Searchable ending checklist
The False Sun All 20 Endings Guide
Use this page to clean up missing gallery slots without replaying the whole game. Search the 20-ending table by name or number, filter by route or proof level, and reload from the earliest save point connected to the ending you are testing.
This tracker currently groups 17 endings as Silas-focused, one as Kyle-focused, one as a mixed Kyle/Silas route, and one unresolved ending. Pick one missing slot, use its earliest save point, and change one condition at a time.
All 20 endings: route, trigger and save checklist
Search by ending name or number, then filter by route or proof level. Open a dedicated guide only when that ending has one.
20 of 20 endings shown
| # | Ending | Route | Mini-games | Key trigger and route note | Best save point | Spoiler | Proof |
|---|---|---|---|---|---|---|---|
| 1 | He Stopped Hoping | Silas | No | After the puzzle, say you had a nightmare, stay in bed, refuse, then say you know the whole truth.Shorter Silas branch; useful early completion target. | Before post-puzzle dialogue | Medium | Community |
| 2 | You Will Always Remember | Silas | Yes | High agility route: do farm mini-games yourself, refuse the swim, challenge the memory, run, then kick him.Requires planning agility from early farm work. | Before swimming scene | High | Community |
| 3 | The Truth Does Not Always Save You | Silas | Yes | Low agility route: let Silas handle farm work, refuse the swim, challenge the memory, run, then say no.A low-agility escape variant. | Before swimming scene | High | Community |
| 4 | The Cage Really Was Golden | Silas | Yes | Medium agility route: do some farm tasks, refuse the swim, challenge the memory, run, then try to free your hands.Exact agility threshold still needs verification. | Before swimming scene | High | Community |
| 5 | You Were Not Convincing Enough | Silas | Specific pattern | Perfect cattle herding twice, skip egg collecting and feeding, then play along at the three-choice scene.Unusual pattern: perfect one task while skipping others. | Before three-choice scene | High | Community |
| 6 | You Were the One Who Closed the Door | Silas | Yes | High agility plus high convincing, then refuse swim, challenge the memory, run, and play along.Convincing stat method remains unclear. | Before swimming scene | High | Community |
| 7 | He No Longer Believes | Silas | Yes | Low agility route: let Silas do farm work, refuse the swim, challenge the memory, run, then say yes.Pairs with Ending 3 as a low-agility variant. | Before swimming scene | High | Community |
| 8 | Wounded Lamb | Silas | Specific pattern | Under 6 agility: herd twice, complete egg collecting, refuse swim, continue questioning, run, then kick him.One of the few entries with a stated numerical agility threshold. | Before swimming scene | High | Community |
| 9 | You Promised to Come Back | Kyle | No | Be kind to Kyle and comparatively cold to Silas, send Silas home after the fire scene, then solve the puzzle. Community reports conflict on whether the later water choice is feet-only or full entry.The relationship direction is consistent across reports; the exact water choice still needs controlled testing. | Before Kyle dialogue and again before the later water choice | Medium | Community |
| 10 | Eyes Detailed guide available | Mixed | Yes | Kyle choices plus perfect farm mini-games, pier bravery, fire-scene choice, barn question, fast knife input, and correct paths.Hardest known ending; requires multiple saves. | Before pier, fire, nightmare, and knife scene | Very High | Community |
| 11 | You Should Have Been Braver | Silas | No | Low bravery: avoid pier, ask about the barn after the puzzle, choose right paths, then fail the courage check.Bravery-gated ending. | Before post-puzzle barn choice | High | Community |
| 12 | The Water Does Not Let Go | Silas | No | After puzzle, ask about the barn, reach the injury branch, choose right paths toward the river.Use non-graphic wording on public pages. | Before barn / path choices | High | Community |
| 13 | Rake | Silas | No | After puzzle, ask about the barn, then choose wrong paths.Failure-path ending; useful for completionists. | Before path navigation | High | Community |
| 14 | He Was Faster | Silas | No | After puzzle, ask about the barn, grab the knife, then miss the timed RUN input.Requires deliberate timing failure. | Before knife scene | Very High | Community |
| 15 | You Became a Hostage to Your Guilt | Silas | No | River entry can vary; after puzzle, say nightmare, try to leave, then choose the silent response.Shares setup with Ending 18. | Before post-puzzle dialogue | High | Community |
| 16 | He Let You Go Detailed guide available | Silas | Specific pattern | Give every farm task to Silas, refuse the pier, follow the full affection-choice chain, then report the nightmare, remain in bed, and refuse the city move.Often interpreted by players as comparatively hopeful, but not an official good-ending label or a healthy-romance guarantee. | Before farm work and each relationship cluster | Medium | Community |
| 17 | You Made Your Choice | Silas | No | After puzzle, say nightmare, stay in bed, then agree.Short branch from the post-puzzle scene. | Before post-puzzle dialogue | Medium | Community |
| 18 | He Took Away Your Freedom | Silas | No | River entry can vary; after puzzle, say nightmare, try to leave, then choose No.Variant of Ending 15 branch. | Before post-puzzle dialogue | High | Community |
| 19 | Your Place Was Never Beside Him | Silas | No | Refuse the swim, ask about it or say nothing, then choose the “maybe so” branch.Simpler early branch-off ending. | Before swimming scene | Medium | Community |
| 20 | Cast Detailed guide available | Unknown | Specific pattern | Best-supported community test: misplace an animal during the opening tutorial, continue without correcting it, then retry from the same clean save if Cast does not unlock.Multiple players report success after repeated attempts, but a fixed retry count, randomness, and the full condition are not confirmed. | Immediately before the first animal tutorial | Unknown | Unconfirmed |
The table stays visible to search engines and works without JavaScript. Filters only hide rows in your browser; they do not change the guide data.
