Endgame conditions

*Cultist Simulator* features a variety of victory conditions and ways to complete the game.

## Guide

### Defeats

These are defeats in that they are usually unexpected and not the successful completion of a goal, but they are not always a failure, or even an end. With experience and luck, these outcomes can be avoided while pursuing one of the victories.

#### My Body Is Dead

When you are Sick, Starving or otherwise have no Health when it needs to be consumed (e.g. when you are under an enemy Long's physical attack) and you don't possess other means of protection, you will die. This ending will unlock the Physician Legacy and the Bright Young Thing Legacy as options for the next game.

#### Bars Across The Sun

You are found guilty of vague crimes in a closed trial held by the Suppression Bureau. You will be locked away in a prison where there are no visiting rights, and even the date of release is obscure. This ending will unlock the Detective Legacy as an option for the next game.

There are several steps leading to this ending:

* The Time Passes action will often evoke the Season of Suspicion and generate The Wrong Kind of Attention action.
* The Wrong Kind of Attention action has a 70% chance to look for a card with a Reputation aspect, grab it and convert it into a Hunter.
* The Wrong Kind of Attention action will always grab a Hunter, when one is available, and proceed to search for and randomly grab cards with a Reputation aspect:
	+ When it grabs Notoriety or A Human Corpse the action has a 70% chance to create Tentative Evidence\*.
	+ When it grabs Notoriety or A Human Corpse and a Tentative Evidence, the action has a 70% chance to convert Tentative Evidence to Damning Evidence\*.
	+ When it grabs Damning Evidence, the Suppression Bureau will initiate a trial.

\*Meticulous Hunters have a 100% chance to create or upgrade evidence. Erratic Hunters have a 10% chance to destroy the Reputation card that was grabbed and a 10% chance to create or upgrade evidence if the action failed to grab a Reputation card.

The arrival of a Hunter itself and each following step of the investigation requires a new Season of Suspicion.

* The trial has a 30% chance to be against you and a 70% chance to grab a random Follower or a Rival. The trial will always be against you if it fails to find another target.
* When the trial is against you and you have no means of protection, there is a 70% chance that you are found guilty.

#### Glory

Cause: allow 3 Fascination cards to attach to the "trembling thoughts" action

Once 3 said cards build up a final timer will count down. If you do not produce a Dread or Fleeting memory card before this times down, then your game will end through insanity. You may *believe* that you ascended, but actually you just became A Poor Lunatic.

To avoid this, get rid of Fascination cards as soon as you can. You can use them in rites and other situations, but to clear them from the "trembling thoughts" action you need Dread or Fleeting memories.

Getting rid of Fascination by dreaming it with Dread or Fleeting memory is the safer option. So keeping the odd dread on the table may help in the long run.

Another good way of getting Dread is begging. If you use Decrepitude as work, it will either provide 1 fund and a Dread or two funds, at an unknown likelihood. It takes 90 seconds though, so plan ahead.

Dread can also be created by talking to your rival about Winter lore. This also creates Notoriety, however.

#### Going Quietly

Agreeing to Poppy Lascelles' offer, then failing to sacrifice a Follower in your stead when the Season of Rags timer runs out, causes you to be sacrificed instead and ends the game.

#### No More

Cause: allow 3 Dread cards to attach to the associated Despair threat. Once 3 said cards attach to its bleak thoughts threat a final count down timer will begin. If you do not produce a Contentment card before this times down, then the game will end with a despair ending. Your character supposedly commits suicide, although it's not explicit.

Its worth keeping a Dread card on the table when it comes as they are useful for getting rid of Fascination. A little Dread can be cured easily by using dreaming on funds to get a Contentment card then dream them together to cure the despair.

Any Contentment card will attach to the "bleak thoughts" action to remove one of the attached despair cards.

#### Not Long Enough

Cause: Allow a rival to reach 7 in their A Rival's Ascension aspect, letting them ascend instead of you.

Be sure to watch your followers' Resentment so they don't become rivals. Failing that, set up Snares in unexplored Vaults to weaken and kill them.

#### Apostle Failures

While following the Apostle Legacies, two unique defeat endings are possible.

* **Dissolution** - An enemy Long succeeds in their campaign to prevent the ascension of your master to Namehood by destroying you in the Mansus.
* **Too Long** - A rival ascends to Long-hood before your master can ascend to Namehood, and they join forces with your master's current Long enemy.

