Imperial Knights endings guide
Defeat, crest, and normal endings across all three routes and New Game+.
Imperial Knights has three distinct endings on Route 1 that depend on whether you cleared the crest and whether you won or lost the final battles. Routes 2 and 3 have their own finale variations that only unlock after clearing Route 1 and entering New Game+. This page maps every ending to its trigger conditions and explains how the crest flag and boss outcomes interact.
If you have not started a file yet, getting started is the first step. If you are mid-route and want to lock a specific ending, check the checklist for flag tracking.
Route 1 ending types
Route 1 produces three possible outcomes at the Maldonia castle basement finale:
Defeat ending — Lose to Sati or the final boss. The game plays a defeat scene and continues with flags set. Counts as a route clear for New Game+ purposes, but locks you out of the normal and crest endings on that save.
Crest ending — Win the finale while the crest debuff is still active. The crest applies from certain boss losses (Alraune in the grove, for example) and can stack. Silved’s alchemy shop back room has a curse-breaker who removes it for a collection of empty bottles from male scene defeats. If you stay crested and win, you get this ending.
Normal ending — Clear the crest at the curse-breaker, then defeat Sati and the final boss. This is the standard good ending and the baseline for the walkthrough.
How the crest system works
The crest is a debuff that can attach during early boss fights. Key rules:
- Application — Certain losses apply the crest. Alraune in the North Road grove is the most common source on a first run.
- Tracking — The checklist tracks whether the crest is active. The walkthrough notes when to visit the curse-breaker.
- Removal — Silved’s alchemy shop back room. The NPC wants a set of empty bottles collected from defeating male enemies. Inventory management matters.
- Intentional crest — Some players deliberately stay crested for the alternate ending. This requires not visiting the curse-breaker and winning the finale.
Routes 2 and 3 endings
After a Route 1 clear, New Game+ unlocks and the guild board resets with your cleared-file equipment and mercenary access. Routes 2 and 3 have their own finale conditions:
- Route 2 — Facility sections, Bio Worm timer mechanics, and a different final boss arrangement. The hideout path (borrowed guild fee) leads here.
- Route 3 — Mines, elf woods, casino-dependent content, and the Sati-related storyline variations. The choice outcomes from Route 1 affect availability.
Neither route has a separate defeat ending distinct from the base game logic — losing still plays a scene and continues, but the flag implications differ.
New Game+ and ending completion
Completing any ending counts the route as cleared. The New Game+ page covers what carries over. After clearing all three routes, the checklist marks complete.
Gallery and the recollection menu
After a route clear, the in-game recollection menu populates with scenes from that playthrough. Main story scenes unlock automatically. Guild quest scenes (including DLC quest scenes if applicable) require manual collection by taking those requests. The gallery page covers the collection system in detail.
Which ending should you aim for first?
The normal ending is the intended first clear. It gives the cleanest story resolution and unlocks NG+ with the most flexibility for Routes 2 and 3. Defeat endings are not required for completion — they are alternate outcomes if you want to see them.
Quick reference table
| Ending | Condition | NG+ carry | Notes |
|---|---|---|---|
| Defeat (Sati/Final) | Lose finale battle | Yes | Scene plays, game continues |
| Crest | Win with crest active | Yes | Visit curse-breaker to remove |
| Normal | Clear crest then win | Yes | Intended first clear |
For detailed room-by-room instructions, see the walkthrough. For flag tracking, use the checklist.
Frequently Asked Questions
Quick answers to the questions Imperial Knights players ask first.
How many endings does Imperial Knights have?
Route 1 has three: defeat, crest, and normal. Routes 2 and 3 have their own finale variations that only unlock after clearing Route 1 on NG+.
What triggers the crest ending?
Win the finale while the crest debuff is still active. The crest applies from certain boss losses and can be removed at Silved's curse-breaker.
Do I need to beat the game three times for all endings?
Yes. Each route is a separate playthrough. Routes 2 and 3 require New Game+ after clearing Route 1.
Does the defeat ending count as a clear?
Yes. A defeat at Sati or the final boss plays a scene and continues with flags. It counts as a route clear for NG+ and checklist purposes.