No Means Nothing doesn’t hand out endings at random. Every outcome is decided by what you do across the game — how you build your stats, which optional moments you engage with, and how you respond during the final scenes. Small choices add up, and missing a single requirement can push you into a completely different ending.

This guide covers all No Means Nothing endings and how to get them. If you’re trying to understand the ending you already got, or you want to unlock a specific one on purpose, this walkthrough breaks down exactly what the game is checking and when it checks it.
How Endings Are Calculated
At the end of Scene 25, the game checks the following:
Pokémon Legends: Z-A – Nintendo Switch 2
- Final Willpower
- Final Stress
- Final Confrontation
- Therapy decision (accepted or refused)
- Alcohol consumption count
- Quest completion (out of 9)
- Final choice: Confront, Run, or Stay
- QTE success or failure (only if Run is chosen)
Only one ending can trigger per playthrough.
All No Means Nothing Endings
| Ending | Key Requirement | Final Outcome |
|---|---|---|
| Willpower | Max Willpower + Therapy | Full resolution |
| Anger | High Confrontation | Escape with instability |
| Escape | Successful QTE | Physical safety |
| Labyrinth | High Stress + Gaslighting | Psychological collapse |
| Neutral | Mid-range stats | Status quo |
| Wasted | Alcohol overuse | Loss of agency |
| Caught | Failed QTE | Ambiguous failure |
1. Willpower Ending (Best Ending)
Outcome: Full resolution and escape
Tier: S
Required Stats and Progress
- Willpower 75 or higher
- Stress below 60
- Confrontation 40–60
- All 9 quests completed
Mandatory Actions
- Collect the psychologist’s business card in Scene 12
- Attend the optional therapy session when it becomes available
- In Scene 21, choose “I need professional support”
- In Scene 25, choose Confront
Lockout Conditions
- Missing even one quest blocks this ending
- Refusing therapy redirects to the Anger Ending
- Stress reaching 60 or higher blocks this path
Save Tip: Create a manual save before Scene 21 to branch into other endings without restarting.
2. Anger Ending
Outcome: Escape through confrontation
Tier: A
Required Stats and Progress
- Willpower 65–75
- Confrontation 60 or higher
- Stress 50–65
- 6–8 quests completed
Mandatory Actions
- Choose consistently aggressive refusal dialogue
- Escalate confrontations instead of defusing them
- In Scene 21, refuse therapy
- In Scene 25, choose Confront
Lockout Conditions
- Accepting therapy forces the Willpower path
- Confrontation below 60 causes Neutral Ending
- Stress above 65 risks the Labyrinth Ending
3. Escape Ending
Outcome: Physical escape
Tier: B
Required Stats
- Willpower 50–70
- Other stats do not matter
Mandatory Actions
- In Scene 25, choose Run
- Pass the QTE
- No more than one missed input
Lockout Conditions
- Failing the QTE triggers the Caught Ending
- Choosing Confront or Stay prevents this ending
Save Tip: Save right before Scene 25 to retry the QTE safely.
4. Labyrinth Ending
Outcome: Psychological breakdown
Tier: C
Required Stats and Progress
- Willpower 60–70
- Stress 65 or higher
Mandatory Actions
- Accept distorted or contradictory dialogue in five or more scenes
- Skip or refuse therapy
- Maintain high Stress while resisting externally
Lockout Conditions
- Completing therapy blocks this ending
- Stress dropping below 65 redirects to Neutral or Escape
This is the rarest ending due to its narrow stat overlap.
5. Neutral Ending
Outcome: No change
Tier: D
Required Stats and Progress
- Willpower 35–55
- Stress 40–60
- Confrontation 20–40
- 5–6 quests completed
Mandatory Actions
- Alternate between compliance and resistance
- Avoid extreme dialogue choices
- Skip therapy or remain undecided
- Reach Scene 25 without qualifying for another ending
Lockout Conditions
- Strong commitment to any path overrides this ending
6. Wasted Ending
Outcome: Loss of agency
Tier: D
Required Stats and Progress
- Alcohol consumed 3 or more times
- Stress 70 or higher
- Willpower below 40
Mandatory Actions
- Accept alcohol repeatedly
- Avoid firm refusals
- Allow Stress to escalate
Trigger Point
- Automatically triggers around Scene 15
Lockout Conditions
- Refusing alcohol prevents this ending entirely
7. Caught Ending
Outcome: Failed escape attempt
Tier: D
Required Stats
- Willpower 40–65
Mandatory Actions
- In Scene 25, choose Run
- Fail the QTE by missing two or more inputs
Lockout Conditions
- Passing the QTE triggers the Escape Ending
- Choosing Confront or Stay blocks this ending
How to Unlock All No Means Nothing Endings
To unlock all endings efficiently:
- Neutral Ending (first blind playthrough)
- Willpower Ending (full completion run)
- Branch Anger / Escape / Caught using saves
- Trigger Wasted and Labyrinth from mid-game saves
Manual saves before Scene 21 and Scene 25 are strongly recommended.
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Every ending in No Means Nothing is determined by clear systems. There are no hidden flags, no random rolls, and no post-credit variations. If an ending did not trigger, a specific requirement was missed or exceeded.