#### Anti-Victories

A type of minor victory that is not quite a success yet is far different than a failure. An anti-victory is achieved by falling under the power of one of the scorned Gods-from-Nowhere while following specific Legacies and failing to satisfy certain conditions.

* **Fruitfulness** is the anti-victory available to the Medium? Legacy and falls under The Crowned Growth. It is achieved by allowing Graveyard Mouth to reach 7 by not feeding on Remnants.

* **Where We Go** is the anti-victory available to the Priest Legacy and falls under The Mare-in-the-Tree. It is achieved by having no health remaining come the Season of Sickness, but also having at least 3 Lock-Scars.

### Mundane Minor Victories

A victory of sorts, these outcomes allow you to end the game in a somewhat "safer" way without actually losing, although it will also prevent you from achieving ascension and reaching a true Victory.

#### Evening Falls

By using Reason for the first time in the Work action you can get a junior position at Glover & Glover. From here you can progress to a proper clerk by adding a Reason card to the job.

At this point you can either keep working until your boss retires or have him "retired" by talking to a minion with the Edge, Winter, Grail, or Moth aspect and putting your job in as the topic. If your minion is successful, then you will be able to progress to a senior position.

At this point you need to use the Work card and a Reason card to do the job. If you add a Passion card at this point, then you settle down in the job and end the game.

#### Ambition's Tide

If you start with Suppression Bureau job with the Detective legacy, you can investigate cultists, produce Evidence, and finally arrest your target/rival. If you manage to get someone condemned, you will receive a hefty pay bonus, and also a Favour from Authority.

If you then use the Favour from Authority with your detective job, you get a promotion into the Bureau and settle down in the job, spending the rest of your life hunting cultists instead of being one yourself.

This ending will unlock the Detective Legacy as an option for the next game, but will prevent the Detective Legacy from being offered after that next game, unless you repeat this victory.

#### A New Life

Accept the proposal by one of your Benefactors and get married. Only available to the Dancer Legacy and unlocks the Ever After: Me achievement.

#### Ever After

Pursue a romance, abandon your dreams of immortality, and live happily with your beloved. Unfortunately, you only receive the option to retire with your beloved when you complete your relevant Ascension ritual, so this set of "minor" victories takes all the same steps as the standard victories, in addition to the requirement of creating and maintaining a relationship.

* Create a relationship with one of your followers
* Complete your Ascension ritual
* Give your passion after the ritual grabs your beloved to avert your Ascension

### Standard Victories

Those victories let you achieve your Desire as a cultist, whatever it is. They always involve immortality, but it come in various shapes.

#### Ascension

The standard victory you can pursue depends on your Desire. In the beginning, when the desire is a just a Temptation, you can change it in two ways:

* Dreaming on the Temptation card with an Ability:
	+ use Reason to get Temptation: Enlightenment
	+ use Health to get Temptation: Sensation
	+ use Passion to get Temptation: Power

Those endings have you enter the Tricuspid Gate, ascend to the Glory and return to the mortal world as an immortal Long. They concern the Sensation (Grail), Enlightenment (Lantern) and Power (Forge) desires.

* Enlightenment: pursue the Lantern aspect and gain ultimate knowledge and immortality
* Power: pursue the Forge aspect and gain true power and immortality
* Sensation: pursue the Grail aspect, discover new pleasures and evolve your body to achieve immortality

Once you are happy then dream again with the Temptation card with any Lore of its associated aspect (Lantern, Forge or Grail). Your Temptation will become a Dedication. Bear in mind this cannot be changed once set.

Once set you will need to progress in the Mansus and enter the Stag Door. Once you have the Way: Through the Stag Door card (not the riddle), you must put this in the work slot along with your Dedication and a Lore fragment of appropriate type of magnitude six or higher.

Once this completes your Dedication will turn into a full-fledged Desire, and you will begin the mid to end game goal of ascension. You will need to secure prisoners if you are pursuing Enlightenment or Sensation, or large amounts of funds if you are pursuing Power, to satisfy the "Exotic cravings" slot which appears randomly. If you have a prisoner or sufficient funds when it appears, they will be consumed and you will gain a mark for your Desire card. You start at mark three and progress to mark six. If you don't have the required card, you will use either Reason, Passion or Health depending on your path and will go back a mark. (You cannot go below mark three.)

