> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kai-yan.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Ending

> Define the final result, its presentation, and when it becomes true.

## What it controls

An ending is the story’s landing point. It can be reached through the main route or checked globally when its facts become true.

The example ending is **Reply Under the Lighthouse**: the player confirms the sender’s identity and places a reply in the old mailbox.

<Frame caption="Chinese UI screenshot: ending fields">
  <img src="https://mintcdn.com/xunmee/xz89jIGCcm9drMNN/images/creator/editor-ending-fields.png?fit=max&auto=format&n=xz89jIGCcm9drMNN&q=85&s=e5c334299a8e533981906eb4838b7ba7" alt="Ending panel with title, description, image, trigger mode, condition, and priority" width="1900" height="871" data-path="images/creator/editor-ending-fields.png" />
</Frame>

## Player-facing content

| Field              | What to write             | Example                                                                                                               | Player sees it where                              |
| ------------------ | ------------------------- | --------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------- |
| Ending title       | A clear final result      | `Reply Under the Lighthouse`                                                                                          | Ending screen title                               |
| Ending description | A short, grounded closing | `You place the reply in the old mailbox beneath the lighthouse. When the tide falls, the salt mark no longer shines.` | Opening text on the ending screen and ending card |
| Image              | A memorable final image   | `Lighthouse after the tide falls`                                                                                     | Ending card                                       |

## Trigger settings

| Field             | What to write                   | Example                                                                            | Player sees the result              |
| ----------------- | ------------------------------- | ---------------------------------------------------------------------------------- | ----------------------------------- |
| Trigger mode      | Main route or global check      | `Story progression`                                                                | The setting itself is hidden        |
| Trigger condition | Facts that make the ending true | `The player confirms the sender’s identity and puts the reply in the old mailbox.` | The ending screen appears when true |
| Global priority   | Which ending is checked first   | `10`                                                                               | The number is hidden                |

Use **Story Progression** when the ending is connected from the final act. Use a global check only when the ending can become true from several places. Do not end a story with “the player did well”; name the facts that can be checked.

## Check it

The title, description, and image should describe the same result. Connect a progression ending to the main route, test the trigger, and make sure the ending does not introduce an unprepared person or conflict.
