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The crossroads and the endings.
The story ends with one choice that you make alone or with your friends. This page explains the three choices and how the story closes, without telling you the ending scenes.
The crossroads
Chapter 9 is called The Crossroads. Its goal is to decide what becomes of the Space Gate. You have three choices, and you cannot change your mind once you have made one.
The choice is made from the Story log, which is the long goal in the goals panel while the story is being told. The three choices are offered from there.
- Open the goals panel and find the story goal.
- Read the three choices.
- Pick one. The choice is final, and the story moves on to the ending.
If a friend in your party is also on chapter 9, and has not yet chosen, they make the same choice as you.
The three choices
| Choice | What it means | The Gatewrights | The far people | What you get |
|---|---|---|---|---|
| Leave the Gate open | Anyone with a reason may come through. Traders, travellers, the lost, and a few thieves. | +40 | +25 | 2 Gate Relics |
| Seal the Gate | The Warden keeps it shut. Safe, quiet and very lonely. | +60 | -25 | 3 Star-iron and 1 Vital metal |
| Share the Gate | A ring of peoples hold it together. Slower, argued over, and everybody's. | -15 | +60 | 3 Home Beacons and 2 Voidglass |
The two columns on the right are changes to standing. Standing is how a people feels about you, and these numbers are added to whatever you already have with the Gatewrights and with the far people. See reputation. The items are handed to you when you choose, and you do not have to do anything else to receive them.
Leave the Gate open
Anyone with a good reason may come through. This raises your standing with the Gatewrights by 40 and with the far people by 25.
Seal the Gate
The Warden keeps the Gate shut. It is the safest choice and the quietest, and it is also the loneliest. It raises your standing with the Gatewrights by 60 and lowers it with the far people by 25.
Share the Gate
A ring of peoples holds the Gate together, and nobody may open it alone. It is slower and harder to agree on. It lowers your standing with the Gatewrights by 15 and raises it with the far people by 60.
How the story ends
After you choose, a short ending is told in a few scenes, and it plays the part of your choice. The scenes are different for each choice. They are not explained here, so that you can see them for yourself.
The story counts as told in one of two ways:
- You listen to the ending and reach its last part, and the story is finished at once.
- You do not listen to the whole ending, and about 90 seconds pass. The story is then counted as told.
Chapter 10, called What the Door Remembers, is the last chapter. It has no steps of its own. When it is finished, the goal reads that the story is told, and the Gate is yours to use as you please.
Playing again
The story is saved with your game, so a finished story stays finished. The choice you made is kept too. You can keep playing, visit other universes and explore the rest of the game as usual.
Where to go next
To reread the first chapters, go back to The Gate, the Beacon and the Lens. For the cast, see The Gatewrights and the story. The far people are described on the alien peoples and their cities.
← Back to the wiki · Last updated 25 October 2026. Mantlenaut is in alpha, so things change.