The premise before the major spoilers
Julia visits Iván's apartment after disturbing nightmares. He is her ex-boyfriend, and the investigation begins in a place that used to be familiar. The building soon connects spaces that do not behave like ordinary apartments: film sets, classrooms and memories become part of the route.
That personal history gives the search its stakes. Julia has her own reason to care about what happened, but finding Iván and understanding him are different problems. Read the walkthrough if you want to discover the answers while playing.

The investigation and the ritual
Reveal the main plot turn after Vitria
The search first takes Julia through places connected to Iván, including the film school and DEVORA. Sanguis appears to help her advance. After Vitria, he gives her the Iron Key and Lapis Fictus Pill, presenting the next ritual as a way to save Iván.
The rescue story is the deception. At the film set, the ritual reveals Iván and Sanguis's betrayal and leaves Julia trapped in her own Desiderium. Sanguis then pursues her in a transformed form. His earlier assistance has led her into the trap rather than safely out of it. These events are documented in the release walkthrough's ritual section and the recorded film-set sequence.
This changes the question driving the second part of the game. Julia is no longer simply following somebody else's account of a missing man: she has to survive the consequences of having trusted it. The later return to familiar locations therefore carries a different meaning from the first visit.
What Desiderium changes
Reveal the change in perspective and our reading of it
The important distinction is whose nightmare Julia is navigating. The earlier investigation moves through Iván's remembered spaces; after the ritual, the walkthrough explicitly describes Julia's own Desiderium. Repeated architecture does not mean the story has simply reset.
Our interpretation: the familiar building makes the change of perspective visible. An apartment, a school and a film set can be places Julia recognizes while also becoming hostile versions of shared history. Revisiting a room asks the player to reconsider the meaning attached to it, rather than treating its first presentation as the complete truth.
The alchemical inventory progression also gives Julia something concrete to do inside that nightmare: transformations eventually produce the Aurifer. The moonlight guide explains those actions. Reading them as a struggle to regain agency is an interpretation; the game does not award an ending for selecting a dialogue answer about that theme.
The X-ray, Mendoza and the moon
Reveal clue discussion and the limits of the current evidence
The early X-ray is more than an item-shaped obstacle for players revisiting the story. In an October 23 player discussion, the opening poster connects Julia's explanation of a shoulder injury during a Mendoza trip with later revelations. The thread is useful evidence of a clue players want to revisit; it does not supply a complete transcript of what happened on that trip.
Our reading: an apparently ordinary explanation can become unsettling after the ritual changes whom the player trusts. Compare what Julia remembers, what another character tells her and what a later scene actually shows. This page does not fill gaps in that sequence with an invented account of the injury.
Players in the same thread report controller vibration when examining moon-related objects, including a floor tile, and discuss Julia retaining the keychain in the alternate endings. Those are community observations. They support looking again at the recurring moon imagery, but do not establish universal controller behavior or a new ending condition.
For a moonlight puzzle, follow the clue recorded on your own save in the Old Book and moonlight walkthrough. A symbolic reading of the moon is not a replacement code or an instruction to discard an item.
How to read the four ending branches
Reveal the finales and separate their conditions from interpretation
| Ending achievement | What distinguishes the route | How to approach its meaning |
|---|---|---|
| SOLVE ET COAGULA | Spare the Relicta after the Aurifer; Lacuna finale | Consider what Julia refuses to do when a powerful weapon becomes available |
| MAGNUM OPUS | Kill at least one Relicta with the Aurifer; Hermes finale | Compare the consequences of using that power with the no-kill branch |
| VIVUS EX MORTIBUS | Bible and Iron Cross route; Amy encounter | A crossover changes the story's frame; see the FAITH reference |
| RENUNTIATIO | Early lobby-exit route on the qualifying new game | The alternative is leaving before the investigation unfolds |
The first two columns summarize the documented routes. The comparison in the last column is our reading, not a developer declaration of a canonical ending. The two main finales should be compared after watching both; a route commonly called “good” or “bad” is not, by itself, a complete explanation of its filmed outcome.
Use the ending selector and branch-save instructions for prerequisites and missable steps. The gameplay recording's chapter labels put Hermes before Lacuna and call them Ending 1 and Ending 2 in that order; this site identifies them by achievement and route, as in the linked written guides, to avoid that numbering confusion.
Why cinema matters to the story
DEVORA is a film inside Julia and Iván's world, so the projector and film canisters connect their history with the game's puzzles. The movie-reference guide explains its real short-film counterpart and the surrounding posters.
Borghi says some scenes needed filmed detail or the actors' performances, while gameplay dialogue carries other information. That supports reading both forms together. It does not establish a rule that pixel art always means dreams and live action always means reality. See the director interview.
Sources and interpretation notes
- Into Indie Games: ritual and change to Julia's Desiderium.
- iampanax / GameMovieVault: recorded game and all four finales; film set at 2:44:24. Recorded PC playthrough, edited by its creator; not this site's playthrough.
- Official Steam Puzzle & Boss Guide, Desiderium sections and final branch; NoobFeed's Lacuna and Hermes routes.
- Steam player discussion: X-ray, Mendoza and moon observations. Player recollections are distinguished from recorded events.
- 80 Level: interview with Andrés Borghi, August 6, 2026.
Checked October 24, 2026. Interpretations are labelled in the text. No source cited here designates one ending as the sole canon, equates every monster with a named person, or makes a controller vibration an ending flag.