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Warning! This page contains spoilers for the entirety of Slay the Princess.


The End of Everything is the finale of Slay the Princess.

Finding the End of Everything[]

Gallery Hint

Reach the end of everything.


After the Shifting Mound claims the fifth and final vessels, you are sent into the Long Quiet and have one final conversation with the echo. As the last echo fades, you awaken to your identity as the Long Quiet and proceed into the cabin, one last time. The Shifting Mound, seemingly missing from the cabin, "awakens" and emerges from the hill as a tsunami of Princess multitudes.

Beginnings[]

The Long Quiet is filled with her presence, and she greets her other half with a warm smile. If questioned about the point of all of these endeavors if it only led to this moment, or if you try to slay her, she shows you The Princesses of every route completed, explaining their meanings and the Player's possible motivations, insisting that there was a point to everything and trying to get the Player to understand. She then asks the Player to make the final decision of destroying her (which would create "a world devoid of death and the possibility of meaning") or letting her live (leading to possible freedom for both the Shifting Mound and the Long Quiet from this constant cycle).

Through Conflict[]

After all the explanations and if you didn't aggravate her, depending on how far you went to defy the Shifting Mound, she may comment that you are unmovable or beginning to waver. Afterwards or otherwise, she comments.


The Shifting Mound

Nothing is immutable. Everything that is exists only in relation to everything that isn't. There is no constant. There is no center.


Endings[]

There Are No Endings[]

Though conflict is in your nature, the two of you will never be alone, and the two of you will never know fear. You and She are finally home.


There are no endings Achievement

Only new beginnings.

You accept Her offer.

Zfinale Mounds hand

You blossom into your godly potential, and together you shatter the walls of the construct, free to explore the infinite universe, no longer knowing fear. You and She are finally home.

Through Conflict Achievement

We Carve Meaning.

  • Choosing this ending after arguing with the Shifting Mound unlocks the "Through Conflict" achievement.

The Heart of the Shifting Mound[]

You reject Her offer. She insists on her perspective, but she refuses to see your own. Suddenly, the Voice of the Hero appears and takes you back to the cabin at the end of the path of the woods. In the basement of the cabin will be the heart of the Shifting Mound: the Princess as you first met her, no longer chained to the wall.

A New and Unending Dawn[]

The Princess

Whatever world you want to build without me, I hope it works out. Despite our differences, I've... always loved you. And I wish you nothing but the best.


A new and unending dawn Achievement

Slay the Princess.

You take the Pristine Blade with you. Because of the nature of the construct, this means you have to use it: you can either use it on her, or she can use it on you.

Zfinale 15

You take the knife and slay the Princess, fulfilling the Narrator's last wish. She wishes you the best. You awaken to your godly potential and shatter the walls of the construct. You are faced with the endless expanse of absolute reality, one forged by your will and countless cycles of conflict.

All of the Voices return. The only thing left to do now is think of what to do next.

A new and unending dawn, and everyone hates you[]

Voice of the Opportunist

Knives out, boys. It's time to get to work.

A new and unending dawn, and everyone hates you Achievement

...and make some enemies along the way.

  • Being cruel to the Voices when you approached the mirror in the Long Quiet at least twice () will unlock the "A new and unending dawn, and everyone hates you" achievement, and an alternate ending where the Voices promise to make your eternity unpleasant.

You're on a Path in the Woods...[]

The Princess

Well, if we change our minds, we change our minds. What matters is that we'll always have a choice. This is just the one we're making now.


You're on a path in the woods... Achievement

And at the end of that path is a cabin

You take the knife and talk to the Princess. She suggests that instead of making a choice, you can restart the cycle from the very beginning. To do that, you give the Princess the Pristine Blade, and, with a tearful confession of love, she slays you.

Bg path p

You find yourself on a path in the woods. The Narrator informs you of your task: at the end of this path is a cabin housing a princess. You have to slay the Princess. If you don't, it will be the end of the world. Everybody--plants, animals, and people--will die...

And? What Happens Next?[]

You do not take the Pristine Blade with you. After so many fights and struggles, you believe that this can be solved without violence. The only thing left to do now is leave.

  • You are forced onto this ending if you show the Shifting Mound mercy in "A New World", as your only option forward is to meet the heart of the Shifting Mound, and the pristine blade will not be on the table.

Hands clasped together, you and the Princess leave the basement
behind for the last time.


And? What happens next? Achievement

Whatever it is, you'll face it together.

Zfinale 9

You and the Princess decide that you don't want to be gods, and agree to leave the cabin together. You don't know what it will mean or what will happen, but you will face this unfamiliarity together. The Voice of the Hero bids you farewell, off to search for the other Voices.

You and the Princess turn the knob of the cabin door and open it to whatever lies ahead.

The Stranger

It's comfortable there. But it's... confining. We want more. We want whatever might be on the other side of this door. Something new, that we'll experience together.


Strange Beginnings Achievement

Strange Beginnings Beget Strange Endings.

If the Stranger was the first Princess you encountered, the Princess will take her form, only more stable and resonant. The Voice of the Contrarian will also join you.

