Bloody Painter Dating Sim All Endings Guide

Information on how to get certain endings in Bloody Painter Dating Sim is listed in this guide.

Walkthrough, Endings and Secrets

All the GOOD ENDINGS follow the same pattern UP UNTIL DAY 6 AND 7. I recommend following along with ‘GOOD ENDING 1’ and then making a save on DAY 6. This makes it easier to get all the good endings quicker. Alongside this, you can skim the endings and make a few saves if there are multiple endings that branch off from different actions.

GOOD ENDING 1: Different Worlds

To get this ending, start from Day 1 and focus on making BP happy. Pick dialogue and actions that show you’re not trying to escape. Help him when he asks about cutting the defrosted body, and use the key to unlock the door. Instead of running to safety, take care of him when he’s sick. On Day 6, when BP talks about leaving the cabin, choose to go with him.

Steps and Choices:

Day 0:

  • Look around and investigate everything, or finish early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal and/or look at the door.
  • Stay quiet and watch.
  • Admire the artwork.

Day 3:

  • Use the knife to stab the corpse.

Day 4:

  • Stay to take care of BP.
  • Check the kitchen:
    • Open the fridge.
    • Look in the cabinet.
    • End your kitchen investigation.
  • Check the living room:
    • Look at the shelf.
    • Take the cocoa powder.
    • Investigate the rest of the room or end early.

Day 5:

  • No choices on this day.

Day 6:

  • Ask BP questions carefully.
  • Pick any or all questions, then end the conversation.
  • Cook a normal meal or a human meat dish (it doesn’t matter).
  • Choose to go with him.
  • Hold his hand.

Ending Achieved: GOOD ENDING 1/4 – Different Worlds

GOOD ENDING 2: Favorite Work

This ending is mostly the same as GOOD ENDING 1, but instead of leaving the cabin with BP on Day 6, choose to stay. From Day 1, focus on earning BP’s favor. Show you’re not trying to escape, help with the defrosted body, and unlock the door. Take care of him when he’s sick. On Day 6, choose to stay in the cabin with him.

Steps and Choices:

Day 0:

  • Look around and investigate everything, or finish early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal and/or look at the door.
  • Stay quiet and watch.
  • Admire the artwork.

Day 3:

  • Use the knife to stab the corpse.

Day 4:

  • Stay to take care of BP.
  • Check the kitchen:
    • Open the fridge.
    • Look in the cabinet.
    • End your kitchen investigation.
  • Check the living room:
    • Look at the shelf.
    • Take the cocoa powder.
    • Investigate the rest of the room or end early.

Day 5:

  • No choices on this day.

Day 6:

  • Ask BP questions carefully.
  • Pick any or all questions, then end the conversation.
  • Cook a normal meal or a human meat dish (it doesn’t matter).
  • Choose to stay in the cabin.

Ending Achieved: GOOD ENDING 2/4 – Favorite Work

GOOD ENDING 3: Master and Disciple

To get this ending, start from Day 1 and work on making BP trust you. Choose dialogue and actions that show you’re not trying to escape. Help him when he asks about cutting the defrosted body, and use the key to unlock the door. Take care of him when he’s sick. On Day 6, agree to leave the cabin, but when BP asks what you prefer, don’t pick an answer—let the timer run out. On Day 7, after being shot in the leg, say that your reason for going with him is because you want to follow him.

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal and/or look at the door.
  • Stay quiet and watch.
  • Admire the artwork.

Day 3:

  • Use the knife to stab the corpse.

Day 4:

  • Stay and take care of BP.
  • Check the kitchen:
    • Open the fridge.
    • Look in the cabinet.
    • End your kitchen investigation.
  • Check the living room:
    • Look at the shelf.
    • Take the cocoa powder.
    • Investigate the rest of the room or end early.

Day 5:

  • No choices on this day.

Day 6:

  • Ask BP questions carefully.
  • Pick any or all questions, then end the conversation.
  • Cook a normal meal or a human meat dish (it doesn’t matter).
  • Choose to go with him.
  • Don’t pick an answer—let the timer run out.

Day 7:

  • Choose: “I want to follow him.”

Ending Achieved: GOOD ENDING 3/4 – Master and Disciple

GOOD ENDING 4: Madmen’s House

This ending is almost the same as GOOD ENDING 3, but the final dialogue choice on Day 7 is different. Instead of saying you want to follow BP, say that you and BP are the same kind.

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal and/or look at the door.
  • Stay quiet and watch.
  • Admire the artwork.

Day 3:

  • Use the knife to stab the corpse.

Day 4:

  • Stay and take care of BP.
  • Check the kitchen:
    • Open the fridge.
    • Look in the cabinet.
    • End your kitchen investigation.
  • Check the living room:
    • Look at the shelf.
    • Take the cocoa powder.
    • Investigate the rest of the room or end early.

Day 5:

  • No choices on this day.

Day 6:

  • Ask BP questions carefully.
  • Pick any or all questions, then end the conversation.
  • Cook a normal meal or a human meat dish (it doesn’t matter).
  • Choose to go with him.
  • Don’t pick an answer—let the timer run out.

Day 7:

  • Choose: “He and I are the same kind.”

Ending Achieved: GOOD ENDING 4/4 – Madmen’s House

BAD ENDING 1: Messy Is Unacceptable

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Knock over the meal.
  • Yell for help.
  • Go to sleep.

Ending Achieved: BAD ENDING 1/6 – Messy Is Unacceptable

BAD ENDING 2: You’re Not Even Good Enough To Be Material

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal or the door.
  • Yell for help.
  • Choose: “F****ck!!!”

Ending Achieved: BAD ENDING 2/6 – You’re Not Even Good Enough To Be Material

BAD ENDING 3: Lamb to the Slaughter

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal or the door.
  • Yell for help.
  • Run away.

Ending Achieved: BAD ENDING 3/6 – Lamb to the Slaughter

BAD ENDING 4: Smartass

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal or the door.
  • Yell for help.
  • Admire the artwork.

Day 3:

  • Attack BP with the surgical knife.

Ending Achieved: BAD ENDING 4/6 – Smartass

BAD ENDING 5: Too Soft-Hearted

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal or the door.
  • Yell for help.
  • Admire the artwork.

Day 3:

  • Choose: “Can’t do it.”

Ending Achieved: BAD ENDING 5/6 – Too Soft-Hearted

BAD ENDING 6: Beware of Traps

Steps and Choices:

Day 0:

  • Investigate everything or end early.
  • Go to sleep.

Day 1:

  • Investigate or sleep (click on the mattress).

Day 2:

  • Check your meal or the door.
  • Yell for help.
  • Admire the artwork.

Day 3:

  • Stab the corpse.

Day 4:

  • Take the opportunity to escape.

Ending Achieved: BAD ENDING 6/6 – Beware of Traps

Secrets

  • Day 4: While investigating the living room, find a locked box on the shelf.
  • The code is: 1001 (BP’s birthday: October 10).
  • You can discover this info by looking through the bookcase.

Inside the box:

  • A random set of letters and numbers: v=2FTp3SlilA0
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