Keep the Door Locked Story mode ends in four different ways. Ending 1 is the normal 10-day finish. Endings 2 through 4 need special visitors, keys, and one deliberate hallway or window choice.
Each finish awards an official ENDING 1-4 badge. Community write-ups also list a Cash bonus with them: about 15,000 Cash for Endings 1-3 and 20,000 Cash for Ending 4. Treat those Cash figures as reported bonuses, not a guaranteed on-screen total.
Stay in Story for these cutscenes. Endless just keeps going until a fatal mistake, so it does not hand you the same ending tree. If you enjoy other anomaly-spotting rooms, the Home Alone anomalies list and how to detect anomalies in Animal Hospital scratch a similar itch on different maps.
| Official | Common name | How you unlock it | Badge text | Cash (reported) |
|---|---|---|---|---|
| Ending 1 | The Hallway | Finish the full ~10-day Story path | You got through 10 days! | 15,000 |
| Ending 2 | The Truth | Golden Skeleton key → Front Desk call → Enter Truth door | You found the golden skeleton! | 15,000 |
| Ending 3 | The Ritual | Accept the strange grandma key → Begin Ritual door | You accepted strange key from a strange grandma. | 15,000 |
| Ending 4 | Escape Route | Let Katana Man in → open curtains when the window threat hits | Trust a man with his katana… | 20,000 |
The Truth and The Ritual are the names players use most often for Endings 2 and 3. The Hallway and Escape Route show up mainly in written guides next to the official ENDING 1 and ENDING 4 badges. When in doubt, trust the badge text on your profile.

How to unlock each Keep the Door Locked ending
The Hallway (Ending 1)
This is the standard Story finish. Survive the full run (about 10 days), then complete the final leave when the finale starts.
- Play Story mode through the full day limit.
- Keep the hotel loop clean late: check the peephole, lock what needs locking, and do not throw the run on a careless open door.
- When the Story ends, finish the last hallway/leave sequence. Do not quit early.
Badge: "You got through 10 days!" Some runs feel like a chase with no secret side door. That is still Ending 1, not a missed branch.
The Truth (Ending 2)
The Truth starts with the Golden Skeleton, sometimes labeled ??? at the door.
- When the Golden Skeleton visits, take its key.
- Use the wall phone to call Front Desk (the desk manager line).
- Sleep or otherwise advance so the night progresses.
- Leave your room into the hallway and open the door marked Enter Truth.
Badge: "You found the golden skeleton!" Reported Cash bonus: 15,000.
The Ritual (Ending 3)
The Ritual needs a late visitor players call Weird Granny or the strange grandma.
- When she offers a key, accept it. The badge is literally about taking a strange key from a strange grandma.
- Leave the room and open the hallway door marked Begin Ritual.
Some walkthroughs also call Front Desk after her key. Stick to the shared core: accept the grandma key, then take the Ritual door. If your run shows the phone step, do it. If the door is already live after the key, go straight to it.
Badge: "You accepted strange key from a strange grandma." Reported Cash bonus: 15,000.
Escape Route (Ending 4)
Escape Route is the rare one. Far fewer players hold the Ending 4 badge than the first three, so expect a late, specific visitor sequence.

- When the Man with the Katana (Katana Man) knocks, let him in. You are trusting him on purpose.
- Wait for the window threat cue. Players often call it the Window Creeper. A related window anomaly also shows up as a Window Seeker style curtain check.
- Open the curtains so he can fight the threat and open the escape path.
- Take the escape when it appears.
Badge: "Trust a man with his katana…" Reported Cash bonus: 20,000, a step above the other three.
Do not mix this with normal survival habits. On most nights you keep curtains closed. For Ending 4, once Katana Man is inside, the open curtains are the whole point.