Zfinale 13

You and the Stranger agree to just leave the cabin together as mortal beings. You will not be gods and you don't know what life free of the endless conflict of the construct will be like, but you will face this unfamiliarity together. The Voices of the Hero and Contrarian bid you farewell, off to search for the other Voices.

You and the Stranger turn the knob of the cabin door and open it to whatever lies ahead.

Your New World[]

The Shifting Mound

This shouldn't be possible. What are you? What can you ever hope to be without me to define your shape?


Your New World

There are worse things to be than alone.

Added in the Pristine Cut You argue with the Shifting Mound, reminding her of every single time your interactions ended unpleasantly or with violence.

Zfinale 18

The Shifting Mound, genuinely angry, engages with you physically. You awaken to your godly potential and fight each other as gods. The Long Quiet proves too much for Her, and she is slain.

Zfinale 19

You shatter the walls of the construct and are rewarded with a world under your control, free of death and free to shape as you please.

This ending, introduced in The Pristine Cut, is achieved by ending every loop through violence or hostile action (including outcomes like the Deconstructed Damsel) and choosing to the violent arguments (indicated by their red font) every time.

Memories[]

"The End of Everything" has 20 memories to complete your song.

Number Image Hint
1. "Finish the game."
Approach the newly-awakened Shifting Mound.
2. "Finish the game."
Select any option (besides getting ready to leave) or attempt to slay the Shifting Mound to start the battle.
3. "Find your freedom as gods forever."
Decide to join the Shifting Mound at any time. Then, [Free yourself] and [Take Her hand.]
4. "Find your freedom as gods forever."
Same tip as Memory #3. [Step into the infinite.]
  • This leads to the "Ascension" ending.
5. "Go back to where it all started."
Same tip as Memory #2. Address each and every vessel you've delivered, then select any option that doesn't involve joining the Shifting Mound. When the Voice of the Hero appears, select any options available until you head to the final cabin.
6. "Go back to where it all started, and meet her face to face."
Same tip as Memory #5. [Enter the basement] and [Continue down the stairs.] When you see the Princess Heart, [Sit with her.]
7. "The end is never the end is never the end."
Enter the basement with the blade, and follow the same tip as Memory #6. (Explore) by telling the Princess Heart, "I don't want to have to slay you, but I don't know what other options there are." When she discusses the plan to take the blade and create a loop, say, "Okay. Then let's do it. I believe in us." [Agree to her plan.] After she takes the blade, select any option. Finally, when you start back in the woods, proceed to the cabin.
  • This leads to the ending, "You're on a Path in the Woods".
8. "Return to your beginning and slay her once and for all."
Enter the basement with the blade, and follow the same tip as Memory #6. This time, [Slay the Princess Heart.]
9. "Leave with her, at the end of everything."
Enter the basement without the blade, and follow the same tip as Memory #6. Speak with the Princess Heart if you like, then say, "What if we just leave?" You can then take her hand in yours, and leave with her.
10. "Leave with her, at the end of everything."
Same tip as Memory #9 or #13. Once you both reach the door, select any answer.
  • This leads to the ending, "And? What Happens Next?"
11. "Go back to where it all started. You were always a bit of a contrarian, weren't you?"
Same tip as Memory #2. Address all four vessels you've delivered, then follow the same tip as Memory #5. The Voice of the Contrarian will join you this time.
  • This requires that you gift the Stranger as a vessel of the Shifting Mound first before delivering four other vessels.
12. "We don't think there's a way for us to leave, but maybe there doesn't have to be an ending."
Enter the basement with the blade, and follow the same tip as Memory #7, this time with the Stranger Heart.
  • This leads to the ending, "You're on a Path in the Woods".
13. "We want whatever might be on the other side of this door. Something new, that we'll experience together."
Enter the basement without the blade, and follow the same tip as Memory #9, this time with the Stranger Heart.
  • You can also take the blade, and then throw it out the window for this memory.
14. "Return to your strange beginning and slay her once and for all."
Enter the basement with the blade, and follow the same tip as Memory #8, this time with the Stranger Heart.
15. "The fruits of your labor. A world free from death."
Same tip as Memory #8 or #14. After slaying the Heart (Princess or Stranger), [Leave the cabin], [Set yourself free], and [Open your heart and bear witness to your new kingdom.]
  • This leads to the ending, "A New and Unending Dawn".
  • If you antagonized the Voices at the mirror in The Spaces Between at least twice, this also leads to the ending, "A New and Unending Dawn, and Everyone Hates You".
16 "Destroy her. Without any outside help."
Same tip as Memory #2. Address each and every hostile vessel you've delivered through violent, blood red messages to destroy them.
17. "Destroy her. Without any outside help."
Same tip as Memory #16.
18. "Destroy her. Without any outside help."
Same tip as Memory #16.
19. "Destroy her. Without any outside help. And then find your new world."
Same tip as Memory #16. [Slay the Shifting Mound] for good.
  • This leads to the ending, "Your New World".
20. "Destroy her. Without any outside help, and then offer her grace."
Same tip as Memory #16. This time, when you come face to face with the Shifting Mound, offer Her your hand (leads to Memory #5 with the normal Princess Heart, or Memory #11 with the Stranger Heart).
  • This leads to the ending, "And? What Happens Next?"

