarts from a checkpoint and you keep the curse you collected. Spend it to reallocate stats or to craft cursed weapons from memory. Every weapon you obtain is saved to the crafting inventory.

Spoiler-Free Tips

A short hint for the happy ending with each companion. The exact choices are in the route sections below.

  • Hero: Judge the Hero by what they do on the journey, not by how they look. Watch your SANITY before big choices.
  • Warrior: Respect for life and sticking to your decisions both matter. Stay at the Warrior’s side and stop them from going too far.
  • Mage: Getting her power back isn’t the only road to happiness. Be honest about your feelings and keep your promises.
  • Priest: Keep your SANITY up and don’t do everything he says. Accepting his help is only half of it. At some point you will have to protect him too.

Hero Route (3 Endings)

Story spoiler: The Hero is really a slime. The original hero stabbed themselves in the head with the Hero’s Sword, and a weak blue slime took over the body.

Save spot: Part 3, right before the boss fight.

How Distrust Works

The Hero route tracks a hidden distrust score. Start from 0 and add the points below. Use your SANITY at the moment of the part 3 choice.

WhenChoice or conditionDistrust
Part 1, after the Outcast fight“Trust the Hero”
“Don’t trust the Hero”
“I don’t know what to do now”
−1
+1
0
Part 2, after the Villainess fight“The Hero must be in pain”
“The Hero is a monster”
“It’s too soon to judge the Hero”
−1
+1
0
Part 3, “Are you my enemy?”“No”
“Yes”
−1
+1
SANITY at the part 3 choice41 or higher
31–40
21–30
20 or lower
0
+1
+2
+3

In part 3, the Dropout asks who you will save the world with. Your score decides which answers you can pick. The rest are greyed out.

  • 1 or less: “I will save the world with the Hero.” or “I want to save the world with you.”
  • 2 to 4: All three options
  • 5 or more: “I want to save the world with you.” or the red “I trust neither of you.”

Ending 1: Hero

  1. Part 1, after the Outcast fight: “Trust the Hero”
  2. Part 2, after the Villainess fight: “The Hero must be in pain”
  3. Part 3, when the Dropout asks who you’ll save the world with: “I will save the world with the Hero.”
  4. Part 5: In the final Priest fight, hit the orange zone on the last kick.

Missing the kick restarts the fight, but it counts as a game over. This is the only Hero ending that unlocks the “Hero” achievement.

Ending 2: Dropout

  1. Part 3, when the Dropout asks who you’ll save the world with: “I want to save the world with you.”

This option has no distrust requirement. You leave the Hero and go with the Dropout, which leads to a bad ending.

Ending 3: Distrust

  1. Part 1, after the Outcast fight: “Don’t trust the Hero”
  2. Part 2, after the Villainess fight: “The Hero is a monster”
  3. Part 3, when the Dropout asks who you’ll save the world with: “I trust neither of you.” (needs 2 or more distrust)
  4. Part 4: Beat the Slime boss.

This bad ending plays in part 4. Raising your SANITY after the part 3 choice doesn’t change the branch.

Warrior Route (7 Endings, 6 Reachable)

Story spoiler: The Warrior is the Villainess’s ex-fiancé, and she was his sickly childhood friend. He broke off the engagement after the Priest told him they would both die, so she turned him into a doll with her curse. He’s happy about it, though, because he wants to become an idol.

  • Save spots: Part 1 after the Outcast fight, part 2 after the Villainess fight, and the big choice in part 5.
  • SANITY: Neither your SANITY nor the Warrior’s affects any ending here. They only change a few lines of dialogue.
  • Final duels: You can’t really lose them, you just retry. There’s also a scripted game over near the end. Both add to the loop count, which only matters for the secret ending.

How the Warrior Branches Work

  • Part 1: “Blood should be paid in blood.” records a kill flag. Overturning the choice later doesn’t erase it.
  • Part 2: Overturning the set choice and confirming it records a reversal. Keeping the choice, or cancelling at the confirmation, doesn’t.
  • Part 3: Denying the Dropout’s offer continues the route. Joining him leads to the Dropout ending.
  • Part 5: Insisting on stopping the Warrior leads to the final battle. Accepting triggers the fake Glitch ending, after which you can still go on to the final battle.