Once you reach mark six, you can attempt the final ascension ritual. You must perform a Rite with your chosen aspect at a magnitude of 36 or more, placing your Desire card in the last slot:

* Enlightenment: ritual with 36 Lantern power
* Power: ritual with 36 Forge power
* Sensation: ritual with 36 Grail power (or 27, if an interested follower is sacrificed in the ritual)

(The Rite Intercalate can be useful here - since it's an endgame condition the price doesn't matter.)

Upon fulfillment of this condition the final count down will start, once this completes you will end the game and have become immortal in your chosen way. Congratulations, you have used your cult to grant your greatest desire.

#### Change

In order to get Temptation: Change, you must go to the Ecdysis Club with Sulochana Amavasya and talk with her about your current Temptation. With the Dancer legacy, it is given to you automatically after studying A Crumpled Poem.

This ending has you being reshaped by the power of the Moth or of the Heart into a mysterious alien, immortal being. It involves dancing at the Ecdysis Club under the mentorship of Sulochana Amavasya and visiting distant locations as spirit forms.
There are 3 different endings:

* use only Moth for the dances; use Passion in the ability slots to get Moth scars
* use only Heart for the dances; use Health in the ability slots to get Heart scars
* use Moth for half the dances and Heart for the other dances: the order is not important, only maintaining the balance

The guide below mentions Moth but you can also replace it with Heart depending what ending you wish to achieve.

You need to have the Sulochana Amavasya card to start this path. The Dancer legacy gets it automatically, otherwise you can randomly meet her the same way you meet patrons.

Once you know Sulochana, talk to her about your Temptation to get the directions to her club if you don't already have it. Then, explore the Ecdysis Club with her as your entry instead of funds and speak about your Temptation to change it to Change if needed. Then do it once again, and she will give you a contract to work at the club.

In order to work at the club to advance on the path, you need the contract (obviously), the Ecdysis Club (it needs to be open) and your Desire for Change card. You can provide one Ability or scar card, and an extra influence. Alternatively you can also work with you Physique skill instead of your Desire in order to get a better contract, better paid and that allows you to use more cards. The first level of the Physique skill allows you to put two Ability/scar cards (A superior contract with the Ecdysis Club), and fully upgrading it allows you to put three (A peculiar arrangement with the Ecdysis Club).

When you work with Passion or Health, those cards can be permanently transformed into Scars, which can't be used as regular ability but are worth 4 levels of the corresponding aspect (Moth for Passion scars, Heart for Health scars) for working. You can only have at most 3 scars of a given type.

In order to start your path, you must dance with your Temptation: Change and at least 5 Moth aspect. That will get you the *Garments, Surrendered* card. When the hook season comes, it will be consumed with your Temptation card, and you'll get Change: Leaf instead.

The following is a succession of dancing with enough Moth at the club, getting an animal guise and sending it to the right expedition, and then advancing in your occult metamorphosis:

* Dance with Change: Leaf and at least 6 Moth aspect. This will get you the Viper guise. Then, speak with Sulochana about a magnitude 4 Secret History lore (A Furtive Truth) and it will get you to Kerisham. Do the expedition there with your Viper guise, and you will get *Integument, Surrendered*. When the hook season comes, it will get you Change: Pearl
* Dance with Change: Pearl and at least 8 Moth aspect. This will get you the Cat guise. Then, speak with Sulochana about a magnitude 6 Secret History lore (A Forgotten Chronicle) and it will get you to The Unnumbered Stones. Do the expedition there with your Cat guise, and you will get *Steps, Surrendered*. When the hook season comes, it will get you Change: Antumbra
* Dance with Change: Antumbra and at least 10 Moth aspect. This will get you the Fox guise. Then, speak with Sulochana about a magnitude 8 Secret History lore (Forbidden Epic) and it will get you to Foxlily Meadows. Do the expedition there with your Fox guise, and you will get *Hues, Surrendered*. When the hook season comes, it will get you Change: Stigma
* Dance with Change: Stigma and at least 13 Moth aspect. This will get you the Bird guise. Then, speak with Sulochana about a magnitude 12 Secret History lore (Vagabond's Map; there is no expedition for the magnitude 10 SH lore) and it will get you to Miah. Do the expedition there with your Bird guise, and you will get *Sight, Surrendered*. When the hook season comes, it will get you Change: Pupil
* Dance with Change: Pupil and at least 15 Moth aspect. This will get you the Wolf guise. Then, speak with Sulochana about a magnitude 14 Secret History lore (Port Noon Anecdote) and it will get you to Port Noon. Do the expedition there with your Wolf guise, and you will get *Bones, Surrendered*. When the hook season comes, it will get you Change: Ivory.
* Finally, do your last dance at the club, with Change: Ivory and at least 19 Moth aspect. This will get you your final form, the Imago.
* Dream with the Imago to be changed into something... other, and immortal.

