BLOODMONEY Requiem Ending Paths Tier List
Which route is “best” depends on whether you value mercy, speed, or catalog completion.
Spoiler warning
This page ranks ending paths, not silent vibes. It names Good, Normal, and Bad booth outcomes from the BLOODMONEY! ladder as remastered in BLOODMONEY: Requiem. Campaign exclusives stay provisional. Gore and heavy themes apply.
What “tier” means for endings
We score each path on:
- Emotional payoff — does the finale land?
- Mechanical honesty — does the game clearly telegraph the cost?
- Time tax — how long must you click?
- Replay teaching value — will a creator or completionist learn something worth a second launch?
There is no universal S-tier ending. Mercy and cruelty invert the chart.
S tier paths
Patient Good Ending (mercy S / speed C)
Stay on light tools, reach $25,000, leave without bathing the booth in late-ladder gore. Harvey’s farewell hits because you earned it the boring way. For players who came for the moral experiment, this is the flagship path. Full steps live on Good Ending.
Pick it when: you want the cleanest conscience and can tolerate a long click session.
Intentional Bad Ending (cruelty showcase S / mercy F)
Commit to escalation, buy the finale weapon when the route demands it, and let the story call you out. The Bad path is not “best,” but it is the clearest expression of the game’s thesis about easy money. Use it after a mercy clear so you understand the contrast.
Pick it when: you are cataloguing endings or producing a warned, spoiler-heavy showcase.
A tier paths
Controlled Normal Ending (balance A / speed B+)
Climb mid tools, stop short of the lethal checkout, and accept the uneasy aftermath. Normal endings teach that “I only hurt him a little” is still a full narrative branch. They are excellent second runs: faster than pure mercy, less absolute than Bad.
Pick it when: you already saw Good or Bad and need the middle text.
Dual-run contrast plan (teaching A)
Not a single ending—an intentional schedule: mercy clear, then cruel clear, with notes in between. Ranked highly because Requiem’s remastered art and extended runtime reward comparison. Slot Tools Tier between runs so loadouts stay disciplined.
B tier paths
Blind first run with soft limits (discovery B+)
Play without guides, but decide a personal red line (example: “no scissors”). You may land Good or Normal “by accident,” which feels personal. Lower tier only because outcomes vary and frustrated players sometimes rage-buy late tools.
Speed-leaning Normal attempt (speed B / stability C)
Push income hard while trying to avoid the gun. High entertainment, moderate fail rate if shop discipline slips. Keep the Ending Path Planner open.
C tier paths
Accidental Bad Ending (regret C)
Window-shopping the finale weapon “just to read the description” and locking the worst booth ending. Mechanically valid, emotionally messy if you wanted mercy. We list it so you can avoid it.
Guide-hopping mid-run (chaos C)
Alt-tabbing through spoilers while a cart already contains mid tools. Usually produces confused Normal-ish states and ruined recording takes. Plan first, click second.
Provisional: Requiem campaign finales
Steam promises more than three endings and a second campaign. Launch-week mapping of Requiem-only finales is incomplete. Until conditions are verified:
- Do not trust rumor tier lists that invent secret percent meters.
- Finish remastered booth endings first using All Endings.
- Track campaign discoveries on Requiem Campaign and What’s New.
- Revisit this page when provisional rows graduate to ranked rows.
Path drafting worksheet
- Write your goal in one sentence (mercy / middle / cruel / lore).
- Circle allowed tools using Tools Tier.
- Set a hard stop item you will not buy.
- Play until $25,000 or the campaign chapter objective.
- Log which ending you received; compare with All Endings.
- Only then plan the opposite morality run.
Related reading
- Tier List Hub for ranking philosophy
- Harvey Harvington for reaction context
- Series Lore for timeline stakes
- Release Notes for patch-moved gates
- Wiki Overview for site navigation
Editorial stance
We will not tell you that the Bad Ending is “the true ending” or that the Good Ending is “for cowards.” Requiem weaponizes player motivation either way. Rank paths against your goal, keep photosensitivity warnings in your thumbnails, and remember the roadside booth was never a victimless idle game.
Frequently Asked Questions
Quick answers about endings, tools, and the Requiem remake.
Which ending path should I play first?
Most players should try a mercy-leaning Good Ending path first, then unlock Normal or Bad on purpose. That order preserves the emotional contrast the writing expects.
Is the Normal Ending a failed Good Ending?
No. It is a full branch for mixed harm. Treat it as intentional catalog content, not only as a mistake—though mistakes can land you there.
Why rank Bad Ending so high for showcases?
Because it cleanly demonstrates the thesis of unlimited escalation. High showcase tier does not mean we recommend it as a moral ideal.
Are Requiem-only endings ranked yet?
Not fully. They remain provisional while the community maps conditions after the September 2026 launch.
Can I switch paths mid-run?
Sometimes, until you buy gate tools. After scissors-tier escalation or a finale weapon, many mercy options close. Use the Ending Path Planner before upgrading.