Use video only to recognize route scenes
Compare scenes after choosing a target ending. The searchable table and written save points remain the primary checklist because a full playthrough can hide small route differences.
Plan the gallery as five cleanup runs
Do not treat the 20 endings as twenty completely separate playthroughs. Group missing slots by the earliest condition they share, then reuse a clean save before that condition. The table shows the practical route label, not an official in-game category.
A useful cleanup order is high-agility Silas, low-agility Silas, Kyle and mixed-route testing, post-puzzle or late timing branches, then the unresolved Ending 20 test loop. Finish one cluster before changing the opposite stat direction.
- High agility: perform farm work yourself and keep the pre-farm save.
- Low agility: let Silas handle farm work and do not contaminate that save with high-agility choices.
- Kyle or mixed: preserve saves before Kyle dialogue, the river, pier, and Eyes-related conditions.
- Late Silas branches: save before post-puzzle dialogue, the barn, path choices, and the knife input.
- Ending 20: use a separate tutorial save and change one farm variable per attempt.
Keep these reusable save points
Name saves by the branch they protect rather than by playtime. A label such as PRE-FARM LOW AGILITY is more useful than Slot 4 when you return days later. Keep more than one save before long relationship chains so a late mistake does not overwrite the only compatible route.
The best save point in the table is the latest safe reload for that ending. If you changed an earlier hidden condition, return to the earlier save-point guide instead of repeatedly testing the final dialogue.
- Before the first farm task or tutorial mini-game.
- Before the river, pier, and swimming decisions.
- Before the puzzle finishes and post-puzzle dialogue begins.
- Before the nightmare, barn question, path sequence, and knife timing.
- Before every major beat in the long He Let You Go chain.
Read proof labels before following a route
The game-level fact is that the gallery contains 20 endings. Exact English names, slot order, hidden-stat thresholds, and route instructions are mostly reconstructed from player testing, so the table labels the strength of each route rather than presenting every claim as developer documentation.
Community means the route has concrete, reusable steps in the evidence used for this guide. Unconfirmed means the idea is still a testing lead. A dedicated page does not automatically make an ending confirmed; it only gives the difficult route more room for evidence and failure notes.
- Community: usable player-tested route, but still unofficial.
- Unconfirmed: conflicting or failed reproductions remain.
- Unknown spoiler or route: do not infer certainty from the slot number.
- Change one variable at a time when testing weak evidence.
When an ending does not trigger
Start with the earliest route requirement, not the final answer. Check who did the farm work, whether the correct mini-game result was recorded, whether Kyle or Silas dialogue was preserved, and whether the run entered the right river, pier, puzzle, or post-puzzle branch.
If the route still fails, write down the save name, the one condition changed, and the gallery result. Reloading the same late save while changing several answers at once cannot tell you which hidden condition blocked the ending.
- Verify the file or build is current before testing route bugs.
- Reload before the earliest relevant hidden stat or relationship choice.
- Confirm the mini-game outcome and timing input separately.
- Use the dedicated Eyes, He Let You Go, or Ending 20 page for long or uncertain chains.
Continue after The False Sun All 20 Endings Guide
Use these related pages only when they match the next unresolved route, ending, mechanic, or platform issue.
The False Sun Save Points Guide
Build named saves before farm work, the river, puzzle branches, nightmare choices, and late timing sequences.
Related guideThe False Sun Silas Route Guide
Use the Silas route guide when a missing ending depends on farm work, hidden stats, swimming, or late dialogue.
Related guideThe False Sun Ending 20 Guide
Use the Ending 20 page for the unresolved tutorial test loop and conflicting community reports.
The False Sun All 20 Endings Guide FAQ
How many endings are in The False Sun?
The game has a 20-slot ending gallery. This page tracks all 20 slots with route, trigger, save-point, spoiler, and proof notes.
Are the ending names and routes official?
The 20-ending count is a game-level fact, but exact English names, slot order, thresholds, and route steps are largely community-documented. Check the proof label before treating a route as settled.
Can one save unlock all 20 endings?
No single save safely covers opposite agility goals, Kyle conditions, mixed-route requirements, late timing branches, and the unresolved Ending 20 test. Keep several named saves before major forks.
Which endings need dedicated guides?
Eyes, He Let You Go, and Ending 20 currently have dedicated pages because their chains are long, mixed, or uncertain. Most other endings can be planned directly from the table.
What should I do when an ending does not trigger?
Reload before the earliest relevant condition, change one variable, and record the result. Do not repeatedly change only the final dialogue when farm work, hidden stats, Kyle choices, or mini-games were set earlier.