#### Threshold

Complete the main storyline of the Priest Legacy by becoming a living gateway to the Mansus that your congregation will use to ascend. Can be considered a Knock-themed victory.

Create 7 Lock-Scars by Working An Appointment to a Quiet Parish with Health, Fervour and a lvl 10+ Lore of any type but Knock or Secret Histories and then Restlessness is the drawn into new Magnet Slot. If you fail to satisfy all of the requirements, the Health is changed into An Injury instead of a Lock-Scar. Once the Work cycle completes, you must place an additional sacrifice, based on the type of Lore used, to finish creating the Lock-Scar. Each Lock-Scar is unique per type of Lore.

When you have created all 7 Lock-Scars, initiate a Ritual that requires a Tool and place one of the Lock-Scars into the Tool slot, and add 22 more levels of Knock to begin the final cycle. Every 30 seconds, add another Lock-Scar to progress. If you fail to add a Lock-Scar, Dread is being generated at every stage.

#### Palest

Complete the main storyline of the Medium? Legacy by successfully transforming into a ghoul, an undead being that represents an alternative form of immortality. Can be considered a Winter-themed victory.

#### Variant Victories

A Variant Victory is a type of Standard Victory in which the player ascends with their lover. While this is not possible with a lover who is still alive, if they are transformed into a Shattered Risen or Burgeoning Risen, which is accomplished by using the corpse of the player's now deceased love interest in a Rite with 2 Edge and 4 Winter or 2 Moth and 4 Winter, they can ascend to the Mansus alongside the player instead of the player being forced to choose between one or the other. This is only possible for the Power, Sensation, Enlightenment, Change: Scale, Change: Feather, and Change: Balance victories.

* Create a relationship with one of your followers
* Get your beloved killed
	+ The Season of Sickness can kill unhealed followers
	+ do not send them after a hunter, as it does not create a corpse.
* Reanimate your beloved's corpse *before it expires*
	+ Note that the reanimated minion will have the exact same name as the appropriate spirit (Burgeoning, Shattered) but will have all of your beloved's stats added to their own, including the "Beloved" attribute
	+ If the spirit expires you have to start over, so consider saving the reanimation until after you've prepared your Ascension
* Complete your Ascension, but do not include your undead lover in the Ascension Rite.
* When the Rite is complete, your undead lover will be selected as your Beloved. Add Passion, as you would for an Ever After ending.

### Major Victories

These victories can only be pursued when starting with the appropriate Apostle legacy, which is only available after reaching the corresponding standard ascension victory:

* Minor Forge victory unlocks Apostle Aestuant legacy to pursue the major Forge victory
* Minor Grail victory unlocks Apostle Obsonate legacy to pursue the major Grail victory
* Minor Lantern victory unlocks Apostle Entheate legacy to pursue the major Lantern victory

Selecting any of these legacies will inform you of your task: you, as an apostle of your now-ascended cult leader (identified as The Delight, The Enlightened One, or The Shaper depending on their Aspect), must guide your patron to becoming a Name of their Aspect's Major Hour, namely The Red Grail for Grail, The Door in the Eye for Lantern, and The Forge of Days for Forge. You are given access to your previous cult, and based upon a vague message from your patron, you must conduct a ritual that will gain the direct attention of your patron's Hour so that they may ascend to Namehood.

There are multiple conditions that must be fulfilled, and an extra challenge added in the form of Enemy Long. These are ancient immortals that, for their own reasons, refuse to allow your patron to ascend to Namehood. Upon completion of any major ending, you sacrifice your life in your patron's ritual so that they can become a Name.

#### The Dawn

Major Forge victory

After Acquiring the Carcass Spark and using it, and the unique influence Shaper's Guidance in the Rite of the Map's Edge, the Dormant Dawnbreaker Core is successfully forged. Doing so again with a total Forge aspect of 14 or higher upgrades the Dormant Dawnbreaker Core to the Dawnbreaker Core.

