pyramid being a non-explorable structure (it's like completing an electrical circuit which ends the game), you're not actually expected to calibrate your route at the end despite your entire experience forcing you to think that way. I vaguely remember the sequences. There was one like this: a child being raised by parents; he leaves his childhood home with a hat and a bag; this guy is now on a train where there appears to be an "announcement" of serious news; he is then standing before ruins, presumably said childhood home; he finishes his journey looking at a grave in the graveyard. Me and my friend did the exact same thing when we played: connect pyramid, wonder what just happened, play through again, and again, and again, increasingly working as one each successive time. It's kind of an amazing process, and I keep trying to convince others to play through the game, but it's difficult to get two people interested, particularly interested enough to puzzle through three different endings? (Stories?) I grabbed a friend and played through it the day it was released. Of course, we connected the pyramid directly to the starting room (TE-HE! SO SMART!). We did wonder if there was more to it, but the overall experience was so overwhelmingly beautiful that we decided not to play through it again, in fear of tainting the impression (this happens a lot to me). @cheepguava: Yeah, the technical setup is a problem all in itself (it was targeted as an