If the game had gone past Act 4 without ending, the players would have tried to input the passcode from all the assembled hints. The theme would have been
https://www.youtube.com/watch?v=x2RV8O_UEvQ . Of course, the Scientists and Killers don’t want the game to just end like that (as they don’t want anyone else to escape), so they would have lied about the answers to their hints. The passcode entry would fail (theme for that:
https://www.youtube.com/watch?v=Cs5jVxYzCX8), and the players have no choice but to kill off all the non-Prey. They explore the rest of the facility in the meantime, as they may as well search for clues while they wait for the execution timer.
The hints were never specifically meant to be kept hidden or anything, but that’s how it played out this game. Here they all are:
Ennea: 3. Hint is “house number you grew up at”.
Silver: 3. Hint is “number of failed grades in high school”.
Crow: 3. Hint is “day of month of Ash’s birthday”.
Uno: 3. Hint is “number of letters in the title of your second-favourite song”.
TV-Head: 6. Hint is “number of buttons on the bomb inside your helmet”.
Cool Cat: 3. Hint is “number of words in the title of your favourite book”.
Golf: 2. Hint is “your lucky number”.
Twist: 2. Hint is “number of scars on your father’s face”.
Nova: 7. Hint is “number of letters in your surname”.
Albatross: 8. Hint is “most wedgies in a single day”.
Nero: 6. Hint is “surname of your predecessor”.
Odin: 7. Hint is “number of coworkers who remembered your birthday”.
The next 4 rooms were Trust, Disgust, Surprise and Anticipation. At this point in the game the Scientists had stopped putting so much effort into the rooms, as the Witch’s victims would have been sufficiently terrified to awaken their Esper talents regardless. Trust was a classroom, Disgust was an office filled with bugs, and Surprise was some vague idea about tricking people by having the door go through a corridor that apparently leads right back to the door room.
The Anticipation door was unusual: it was translucent to allow people to see inside, and it couldn’t open until all the other doors had been opened. Inside the players could clearly see a ladder, which they’d normally need to reach the grate (if they didn’t cheat by standing on the elevator). All room phases here would have been just 1 day long, and there’d have been no Trials or Off-limits rooms or anything. (The players would find Trials but they’d be inactive. They’re the Trials set up for when the Nonary Game was played normally with 8 non-Witch players.)
The room themes were all super barebones to reflect the nature of the rooms:
Trust theme:
https://www.youtube.com/watch?v=Kc46uFo1TScSurprise theme:
https://www.youtube.com/watch?v=9nLe3PAm4RoDisgust theme:
https://www.youtube.com/watch?v=iJFSrlpcFUIAnticipation theme:
https://www.youtube.com/watch?v=TnyCap2smmsIf the game had gone on even longer than 8 acts (due to Jailkeeper nonsense) I’d have had to improvise, I really didn’t have anything specific planned for that unlikely circumstance.
If Scientists had won, they’d have retaken control of the facility somehow. The theme would have been
https://www.youtube.com/watch?v=HZtA1-O4kFs .
If Prey had won, they’d just escape, simple as. The theme would have been
https://www.youtube.com/watch?v=7c83xPLG8A8 .
There were 6 endings in total (7 if you include the mythical ‘let the timer run out so everyone dies’ ending). The 5 others were as follows:
“Killer End: The Black Fable”. Achieved when the Witch escapes but the Cultist dies. The Witch chooses not to choose a side in the war and just goes off alone, probably killing more people to get stronger. End theme:
https://www.youtube.com/watch?v=4prrI4cA0ME .
“Neutral End: The Lone Cultist”. Achieved when the Cultist escapes without the Witch. It’s a ‘victory’ for the Killers, but the Cultist didn’t achieve what they came there for and the future of the war remains uncertain. End theme:
https://www.youtube.com/watch?v=l8SfXhG2zxg .
“Neutral End: Prey Victory”. Straightforward ending. The future of the war is uncertain as neither side got the Witch, the government lost their scientists and the rebellion lost a good operative. The theme from before (https://www.youtube.com/watch?v=7c83xPLG8A8) keeps playing throughout this ending.
“Scientist End: Rebuild”. Achieved when Scientists win but the Witch dies. They lost their secret weapon, so the war has to be fought on more conventional grounds, but they’re still alive and can help out in other ways. End theme:
https://www.youtube.com/watch?v=ziG3hJMoEqc .
“Scientist End: Authority”. Achieved when Scientists win and keep the Witch alive. They continue with their original plans, brainwashing the Witch into a super-soldier they can end the war with. Cartor’s government now has even more control over the country than they did before the rebellion. End theme:
https://www.youtube.com/watch?v=-jT4iu1U914 .