- Good Ending 1 – Different Worlds
- Good Ending 2 – Favorite Work
- Good Ending 3 – Master And Disciple
- Good Ending 4 – Madmen’s House
- On Day 0 , make these selections:
- Make standard choices through Day 1, but provoke BP on Day 2:
- Day 0
- Bad Ending 4 – Smartass
- Bad Ending 5 – Too Soft-Hearted
- Bad Ending 6 – Beware Of Traps
- Bloody Painter Dating Sim locked box found in the living room on Day 4 being examined by the player character.
- Around 0:04 , an image shows:
In Bloody Painter Dating Sim, every decision you make during those tense seven days matters. After being trapped by a serial killer known as BP, how you interact with him drastically alters your fate, making each choice feel charged with consequence and suspense.
The game provides you with 10 different endings, split between 4 Good and 6 Bad outcomes. Even small decisions can redirect the story completely, reflecting the unpredictable nature of your captor’s behavior.
Understanding all these endings requires careful attention to the choices you make each day. Plus, there’s a locked box with a cryptic code waiting to be uncovered—complete with hidden secrets that deepen the story.
Good Ending 1 – Different Worlds
To earn this ending, focus on building BP’s trust early on. Avoid pressuring him about escape plans. Instead, assist in his needs, such as cutting the defrosted body and using a key to unlock a door, showing your willingness to cooperate.
When BP falls ill, choosing to stay by his side and care for him rather than attempting to flee is critical to trigger this outcome.
Day 0
- Investigate everything thoroughly or conclude the investigation.
- Head to sleep.
Day 1
- Investigate or interact with the mattress and then sleep.
Day 2
- Examine your meal or approach the door.
- Observe silently.
- Admire the artworks.
Day 3
- Use the knife to stab the defrosted corpse.
Day 4
- Stay to care for BP.
- Investigate the kitchen and check the fridge and cabinet.
- Take cocoa powder from the shelf.
- Finish investigating the kitchen and living room.
Day 5
No dialogue choices affect the outcome on this day.
Day 6
- Ask questions carefully, then end the conversation.
- Cook either a normal meal or one with human meat—both work.
- Choose to Go with him and Hold his hand.
This sequence leads to Good Ending 1 – Different Worlds.

Good Ending 2 – Favorite Work
The choices for this ending closely mirror those for Different Worlds up to Day 6.
The key change happens when BP suggests leaving the cabin: choose to stay instead.
Day 0–5
Repeat the selection of choices from the Different Worlds route.
Day 6
- Ask questions carefully and end the chat.
- Cook any meal.
- Choose Stay.
This unlocks Good Ending 2 – Favorite Work.
Good Ending 3 – Master And Disciple
Follow the same path as the first two good endings.
On Day 6, select to go with BP, but when prompted with further choices, avoid choosing an answer and let the timer expire.
After being shot in the leg, select the option expressing your desire to follow him.
Day 0–5
Stick with the Different Worlds choices here too.
Day 6
- Ask carefully and end the conversation.
- Cook any meal.
- Choose to Go with him.
- Let the timer run out without selecting an answer.
Day 7
- Select I want to follow him.
This results in Good Ending 3 – Master And Disciple.
Good Ending 4 – Madmen’s House

This ending closely resembles Master And Disciple up until the final choice on Day 7.
Keep following the same choices and again, let the timer finish on Day 6 instead of selecting an option.
Day 0–6
Maintain the Master and Disciple route.
Day 7
- Choose “He and I are the same kind”.
This triggers Good Ending 4 – Madmen’s House.
You can unlock the six Bad Endings far earlier than the Good Endings. Each is triggered by specific critical choices that lead to harsh outcomes.
Bad Ending 1 – Messy Is Unacceptable
On Day 0 , make these selections:
- Investigate or finish investigation.
- Knock over your meal.
- Yell for help.
- Go to sleep.
This leads to Bad Ending 1 – Messy Is Unacceptable.
Bad Ending 2 – You’re Not Even Good Enough To Be Material
Make standard choices through Day 1, but provoke BP on Day 2:
Day 0
- Investigate or end investigation.
- Sleep.
Day 1
- Investigate or interact with mattress and sleep.
Day 2
- Investigate meal or go to door.
- Choose Yell for help.
- Choose F****ck!!!
This triggers Bad Ending 2 – You’re Not Even Good Enough To Be Material.
Bad Ending 3 – Lamb To The Slaughter
Day 0
- Investigate or finish investigation.
- Sleep.
Day 1
- Investigate or interact with mattress and sleep.
Day 2
- Investigate meal or go to door.
- Choose Yell for help.
- Choose Run away.
- Investigate your meal and/or go to the door.
- Choose Yell for help.
- Choose Run away.
Leads to Bad Ending 3 – Lamb To The Slaughter.

Bad Ending 4 – Smartass
Day 0
- Investigate or finish investigation.
- Sleep.
Day 1
- Investigate or interact with mattress and sleep.
Day 2
- Investigate meal or go to door.
- Choose Yell for help.
- Admire the artworks silently.
Day 3
- Attack BP with the surgical knife.
This action results in Bad Ending 4 – Smartass.
Bad Ending 5 – Too Soft-Hearted
Similar to Smartass but sparing the corpse’s life on Day 3.
Day 0
- Investigate or finish investigation.
- Sleep.
Day 1
- Investigate or interact with mattress and sleep.
Day 2
- Investigate meal or go to door.
- Choose Yell for help.
- Admire the artworks.
Day 3
- Select Can’t do it when prompted.
Triggers Bad Ending 5 – Too Soft-Hearted.
Bad Ending 6 – Beware Of Traps
This ending involves continuing normally through Day 3, then attempting an escape on Day 4.
Day 0
- Investigate or finish investigation.
- Sleep.
Day 1
- Investigate or interact with mattress and sleep.
Day 2
- Investigate meal or go to door.
- Choose Yell for help.
- Admire the artworks.
Day 3
- Stab the corpse.
Day 4
- Take the opportunity to escape.
This chooses Bad Ending 6 – Beware Of Traps.
Bloody Painter Dating Sim locked box found in the living room on Day 4 being examined by the player character.
On Day 4, you can come across a locked box in the living room, concealed on a shelf.
The combination to open this locked box is 1001.
This code corresponds to BP’s birthday: October 1 (10/01) which you discover in the bookcase during your investigation.
Once the code 1001 is entered, the box opens, revealing a cryptic message:
v=2FTp3SlilA0
The key part here is 2FTp3SlilA0, which if used as a YouTube video ID, leads to a secret clip connected to the game’s lore.
The video’s title is displayed as a hexadecimal string:
48,65,6C,6C,6F,54,68,65,72,65,3A,29
When decoded, this translates to:
Hello there 🙂
Hidden Messages in the Video
The video contains numerous images with hidden text, enhancing the mysterious atmosphere.
Around 0:04 , an image shows:
“I saw him there,” He repeated
At 0:05, another frame reads:
He called the police anxiously so many times that the police decided to ignore him
Near 0:41, a later message appears:
“Dr. Christopher is still alive, yet he lives in fear”
The video description links to a Google Drive folder containing clues like notebooks, newspaper clippings, and BP’s house layout.
Additionally, there’s a dedicated Bloody Painter website showing BP with a welcoming message: “you found me :)”. Most linked pages are in Chinese and add layers to the lore.
These hidden extras stand apart from the main endings but deepen the game’s mysterious narrative connected to the locked box.
The website contains a picture of BP with the message “you found me :)”. It also has several links leading to other pages, which are in Chinese.
These hidden files and messages are separate from the ending routes, but they are part of the secret connected to the locked box.

