What does Mood actually control?

The creator says Nate may let the player win or force losses depending on her mood. Community runs confirm that several dialogue choices display numerical Mood changes, but they do not prove a simple formula such as “40 Mood guarantees paper.” Treat Mood as route state, not a published probability meter.

This guide separates values read directly in recorded footage from effects that players only inferred.

Verified and observed Mood changes

  • Wait for the woman to enter: +10 Mood. The value is independently visible or read aloud in the MrClockWorks and GracefulFool runs.
  • Press the elevator button: -15 Mood. This value is clearly shown in the MrClockWorks all-endings run. A second complete video reaches the same continuing route, but its narration does not independently read the number.
  • Agree and go with the mysterious woman: +5 Mood. Clearly read during a later MrClockWorks loop; the route itself is reproduced elsewhere.
  • Still refuse with the biology-homework excuse: -30 Mood. Clearly read in the MrClockWorks run and followed immediately by Death Ending 1; the ending route is independently reproduced by JayFumiyama.
  • Tell me about yourself: +10 Mood. Clearly read in multiple loops of the MrClockWorks run. Other videos select the request and reproduce the conversation, but do not narrate the number.
  • Ask why she locked you up: +5 Mood. Observed by MrClockWorks during a max-Mood test. Keep this marked as a one-recording value until another readable capture confirms it.
  • Watch a movie together: +10 Mood. Observed by MrClockWorks in a later request. JayFumiyama independently selects the movie route, but does not read the number aloud.
  • Ask for fresh air outside: -15 Mood. Observed by MrClockWorks and immediately followed by Death Ending 1. The exact value has one readable recording.

Which first choices are safest?

Waiting for Nate to enter is the only opening choice with a positive value verified by two recordings. Pressing the button does not end the route, but starts from a lower recorded Mood. When Nate asks the player to continue, agreeing keeps the hand-game route open; refusing with the homework excuse ends the run.

For a first clear or a 12-win ending attempt, use wait, then agree. That recommendation follows route evidence, not a claim that every future hand will become predictable.

What can you request after three wins?

Recorded first-request options include asking to leave, asking to see Nate's feet and asking about Nate herself. The immediate request to leave is rejected and the game asks the player to choose something else. Asking about Nate adds useful lore and displayed Mood in the clearest recording.

Later request groups include sleeping on Nate's lap or asking why the player was chosen, followed by watching movies, changing the player's body and face, or asking for fresh air. The lap request plays a short rest scene. Asking why reveals more about prior victims. The transformation request changes the player without ending the route. Fresh air is the fatal option.

When should you use the healing request?

After the player has lost body parts and also earned a three-win request, the game can offer recovery. JayFumiyama's run shows one finger returning after a healing request. MrClockWorks' repeated loops show that the healing animation can vary. The available footage does not establish that every Mood level restores the same amount.

Use healing when trying to reach 12 wins and the loss counter has already removed several fingers. Do not treat healing as a free action available after every individual win; it is tied to earning a request.

Which Mood claims are not proven?

No reliable footage proves that Nate uses a Markov chain, always opens with one gesture, becomes suspicious if the player is “too nice,” or uses a fixed hand sequence for each expression. Those claims appear on unsourced fan pages but are not supported by the recordings reviewed here.

Players did observe repeated gestures, sometimes several times in succession. They also observed the pattern breaking without warning. The defensible conclusion is to track repetitions while keeping a fallback, not to publish a guaranteed counter sequence.

Practical high-Mood route

  1. Wait for Nate to enter.
  2. Agree to continue with her.
  3. Use the “tell me about yourself” request when available.
  4. Ask why the player was chosen on a later request.
  5. Watch a movie instead of asking for fresh air.
  6. Heal when necessary, then reach 12 wins for the final branch.

In the recorded values this route gains positive Mood and avoids the confirmed fatal request. It is a safe evidence-based route, not proof that maximum Mood unlocks an extra short-Demo ending.

The requests and rewards guide maps each three-win group in order. For the consequences after the last request, continue to the all-endings walkthrough.

Sources and confidence

Values were checked on August 17, 2026 against MrClockWorks, GracefulFool and JayFumiyama. The official itch.io description supports the general Mood-to-results relationship. Exact numbers without a second readable capture remain labeled as single-recording observations.