Achievements[]

"The End of Everything" has 8 achievements to unlock.

There are no endings
Only new beginnings
Leave with the Shifting Mound as soon as she awakens.
Through Conflict
We Carve Meaning.
Agree to go with the Shifting Mound after reviewing the five perspectives.
You're on a path in the woods...
And at the end of that path is a cabin.
Give the Pristine Blade to the heart of the Shifting Mound.
A new and unending dawn
Slay the Princess.
Slay the heart of the Shifting Mound.
A new and unending dawn, and everyone hates you
Slay the Princess, and make some enemies along the way.
Choose the cruel options when the Voices show their fear of the mirror in "The Spaces Between" at least twice, then slay the heart of the Shifting Mound.
And? What happens next?
Whatever it is, you'll face it together.
Leave the cabin with the heart of the Shifting Mound.
Strange Beginnings
Beget Strange Endings
Leave the cabin with the heart of the Shifting Mound ("The Stranger" must be the first vessel brought).
Your New World Added in the Pristine Cut
There are worse things to be than alone.
Prove your superiority over all five of the Shifting Mound's vessels by selecting the red dialogues, then destroy her without outside help.

Gallery[]

Trivia[]

Notes[]

  • "The End of Everything" is referred to in the game's code as "felina", an anagram of "finale."

Transition Cutscenes[]

Transition Cutscenes
Cutscene Animation Description Vessels
Dance The Shifting Mound playfully approaches the Player. The Adversary
The Damsel
The Tower
The Witch
The Thorn
The Princess and the Dragon
Happily Ever After ("I Meant It", "It's Finally Over")
Fierce The Shifting Mound aggressively pounces the Player. The Eye of the Needle
The Beast
The Den
The Razor ("Mutually Assured Destruction")
The Fury
Horror The Shifting Mound glitches and flickers out of reality. The Damsel (The Deconstructed Damsel)
The Nightmare
The Moment of Clarity
The Spectre
The Grey
The Wraith
The Princess and the Dragon (The Stenciled Princess)
Hands The Shifting Mound presents the vessel from a curtain of hands. The Prisoner
The Razor ("The Empty Cup")
The Stranger
The Apotheosis
The Fury (The Rewound Fury)
The Wild
Happily Ever After ("We Don't Have to Let It Go Out")
The Cage

Version Changes[]

  • Added in the Pristine Cut The Pristine Cut (October 24th, 2024)
    • The Shifting Mound now summons the vessels introduced in The Pristine Cut (The Cage, The Princess and the Dragon, and Happily Ever After).
      • The Apotheosis, the Den, and the Fury have additional perspectives.
      • The Moment of Clarity's sprites are updated to reflect her new appearance.
    • New dialogue options addressing the violent actions towards a vessel are available. Choosing them in every single argument unlocks the "Your New World" ending.
  • "The End of Everything" Update (March 25, 2024)
    • When the Shifting Mound summons a vessel, a cutscene plays depending on the vessel you've collected (see here).
    • Your arguments are changed.
      • The original arguments towards a vessel are now under "(Explore) [Address this vessel's statement directly.]"
      • The new arguments are:
        • [Appeal to your shared humanity.]
        • [Reject her authority.]
        • [Argue your independence.]
        • [Reject her perspective.]

Unused Content[]

  • In the game's files and in the Supporter's Pack, there is an unused perspective of the Beast witnessing you ripped in half and bleeding to death. The game's script never calls for this sprite, and there are no voice clips or code that allude to this perspective. In the final game, the only way to get the Beast as a vessel is through the "Dissolving Will" ending, where she pukes you out; the outcome this perspective depicts always leads to "The Den."

Real-World References[]

  • The description for the seventh memory ("The end is never the end is never the end") is a reference to The Stanley Parable[1] and the mantra repeated throughout the game[2]. Like Slay the Princess, The Stanley Parable features a main character accompanied by a narrator who influences their decision-making and a narrative involving repeated loops.

References[]


Chapters in Slay the Princess
Chapter I

The Hero and the Princess
Chapter II

The Adversary

The Tower

The Spectre

The Nightmare

The Razor

The Beast

The Witch

The Stranger

The Prisoner

The Damsel
Chapter III
Single Chapters
The Eye
of the Needle

The Apotheosis

The Princess
and the Dragon
Added in the Pristine Cut

The Moment
of Clarity

The Den

The Thorn

The CageAdded in the Pristine Cut

Happily Ever
After
Added in the Pristine Cut
Joint Chapters
The Fury

The Wraith

The Wild

The Grey
The Razor The Arms Race / No Way Out
Chapter IV
Mutually Assured Destruction / The Empty Cup
Endings

The Spaces Between

The End of Everything
Added in the Pristine Cut: Added in The Pristine Cut