The next task is to create Blue Gold, refined from Iotic Essence and Shaper's Guidance with the Rite of the Crow's Quenching; the Iotic Essence can be acquired by using Bitterblack Salts with Shaper's Guidance to create Xanthotic Essence with the same Rite, and then using the Xanthotic Essence with a second Shaper's Guidance to create the Iotic Essence. From here, using another Shaper's Guidance along with a Follower in the Sunset Rite will create the Shaper's Compass. Now take this follower to Kerisham, and finish the expedition. The follower will now have Aspect: Thine Eyes Have Seen, lose any other Aspect not related to the Compass role, and will then be prepared for the final rite.

After that, speaking to Sulochana Amavasya about a Shaper's Guidance will begin the introduction to Mrs. E. Speaking to Mrs. E will then require an exalted follower (or rival) to eat or the Society of St Hydra cult card to show the lack of ability to exalt a follower. She bestows Mrs. E's Assistance, the final piece of the puzzle with a 600 second timer. Using Mysteries of Opening (Knock lore 14, from A Manual for Departure), the follower designated as the Shaper's Compass, Blue Gold, the Dawnbreaker Core, Mrs. E's Assistance, and An Incandescence (Forge 15 influence) in the Rite Intercalate, you can claim a major victory.

#### The Feast Fulfill'd

Major Grail victory

To win this game, you should always remember to dream your Forlorn Blood with the unique ingredient, Delightful Blood, in order to get the Savorous Blood, which will decay back to Forlorn Blood after 600s. Otherwise, you will be extremely annoyed by the sickness event, which will happen on every time cycle as long as Forlorn Blood is on the board.

You will need to collect Moth 8 ingredient Leathy Leathy, Heart 12 ingredient True Blood of St Januarius, Grail 8 ingredient **Amaranthine Nectar**, and use them to the special spice The Seven Graces which could be bought from Oriflamme's Auction House with Delightful Blood. You will also need the Grail 12 tool Chalice Murmurous. It is recommended to explore all level 14 places as they are all necessary for the final ritual.

Use talk to Sulochana Amavasya about Vitulation Recipe, she will gone and bring the Marinette. Marinette will need you Sacrifice 7 followers or hirelings in order to trust you and could be used in the later rite. (Notoriety will be produced if you use a hireling but not if you use a follower.) You will also need to use society card and the Vitulation Recipe to attract guest and update cards with 6 Mystique then use the Marinette to gain the final form, The Host and the Guests.

You will also need the Rite Intercalate. And use Heart 14 Lore **Unceasing Mysteries**, Grail 12 tool **Chalice Murmurous**, Grail 15 influence An Incarnadescence, a finished spice The Seven Graces , The Host and the Guests and the Savorous Blood to finish the game.

#### In The Third Mode

Major Lantern victory

Note: The Knock 12 tool, Frangiclave, is extremely useful for this victory as it allows you to dream the Way: The Peacock's Door repeatedly without needing to be repaired. This will let you get A Splendour and Vagabond's Maps quickly, before your rival Long begins to attack you directly.

You will need to perform ritual and insert, in order, Rite Intercalate, Centipede Testament (Moth 10 Lore), A Cloud of Witnesses, Watchman's Glass (unbroken), The Allure, Ichor Vitreous and Frau Schlüssel.

First, dream the Way: The Peacock's Door with the unique tool, A Dream of a Key, which will yield The Lesser Crossroads. Next, dream The Lesser Crossroads with A Splendour, the level 15 Lantern influence, which can be obtained from Way: The Peacock's Door, and another A Dream of a Key, to get The Allure.

Summon 7 Maid-in-the-Mirror and talk to them one by one about The Allure. The first time, they will create The Witnesses and each time after they will upgrade it until it becomes A Cloud of Witnesses. Be careful, each upgrade will produce notoriety and they will decay until fully upgraded. Having a hunter who is erratic makes this much easier.

To get Frau Schlüssel, you will also need to summon Teresa. Talk with her about A Dream of a Key which will yield Frau Schlüssel is en route. After 180s, it will decay into Frau Schlüssel. Now you must have a 30s conversation with her, and she will gladly help your Long ascend.

