An evidence-based survival guide covering HP losses, every daily supply location and the locked Talk about it choice.
The developer’s perfect-route outline is to distribute supplies to everyone on Day 1, leave Crystal’s applesauce and Nathan’s knife untouched, then choose “Talk about it” on Day 2. Giving 0.8 liquid keeps a character at 100 HP. Endings depend on survivors and relationships; the developer has not published an exhaustive ending count.
Walkthrough table (spoilers)
| Target | Action and condition | Outcome | URL | Version | Spoiler |
|---|---|---|---|---|---|
| 0.8 liquid | Give a character 0.8 liquid | Maintains 100 HP | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
| 0.4 liquid | Give exactly 0.4 | Loses 25 HP | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
| Below 0.4 | Give less than 0.4 | Loses 50 HP | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
| Day 1 | Search beige lower-left boxes and maroon semicircular bag; feed everyone, leave applesauce and knife | Perfect-route prerequisites | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
| Day 2 | Search lower-right teal box and rear green suitcase; select “Talk about it” | Key dialogue; reported unlock problem | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
| Day 3 | Search tall cylindrical luggage, simple green boxes and off-white box | Sports drinks, milk and apple juice; possible spoiled milk | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
| Day 4 | Search gray-brown boxes and brown bag | Salad and whiskey; an insane character may steal whiskey | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
| Day 5 | Proceed without new food or drink | Final day; outcome varies by survivors and relationships | https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help | 1.0.0 / 2026-05-13 | ⚠ |
Day 1: the trap is collecting everything
Water bottles sit in the beige boxes at the lower left, while the maroon semicircular bag holds a thermos. Talking to Crystal leads to applesauce; searching the blue suitcase reveals Nathan’s knife. The developer specifically says not to take either object on the perfect route. Supply distribution matters more than clearing the room of every item.
Why “Talk about it” remains grayed out
The creator clarified four conditions in player replies: give everyone something on Day 1, leave the knife, do not take applesauce, and talk to the group kindly. After a fix, the developer reported unlocking the conversation using only water bottles. A player subsequently reported that it remained disabled and also described broken saves. These are conflicting observations, not proof that every build works. Start fresh and record each action when testing.
Days 3–5 and ending combinations
Milk on Day 3 may be spoiled when consumed. On Day 4, visibly insane characters can steal and drink whiskey. Day 5 contains no new supplies. Medium HP causes dehydration and low HP causes insanity, according to the guide, but precise HP thresholds are absent. The 0.5–0.7 ration interval is also not explained. There is no single named “super bad route”: endings combine surviving characters with their relationships. A complete list of named endings and unlock formulas cannot be reconstructed from the published guide.
Sources and verification
https://try-froggery.itch.io/cicatrix-blue/devlog/1522798/endings-help (developer guide, 2026-05-13); https://try-froggery.itch.io/cicatrix-blue (official game and 1.0.0 downloads); https://try-froggery.itch.io/cicatrix-blue/devlog/1516018/cicatrix-blue-is-out (full release, 2026-05-06); https://try-froggery.itch.io/cicatrix-blue/devlog (devlog index); https://itch.io/jam/winter-vn-jam-2025/rate/4143213 (jam submission).
No direct playthrough or exhaustive ending reproduction was performed. Player questions indicate qualitative search intent, not measured search volume.
Conclusion
Prioritize 0.8 rations, avoid both Day 1 items, seek the Day 2 conversation and watch the later food and alcohol risks. Treat a full ending checklist as an open verification task.