Once you reach the final battle, these flags decide the ending:

Part 1Part 2 overturnPart 5 acceptedEnding
KillAnyAnyBurden
SpareAnyYesGlitched Idol
SpareYesNoMiniature Garden
SpareNoNoIdol

The acceptance flag stays after the automatic rewind that follows the Glitch ending. To clear it, load a save from before that choice.

Ending 1: Idol

  1. Part 1, after the Outcast fight: “Keep his life.”
  2. Part 2, after the Villainess fight: “Keep the set choice.”
  3. Part 3, when the Dropout asks you to join him: “Deny”
  4. Part 5, in the Warrior’s perfect world: “Insist on stopping the Warrior”

The Warrior leaves fighting behind and joins the Mage in spreading joy through song and dance.

Ending 2: Miniature Garden

  1. Part 1, after the Outcast fight: “Keep his life.”
  2. Part 2, after the Villainess fight: “Overturn the set choice.”
  3. Part 2, when he asks again: “Even so, I still want to overturn the set choice.”
  4. Part 2, after overturning it: “Kill her.”
  5. Part 3, when the Dropout asks you to join him: “Deny”
  6. Part 5, in the Warrior’s perfect world: “Insist on stopping the Warrior”

The outside world is destroyed, and they live in peace with their loved ones in the capital that remains.

Ending 3: Burden

  1. Part 1, after the Outcast fight: “Blood should be paid in blood.”
  2. Part 3, when the Dropout asks you to join him: “Deny”
  3. Part 5, in the Warrior’s perfect world: “Insist on stopping the Warrior”

They keep fighting to answer for their choices and put the idol dream on hold.

Ending 4: Glitched World

  1. Part 1, after the Outcast fight: “Keep his life.”
  2. Part 3, when the Dropout asks you to join him: “Deny”
  3. Part 5, in the Warrior’s perfect world: “…Better accept”

After this ending, the game sends you back to the same choice on its own. That’s intended, so keep going for Ending 5.

Ending 5: Glitched Idol

  1. Get Ending 4 first.
  2. Part 5, after the rewind: “Insist on stopping the Warrior”

The Warrior and the Mage become idols, but visual glitches remain. If you picked “Blood should be paid in blood.” in part 1, this step gives you Ending 3 instead.

Ending 6: Dropout

  1. Part 3, when the Dropout asks you to join him: “Abandon the mission to rescue the Hero’s Party and defeat the Demon King together with the Dropout.”

Ending 7: Glitched Miniature Garden

This ending exists in the game’s data but can’t be reached in normal play. It needs the Miniature Garden epilogue (Ending 2) and the Glitch (Ending 4) in the same run, and the game skips the Miniature Garden epilogue whenever you’ve done the Glitch.

Mage Route (5 Endings)

Story spoiler: The Mage is an elf who never fit in at her village. Her rival, the Dropout, was her classmate at magic school. They worked hard and still came second to her, and they’re the one who stole her magic.

  • Save spot: Part 3, after the Dropout fight. This choice splits the whole route.
  • SANITY: Neither your SANITY nor the Mage’s affects any ending here. They only change a few lines of dialogue.
  • Affection: The part 4 choice has no affection requirement.
  • Warning: In part 1, the red options “So be it, let’s head back” and “Understood.” send you back to the title screen.

Ending 1: Magic

  1. Part 3, after the Dropout fight: “Please take back your magic.”
  2. Part 5, when she holds out her pinky: “Pinky promise.”
  3. Beat the Priest.

The Mage saves the Hero and the Warrior, defeats the Demon Lord, and then visits the protagonist. This counts as a Mage clear, so it blocks the secret ending.

Ending 2: Unspoken

  1. Part 3, after the Dropout fight: “Please take back your magic.”
  2. Part 5, when she holds out her pinky: stay silent (“……”).

The promise is broken and the protagonist dies with no way to be revived.

Ending 3: Love

  1. Part 3, after the Dropout fight: “Please don’t take back your magic.”
  2. Part 4, after the Slime fight: “I love the Mage.”
  3. Part 5: Take the side road. Run from the first two Priest fights, then win the last one.

The two of them leave the quest behind and live together.

Ending 4: Friendship

  1. Part 3, after the Dropout fight: “Please don’t take back your magic.”
  2. Part 4, after the Slime fight: “To me, Mage is the special one.”
  3. Part 5: Take the side road. Run from the first two Priest fights, then win the last one.

