Night

A playthrough of *Endling* is broken up into many **night**s.

## Night progression

The following describe a typical playthrough. Note that it's possible to end up delaying the events that happen to a later night and even add extra nights to the whole progression. It isn't clear what triggers this. It may be that sleeping in a lair previous to the last one unlocked may delay the normal progression by one night. For nights that aren't listed, there isn't anything special that normally happens during that night.

### Prologue

The game starts with an unnumbered night in the middle of a burning forest.

* Jump up to the right
* Run right
* Jump up to the right again
* Run right until a tree falls and blocks the path
* Dig under the tree
* Continue running right until blocked again by a falling tree
* Head back left just past the Preserved Species sign
* Jump up here and keep running left until reaching a climbable pipe
* Climb the pipe and run right
* Continue to the cliff until driven off
* Climb out of the garbage
* Limp right to the road for a near miss with a vehicle
* Keep limping right to a wall
* Take the nearby path to the left and keep going left
* On reaching a fence, take the nearby path to the right
* Continue until reaching an small cave opening
* Go inside
* Give birth to cubs
* Change the coat of the cubs as desired and accept when ready

### Night 1

* Find food for cubs
* A deer can be found to get food for by heading back to where the mother fox fell from the cliff in the prologue
* Backtrack and bring it back to the lair

### Night 2

* Again, find food and bring it back to the lair
* One of the cubs will be kidnapped this night

### Night 3

* Follow the pink scent right just a few steps to get the first missing cub trace
* Follow it further right for the second trace
* Continue right, following the scent, dropping down at the intersection, and right a little more for the last trace
* After you found the last scent go and find food for your cubs

### Night 4

* The cubs will begin coming out with the mother during the night

### Night 6

* Missing cub trace night, watch out for patrolling human by the building near the third trace

### Night 8

* Go right past a couple of intersections and continue to find the badger trapped
* Free the badger from the trap

### Night 9

* Follow missing cub scent to the right to the intersection at the end, jump up, and continue right to the door for the first trace
* Continue further right to find the next not far away
* Continue even further right to find the last trace a longer walk away
* Dig and Squeeze Through become available.

### Night 10

* This **night** begins with the big 3 sign falling near the lair
* Avoid the human who will be just a short distance to the right of the lair exit

### Night 11

* The badger may now start dropping food for the cubs when encountered

### Night 12

* Missing cub trace night,**Night** follow it to find a new lair

### Night 14

* The furrier will spawn somewhere on the map in the forest

### Night 15

* Missing cub trace night.
* At the last trace, the Scavenger will be set up to shoot at the fox.
* A cub should gain the ability to climb here. Let him climb the tree and follow him up to meet Molly.
* This should bait the Scavenger into giving up the shooting position, coming back to the home.
* Climb back down and get the final trace.

### Night 16

* Molly can be encountered again at the house she was at before. She will give food, and can be "petted."
* Hunt becomes available at the northern east house also known as the furriers house.

### Night 17

* Heading out right from the gate to the Scavenger leads to the badger cub rescue event.
* The fox must sneak past the Scavenger to get to the cub, pick up the cub, and then sneak past again to get to the cub to its mother.

### Night 18

* Missing cub trace night
* Badger will clear an obstacle along the way

### Night 19

* Go right and under the log to find the Roamer playing the guitar. Bark to get some food.

### Night 21

* Missing cub trace night
* These traces lead to a new lair.

### Night 22

* Night begins with a cutscene.
* Sneak past the Scavenger to the right to find Molly, who will give food.
* Cubs learn High Jump by the end of the night.
* Dangle is available, requires Climb and High Jump.

### Night 25

* Missing cub trace night
* Dismantle traps is available. To learn, trigger a wooden trap in sight of the Scavenger.

### Night 28

* Missing cub trace night
* Missing cub found at last trace
* Molly dies

### Epilogue

Usually, after night 29, unless events have been delayed, the epilogue will be triggered, starting with a cutscene showing a flood destroying the lair.

* Go left to find the cubs caught in some sludge. Carry them out, one at a time.
* Go right and dig underneath.
* Keep going right.
* Don't stop when the Furrier is seen atop a boat.
* Jump over the gap ahead.
* Dig under the fallen tree.
* Dig under the fence.
* Keep going right.