Hint-based route guide

Kingdom of Marionettes Walkthrough - Route Guide, True Ending & All Endings

A hint-based route guide for Kingdom of Marionettes. Read this before your second run. Covers 16 endings across the route map, the route to the true ending, and the kind of choices that tend to push the late game one way or another. Includes the route to the true ending — The House Lights Go Out. The full build is on the play page.

This is a fan-built companion page for Kingdom of Marionettes. The walkthrough is hint-based - it explains how the routes split and what each route tends toward, without writing out step-by-step choices. The playable build itself is loaded from the developer's mirror at https://s.kingdomofmarionettes.net/kingdom/index.html.

Kingdom of Marionettes Route Overview

Below is the route map for Kingdom of Marionettes. Endings are grouped by tag-class (True / Good / Escape / Neutral / Bad / Other) so you can see the shape of the late game at a glance. The exact ending you land on within a group depends on the small choices you make in the scenes that lead into the late game.

True Ending 1 ending

The endings tagged `End` are the route the game considers its canonical close. These endings tend to be locked behind a specific pattern of choices in the late game and usually require a clean run to unlock.

  • The House Lights Go Out (End)

Trust / Good Endings 3 endings

The `Settle`-tagged endings are the routes where the protagonist leans toward connection. These endings tend to land softer than the average horror VN close, but the softness is part of the dread.

  • The Puppeteer Stays (Settle)
  • You Take The Strings (Trust)
  • The Jester Takes A Bow (Trust)

Remember / Loop 3 endings

The `Remember` and `Loop`-tagged endings keep the late game open. The route closes, but the room does not.

  • The Baton Stays Up (Remember)
  • The Audience Stays Empty (Loop)
  • The House Lights Stay On (Remember)

Resist Endings 9 endings

The `Resist`-tagged endings are the routes where the protagonist pushes back against the late game. The resistance is the route.

  • The Curtain Stays Down (Resist)
  • The Curtain Goes Up (Yield)
  • The Puppeteer Leaves (Forget)
  • You Cut The Strings (Resist)
  • The Baton Drops (Forget)
  • The Audience Fills The Stalls (Yield)
  • The Jester Leaves The Stage (Forget)
  • The Stage Door Stays Locked (Resist)
  • The Stage Door Opens (Yield)

How to read this page. Each route group above contains endings that share a similar shape - the same kind of choice at a similar moment in the story. The endings within a group are not identical; they are the endings that tend to read similarly on the page. The exact ending you land on depends on the small choices you make in the scenes that lead into the late game. The endings tracker below lets you tick off each ending as you find it.

All Kingdom of Marionettes Endings - Tracker

Tick off each ending as you find it. Progress is saved to your browser separately from the play page tracker, so you can use both side by side without one overwriting the other.

0 / 16 unlocked

How To Think About The True Ending

The true ending of Kingdom of Marionettes is The House Lights Go Out. It is locked behind a specific route that the late game does not signpost for you.

You will not see the true ending on a clean first run unless you consistently choose one direction in the late-game scenes. The endings tracker below marks it with the End tag — when you unlock it, the tracker will record the unlock and reset the progress bar accordingly.

Most players find the true ending on their second or third run, after they have seen at least one of the other endings and have read the late-game scenes with the route shape in mind. There is no minimum chapter count for the true ending to unlock; the route is what unlocks it.

A clean first run will not see every ending. The endings tracker below is the most reliable way to keep track of which endings you have found and which routes are still ahead of you.

Key Choice Types That Shape The Route

The endings of Kingdom of Marionettes are not determined by a single choice — they are determined by a pattern of choices across the build. The features below are the parts of the game that most reliably shape that pattern.

Atmospheric Dark Jester Horror

Kingdom of Marionettes is a horror visual novel about an abandoned theatre, a puppet court, and a jester who has been waiting for an audience. The dread is in the architecture of the place and the patience of the cast. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

Sixteen Tracked Endings

The game tracks your choices across three acts, and the sixteen endings branch on the small decisions you make in the first act as much as on the obvious dialogue picks in the late game. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

Hand-Drawn Theatre Art

Velvet, dust, moth-eaten costumes, and a hand-drawn attention to the dressing rooms and trapdoors. No photo-real 3D, no uncanny valley. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

Branching Choices, Three Acts

The choices you make across the build do not all matter — but a small subset of them matter a lot. The endings tracker below is the most reliable way to figure out which ones did. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

How The Branches Tend To Behave

Kingdom of Marionettes tracks 16 distinct endings across its routes. The branches are not all signposted — the late game tends to commit you to a route based on the small choices you make in the first half, and the route you take in the second half is the route you took in the first half.

There is a true ending — The House Lights Go Out — that is locked behind a specific route. You will not see it on a clean first run. The endings you can see in a single run depend on the late-game choices you make. Most players see 1-3 endings per run; covering all 16 usually takes 3-5 runs.

The endings tracker below is the most reliable way to keep track of what you have found. The tracker saves your progress in your browser, so you can come back to it across sessions.

Advice Before You Start Looking For Endings

  1. Play your first run on the route the game suggests. The point of a first run is to see what the game does, not to chase a checklist.
  2. Save manually at the obvious branch points. The route you take in the first half tends to constrain the route you can take in the second half.
  3. Read the late-game scenes at the pace the game is written for. The horror is in the small choices, and rushing them removes the build.
  4. Use the endings tracker below to mark what you have seen. The tracker is saved in your browser; you can reset it if you want to start fresh.
  5. Treat this page as a map of the territory, not as a script. The endings you find will land differently depending on how you read the game.

Walkthrough Questions

This page is a hint-based walkthrough for Kingdom of Marionettes. It explains how the routes split, what each route tends to land on, and how to think about unlocking the true ending — without writing out step-by-step choices. The full build is on the play page.

Kingdom of Marionettes has 16 tracked endings: The Curtain Stays Down; The Curtain Goes Up; The Puppeteer Leaves; The Puppeteer Stays; You Take The Strings; You Cut The Strings; The Baton Drops; The Baton Stays Up; The Audience Stays Empty; The Audience Fills The Stalls; The Jester Takes A Bow; The Jester Leaves The Stage; The Stage Door Stays Locked; The Stage Door Opens; The House Lights Stay On; The House Lights Go Out. Most players see 1-3 endings per run; covering all 16 usually takes 3-5 runs.

Yes. The true ending is The House Lights Go Out, and it is locked behind a specific route. You will not see it on a clean first run unless the late-game choices line up. Most players find it on the second or third run.

The true ending is locked behind a specific route. Most players find it by playing through the late game with one direction in mind, then replaying after they have seen at least one of the other endings. The endings tracker below marks which endings you have found; the End-tagged ending is the true one.

Yes. Most players see 1-3 endings per run, and covering every ending usually takes 3-5 runs. The endings tracker saves your progress across runs in your browser.

No. The branches are not all signposted, and the late game commits you to a route based on the small choices you make in the first half. Replay is part of how the game is designed to be played.

The endings tagged Escape and Remember are usually the most reachable on a first run. The endings tagged End (the true ending) and Yield are usually the hardest to reach without planning.

No ending in Kingdom of Marionettes is permanently missable. The endings you do not see on one run are still reachable on subsequent runs; the endings tracker below is the most reliable way to keep track of which ones you have left to find.

Now go play Kingdom of Marionettes

The full build of Kingdom of Marionettes is on the play page. The walkthrough is the map; the play page is the territory.

Open Kingdom of Marionettes in your browser