The companions reunite and head for the Demon Lord’s castle.

Ending 5: Sheer Guts

  1. Part 3, after the Dropout fight: “Please don’t take back your magic.”
  2. Part 5: Beat the Priest, either on the main path or in the first or second side-road fight.

This ending overrides your part 4 answer. Each death in that fight weakens the Priest if you use the game’s retry, so get this one after the secret ending.

Priest Route (7 Endings)

Story spoiler: The Priest never lost his faith. The “great god” he keeps praying to is you. Its name is always blacked out, and he even calls you “my god”. He calls himself a “reincarnator”. In the original (0th) world, he was the protagonist’s childhood friend from the same village, and he lost them. In this loop, he left the village on purpose before ever meeting you.

  • Unlock: Die in part 1 or 2 of another route. He appears at your body, and either answer unlocks him. “Alright” sends you straight back to the partner menu with him picked.
  • Save spots: The part 3 hand scene, part 4 after the Slime fight, and the last question in part 5.

How Priest Points Work

The Priest route tracks hidden Priest points (also called the dependence score). They decide which options you can pick at the part 3 hand scene. The rest are greyed out. Only your first visit to the hand scene uses these limits.

  • 0 or 1: Refuse the hand or take it. The red option is greyed out.
  • 2 to 4: All three options
  • 5 or more: Only the red option

Start from 0 and add the points for each choice you make:

ChoicePriest pointsSANITY
Part 1: “That is to say, I cursed someone?”0−5
Part 1: “Has my fate been changed by someone’s curse?”0+5
Part 1: “There’s no such thing as fate!”00
Part 1: “Indeed, this might be the miracle from the god above”+1−7
Part 1: “This isn’t the miracle from the god at all”0+2
Part 1: “Even so, I have to kill him”−10
Part 1: “I need first to hear what he has to say”00
Part 1: “Trust the Priest”0−20
Part 1: “Don’t trust the Priest”0+2
Part 2: “Open mouth.”+1−3
Part 2: “I’m afraid I’ll have to turn down your good will”0+2
Part 2: “What’s the meaning of hearing all these?”−1+2
Part 2: “Just listen quietly.”00
Part 2: “I can’t”0+3
Part 2: “Give up on all partners except the Priest”+10Huge loss
Part 2: “That’s only a skull, a thing, nothing more”0+2
Part 2: “If you treasure it so much, then I’ll leave it to you.”0+3
Part 2: (Silent)00
Part 3: “Don’t even think about it.”0+3
Part 3: “…Just a little, maybe.”+1−5

Your SANITY at the hand scene also adds points. Only one of these applies:

  • 51 or higher: +0
  • 41–50: +1
  • 31–40: +3
  • 21–30: +6
  • 20 or lower: +11

Some scenes lower your SANITY on their own, so skip the big SANITY hits. Reach the hand scene with 2 to 4 points and save there. From that one save you can get every Priest ending.

Ending 1: Dropout

  1. Part 3, at the hand scene: “I took it without hesitation.” (needs 4 or fewer points)

Ending 2: Abandoned

  1. Part 3, at the hand scene: “Move my sight from the Dropout and look toward the Priest.” (needs 2 or more points)
  2. Part 4 plays with no choices, then the ending plays.

This bad ending happens in part 4. Afterwards, the game rewinds the story to the hand scene by itself. Keep going for Ending 3.

Ending 3: Dark Slow Life

Right after Ending 2, back at the hand scene:

  1. Part 3, at the hand scene: “I, choose not to extend my hand.”
  2. Part 4, after the Slime fight: “I don’t want Priest die.”
  3. Part 5, at the last question: “Nod to the Priest.”

In this run the other options just loop you back, so nodding is the only way forward. The record of being killed in Ending 2 survives the story rewind and makes the Priest’s obsession stronger. Loading a save from before that branch removes the record.

Ending 4: Left Alone

  1. Part 3, at the hand scene: “I, choose not to extend my hand.”
  2. Part 4, after the Slime fight: “Just watching the scenery chillingly.”

Ending 5: Slow Life

  1. Part 3, at the hand scene: “I, choose not to extend my hand.”
  2. Part 4, after the Slime fight: “I don’t want Priest die.”
  3. Part 5, at the last question: “Nod to the Priest.”

