Evil School Branching Paths
100+ storylines — map the decision pillars that split 42 endings.
Evil School’s marketing promises over 100 branching storylines feeding 42 endings. No single diagram fits on one screen — this guide maps decision pillars (major forks that rewire the graph) so you know where to save, replay, and read specialized pages like Demo Endings or Choices and Consequences.
Full graph detail expands after August 14, 2026 launch; demo players should treat Chapter 1 pillars as the foundation for everything else.
Pillar 1 — Arrival tone (Chapter 1)
Gu Panqing’s first campus interactions set staff trust and bully awareness variables.
| Branch | Downstream effect |
|---|---|
| Calm observer | Teacher interviews, archive access |
| Aggressive accuser | Faster bully confrontations, staff hostility |
| Mixed | Unstable mid-tier flags — hardest to predict |
Connects to Getting Started gate scene guidance.
Pillar 2 — Investigation focus
Equipment room flashback choice splits evidence types:
- Surveillance thread — adult enabler paths (Full Cast)
- Bully testimony thread — Zhang Yao fracture paths (Zhang Yao)
- Physical evidence thread — strongest trial binds (Clue Hunting)
You cannot max all three in one run without launch-era sequence breaks (if any).
Pillar 3 — First trial target
Li Manting versus Zhang Yao order defines Chapter 1 ending family and which preview montage plays.
See Li Manting and Trial Mechanism for mechanical binding differences.
Pillar 4 — Empathy versus revenge rail
Accumulated across chapters, not one dialogue pick. Revenge rail speeds hunts; empathy rail unlocks confessions that rewrite truth access.
Best Endings Guide ranks routes by how much each rail reveals about Gu Panyu Mystery.
Pillar 5 — Trial venue and publicity
Public trials (auditorium) versus private traps split social outcomes and staff intervention risk — detailed in Trial Mechanism venue table.
Pillar 6 — Blood list order (full game)
Demo covers first target only. Full release extends hunting across additional names — order determines who can testify against whom alive.
Preview chapters (under two minutes in demo) tease stadium and street hunts without playable branching.
Pillar 7 — Emotional bond clashes
Steam copy mentions obsession with revenge clashing with emotional bonds. Late-game pillars (Chapter 5+ in full release) force choices between continuing hunts and preserving relationships — preview montage in demo hints at this without gameplay.
Butterfly effect rules (observed)
- Hidden stats — no UI meter for rage/empathy/trust.
- No time travel — only save/load correction.
- Delayed consequences — flags may idle two chapters before surfacing.
- Ending clusters — many of 42 endings share prerequisites with minor final-scene variance.
Demo vs full graph
| Element | Demo | Full game |
|---|---|---|
| Playable pillars | 1–5 partial | All seven |
| Endings | Subset | 42 |
| Playtime | ~1–2 hours | ~500 minutes |
| Chapter scope | Ch1 full, Ch2–6 previews | Complete chapters |
Route planning workflow
- Identify pillar you want to test (e.g., surveillance thread).
- Follow Demo Walkthrough through equipment room.
- Commit target + venue plan before trial UI lock.
- Mark result on Demo Ending Checklist.
- Load save from pillar entry, swap one decision, compare.
Post-launch expansion
This page will gain flowcharts per chapter after verified datamining and developer guides. Until then, avoid third-party “complete route” PDFs that invent flags — trust wiki pages tied to Release Timeline patches.
Cross-read Endings FAQ for save scumming and pillar reset rules.
Chapter roadmap (full release)
When August 2026 unlocks complete content, expect each chapter to introduce a new pillar variant:
- Early chapters — establish trust, list order, and first trials (demo-visible)
- Mid chapters — expand geography to stadium and street sets shown in previews
- Late chapters — force obsession-versus-bond choices referenced in Steam marketing
- Finale cluster — converge hidden stats into one of 42 ending pools
Mapping pillars now in the demo prevents wasted reloads later. Players who learn staff-trust gates in Chapter 1 will recognize the same logic when adult enablers from Full Cast enter the hunt list.
Community route research
Until official flowcharts ship, share pillar notes in Discord (linked from Official Links Hub) rather than trusting unverified flag spreadsheets. Wiki updates require dated patch correlation from Release Timeline.
Frequently Asked Questions
Quick answers to the most common questions.
What is the biggest branch in the demo?
First trial target choice — Li Manting versus Zhang Yao — splits the largest share of Chapter 1 endings.
Are all 100 branches unique endings?
No. Many branches are mid-story variations converging into 42 ending states.
Can pillars be reversed mid-game?
Some stats soften over time but major no-return pillars cannot be undone without reload.
Will this page get a flowchart?
Yes, after August 2026 launch when all chapters are playable and verified.