Meanwhile, you also need to obtain Rite Intercalate, **Centipede Testament** (Moth 10 lore), **Watchman's Glass** (Lantern 12 tool) and the Ichor Vitreous (Lantern 12 ingredient). For the ritual, you will also need to aquire The Allure - if it has decayed. The Rite Intercalate comes from books looted from Vaults found by exploring Port Noon Anecdotes (**Secret Histories** 14). It must be a Centipede Testament, a higher level lore will not work. It is easier to get a Cracked Watchman's Glass and to fix with a forge follower and a Silver Spintria - it can be found in The Eye of Ikirmawi or Tombs of the Shadowless Kings. The Ichor Vitreous is found in Cave of Candles or Foxlily Meadows.

Begin the ritual, and after 60s, you can claim a major victory.

### Exile Endings

The Exile DLC features a wider array of exclusive endings compared to other *Cultist Simulator* DLC.

#### A Reckoning

“ *...finally, I'm delighted to report that the Continental reckoner war has resolved itself. Duffoure, who you'll recall from the Ortucchio incident, seems to have fallen out with his protégé, and the business ended as you'd expect, given it's Duffoure we're talking about. The local authorities have turned over the protégé's remains to us, but there's not much left - I don't think it really qualifies as a cadaver, so much as a souvenir. But I'll have it sent up to Zurich for you. Call it a Christmas present..* „

Occurs automatically if seven **My Wound** cards are accumulated. These are generated by failing to respond to physical attacks by Reckoners.

#### Eternal Enmity (The Colonel)

Consecrate at a shrine to the Colonel. Earn seven Defiance Marks by doing seven of the following:

1. Automatically given with your temptation
2. Automatically given when you consecrate with the Colonel
3. Pray at a shrine with Temptation: Escape this destroys your escape tempation
4. Betray an uprising by doing a job with Connection: Radicals and using winter aspect as means
5. Use The Wolf Divided's Shadow during an uprising to incite chaos
6. Send your foe a weapon by using Temptation: Defiance with communication and choosing a sacred weapon to send
7. Send your foe your location by doing the above but choosing your location as the contents
8. Defeat a reckoner and then relinquish the corpse with your Temptation: Defiance

Then, with your Foe present, deal them six damage, then send Defiance again, locking yourself and your Foe into the Corrivality.

#### Eternal Enmity (The Lionsmith)

Consecrate at a shrine to the Lionsmith. Earn seven Defiance Marks by doing any seven of the following:

1. Automatically given with your temptation
2. Automatically given when you consecrate with the Lionsmith
3. Pray at a shrine with Temptation: Escape this destroys your escape tempation
4. Assist an uprising by doing a job with Connection: Radicals and using forge aspect as means
5. Send your foe a weapon by using Temptation: Defiance with communication and choosing a sacred weapon to send
6. Send your foe your location by doing the above but choosing your location as the contents
7. Defeat a reckoner and then relinquish the corpse with your Temptation: Defiance
8. Use your Temptation: Defiance when defending against an attack from your foe. However, this is guaranteed to give two wounds.

Then, with your Foe present, deal them six damage and send Defiance with your location again.

#### Eternal Enmity (The Wolf Divided)

Same as above, but don't commit to the Lionsmith or Colonel. Missing defiance marks are gained by using The Wolf Divided's shadow with a radical connection, which is only possible in the cities of Stalingrad and Tiflis (each is worth 2 Defiance marks).

#### Kinship

Present seven Pentiments to Mme Matutine to ascend through the Nameless Name of the Velvet.

Note that you can also offer seven Pentiments directly to a shrine of the Nameless Name, which does not trigger this ending, but instead provides nine Obscurity which can be used to gain the endings below.

#### A Quiet Life

Activate the Send verb to disappear with seven Obscurity, your foe remaining alive, and assets worth less than 20 Comfort.

#### Only the Best

Activate the Send verb with a trophy of my foe, and assets worth less than 20 Comfort.

#### Comfort and Safety

Activate the Send verb to disappear with seven Obscurity, your foe remaining alive, and assets worth 20-29 Comfort.

#### Zurich, Christmas, 1926:

Activate the Send verb with a trophy of my foe, and assets worth 20-29 Comfort.

#### A Life of Rare Delight

Activate the Send verb to disappear with seven Obscurity, your foe alive, and assets worth 30 Comfort or more.

#### A Life of Rare Delight (Foe Slain)

Activate the Send verb with a trophy of my foe, and assets worth 30 Comfort or more.

## Notes

* Including all DLC Legacies released as of June 2020, *Cultist Simulator* provides at least one ending for at least eight of the nine Principles. (Nine, if we count the Kinship Ending as Secret Histories')