The two of you run away together while the world falls to ruin.

Ending 6: High Loop

  1. Part 3, at the hand scene: “I, choose not to extend my hand.”
  2. Part 4, after the Slime fight: “I don’t want Priest die.”
  3. Part 5, at the last question: “Shake my head at the Priest.”
  4. Beat the Priest.

You get this ending if your loop count is above 8 or you’ve cleared another route. Shaking your head isn’t available if you were killed in part 4 and continued through the story rewind.

Ending 7: Low Loop (Secret)

This is the only good Priest ending. Its requirements are in the next section.

Secret Ending: Low Loop

The Low Loop ending is the true happy ending, and the hardest one to reach. If you don’t meet every requirement, beating the Priest in the final battle gives you the High Loop ending instead.

Requirements

  • Loop count of 8 or less when you beat the Priest. A new game starts at 7. Every game over adds 1, and so does the prologue ritual. In practice, the only death you can afford in your whole save is the one that unlocks the Priest.
  • No clears on the other routes. No Hero ending, no Mage Magic ending, and no Warrior Idol or Miniature Garden ending. Don’t finish the Warrior route at all before this. The clear counters for the Hero, Mage, and Warrior must all be 0.
  • 4 or fewer Priest points at the hand scene.

These records are shared across your save data. Loading an old save or starting a new game doesn’t reset them, and they’re separate from Steam achievements.

Resetting Your Save

  1. Close the game.
  2. Turn off Steam Cloud in the game’s Steam properties.
  3. Back up the save folder below, then delete everything inside it:
%USERPROFILE%\AppData\LocalLow\DeathKumiai\Annihilated\NaninovelData\Saves
  1. Start a new game. All existing progress and records are erased.
  2. In the prologue, ask the Hero, Warrior, and Mage every question for extra SANITY.

Choices for the Secret Ending

  1. Prologue, at the Priest’s ritual: “Refuse—stop this.”
  2. Pick any other partner and die once in part 1 or 2.
  3. After your first death, when he finds your body: “Alright”
  4. Part 2: Don’t choose to abandon the other partners.
  5. Part 3, at the hand scene: “I, choose not to extend my hand.”
  6. Part 4, after the Slime fight: “I don’t want Priest die.”
  7. Part 5, at the last question: “Shake my head at the Priest.”
  8. Beat the Priest without dying.

Winning that fight with every requirement met saves the Priest and unlocks an extra battle against the Demon Lord. Defeat the Demon Lord to reach the ending with everyone together. The title screen then changes to show the whole party in the tavern.

Rules for the Whole Run

  • Never die again after the Priest finds your body. Reload your save if you’re about to. Only a real game over counts, so these revives are safe: the Immortality Potion (Undying), items that say “When you would die, break this item instead and survive with 1 HP”, the Priest reviving you (Resurrection: Curse), and curse bringing you back in the final Priest fight.
  • Death-saving items don’t work in the final Priest fight. Curse saves you there instead. Bring plenty of it, because at 0 HP it brings you back, and running out is a real game over.
  • Keep SANITY above 30 before the hand scene, or it adds too many Priest points. Skip the big SANITY hits, mainly “Trust the Priest” (−20). If you don’t abandon your partners, 51 or more SANITY guarantees “I, choose not to extend my hand.” It isn’t the minimum, and SANITY drops after the choice don’t change the branch.
  • Go easy on the Priest’s skills before the hand scene. Each use costs SANITY: Dark Heal −1, Dark Holy −2, Purify −1. Heal with items until you’ve made the part 3 choice, then use skills as needed.

Endings You Can Get Before This One

This list is based on the game’s files and hasn’t been tested in-game. These endings don’t add to the loop count and don’t count as clears, so they shouldn’t ruin the secret ending. You still can’t die while doing them, apart from the one death that unlocks the Priest. To be safe, do the secret ending first on a fresh save.

  • Hero: Dropout, Distrust
  • Warrior: Glitched World, Dropout
  • Mage: Unspoken, Love, Friendship, Sheer Guts
  • Priest: All of them

Avoid these before the secret ending: the Hero ending and the Magic ending, which count as clears, and the Warrior’s Idol, Miniature Garden, Burden, and Glitched Idol endings. Those four always add a loop, and Idol and Miniature Garden also count as clears.