MusaMart 2 endings guide: Janitor points, six secret deaths and the 16-step break-room maze

All three endings, the official Janitor choice scores, Manager’s hidden death quest and the exact storeroom maze sequence.

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Description: All three endings, the official Janitor choice scores, Manager’s hidden death quest and the exact storeroom maze sequence.

MusaMart 2 has three endings. Ending 2 (Bad) follows a run where you fail to persuade Janitor to leave with you. Ending 3 (Good) rewards building that connection. Ending 1 (Worst/Secret) requires completing Manager’s death-related quest in Part 1. The secret break room is a separate discovery with a 16-step maze route.

All endings at a glance — spoilers

Ending Conditions and action order Result / caveat Evidence and build
Ending 2 / Bad Avoid optional Janitor interactions; speak to him only when progress requires it. Janitor does not agree to accompany you. Exact threshold unpublished. Developer guide · v1.0 · ⚠️
Ending 3 / Good Choose supportive Janitor replies across Intro, Part 1 and Part 2. Convince him to come; perfect scoring is unnecessary. Developer guide · v1.0 · ⚠️
Ending 1 / Worst / Secret In Part 1 help Janitor or Stocker, ask Manager about performance, accept the task, trigger all six listed deaths, then return to Manager. Secret worst ending; the developer keeps its final scene unspoiled. Developer guide · v1.0 · ⚠️

Every Janitor choice score in the developer guide

These are the on-screen English option labels, retained verbatim for easy matching. An arrow means two consecutive selections. The points are the published increases or decreases; the Good-ending cutoff is not disclosed.

Section Exact English choice Points
Intro Happy to be friends +1
Intro Welcome to the family +1
Intro (Say nothing) 0
Intro Observe +1
Intro Follow Suit → Crumble under the pressure +1
Intro Follow Suit → Lie to her face +2
Intro I'm going to fall in on purpose +1
Intro Have you fallen in before? -1
Part 1 She's Scary +2
Part 1 Just curious +1
Part 1 How's the weather down there? -1
Part 1 If only we had someone really tall 0
Part 1 If only we could fly → Inquire the glorious Janitor +2
Part 1 If only we could fly → Ask him about his wings +2
Part 1 If only we could fly → Tune him out +1
Part 1 Is this a prank? -1
Part 1 I still can’t see them +1
Part 1 Begrudgingly hear him out 0
Part 1 Excitedly hear him out +1
Part 2 It's a facade 0
Part 2 She's not fickle +1
Part 2 Different, but better +2
Part 2 It's something about this place +1
Part 2 I'm glad we could do this +1
Part 2 (Say nothing) 0
Part 2 Seems fun 0
Part 2 Needs help +1
Part 2 Something seems wrong +1
Part 2 Coffee machine broke 0
Part 2 Genius, you'll fit right in! +1
Part 2 You can do better! +3
Part 2 Leave -1
Part 2 Stay +1

For a strong Good run, prioritize “Follow Suit → Lie to her face” (+2), “She’s Scary” (+2), asking about Janitor’s wings (+2), and “You can do better!” (+3). That last line sounds oddly tough, but it carries the largest single bonus in the published list. Keep talking to Janitor whenever the game allows it.

For Bad, the developer’s simplest reliable advice is to skip optional Janitor conversations. A precise low-score recipe would require knowing the unpublished threshold, so avoiding interaction is safer than guessing a number.

Secret Ending 1: Manager’s six in-game deaths

Before leaving Part 1, help Janitor or Stocker, ask Manager about “performance,” and accept the quest. Complete the six distinct in-game death events below. The guide does not prescribe an order.

  1. Die during either Janitor’s or Stocker’s quest.
  2. Dive into the toilets.
  3. Call Janitor short, then stand in acid.
  4. Pick up moss in the hallway and enter the forest; showing the moss to Stocker is optional.
  5. Pick up the newspaper outside and wait two minutes without returning to the store.
  6. Choose the gasoline-drinking action in the game.

Return to Manager and follow the next instructions. These are fictional horror-game events, not real-world activities.

Secret break room: prerequisites and exact maze code

On a run leading toward Ending 2 or 3, get two sets of clues from Manager during Part 2. First: ask Manager about the dress code → ask Stocker about her hair → ask Manager about the dress code again. Second: change the lightbulb with Janitor → ask Manager about retirement. Access is gated until you have seen the protagonist’s second memory. Then navigate the storeroom maze, counting its five routes from left (1) to right (5).

5 → 2 → 4 → 2 → 2 → 5 → 4 → 5 → 1 → 2 → 4 → 5 → 1 → 4 → 4 → 5 — 16 turns. The space in the developer’s printed sequence is only a visual break after the fourth number.

Replay shortcut: after seeing Ending 2 or 3 once, you can skip mandatory mazes on later runs. Unlocking that shortcut before hunting the secret makes repeated attempts faster.

Scope: the official download lists mm2-1.0-pc.zip and mm2-1.0-mac(untested).zip and supports Windows, macOS and Linux. No browser build is advertised. The game itself was not operated for this article; exact affinity cutoff, every random event and maze-screen behavior remain untested. Search volume was not measured.

Conclusion

Bottom line: the three endings hinge on avoiding Janitor, bonding with him, or finishing Manager’s death quest. For the break room, collect both clue chains, view memory two, and follow the 16 directions. Completing a normal ending first also unlocks maze skipping.

Sources (2026-10-19): Official game and v1.0 download; Developer walkthrough, 2026-01-09; Official devlog index.

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