Walkthrough Order: What to Play First, and Where It Branches
A run is a fixed ladder of levels with three decision points. The order that wastes the least time, and the save habit that decides whether you replay.
Play one dragon to the end, then start again. That is the short answer, and it is short for a mechanical reason rather than a taste one: progress is tracked per dragon, the branching decisions sit in the last third of the run, and a finished save cannot be continued. Everything else on this page is detail around those three facts.
If you only want the route list, the endings page has it. This page is about sequence.
What a run actually is
A run is a ladder of levels. Each level is one shift: a customer arrives, you wash them, the shift ends with a conversation, and the story advances. The store page puts a full route at roughly 90 minutes across three endings.
The episode pages on this site are numbered by that ladder, Part 2 through Part 12. You can see what each level contains before you reach it. That is the closest thing to a chapter list the game gives you, because it never shows one.
Three structural facts come out of those recordings:
- The first third is tutorial-shaped: the wash loop, the ladder, the first branch in dialogue.
- The middle is where the game stops being about washing. Dirt becomes marker graffiti, then first aid.
- The last third is where you choose, and where the routes stop being interchangeable.
Where the branches actually are
This is the part a “how many endings” page cannot give you.
| Level | What happens | Does it close anything |
|---|---|---|
| 8 | The mount arrives and the game labels the route choice on screen | Starts the split, does not close it |
| 10 | A customer asks whether you know anyone to introduce him to | Yes — setting two dragons up costs you a route |
| 11 | The date gets a venue | No, it confirms the line you are on |
| 12 | The mount is used and trust gates the interaction | No, it is the payoff |
Two of those are decisions and two are confirmations. The one that matters is level 10. Everything before it is reversible in the sense that you can still change who you are spending time with; after it, you cannot.
The recommended order
Run one: pick one dragon and finish the line. Conrad is the safest first choice for a simple reason — he is the customer with the most official references, including a level 8 fix and a level 14 fix in the Kobold Hotfix, so more of his route can be checked against primary text than either of the others. Ryan’s line is the warmer one, and his route page covers what is in it. Alexander’s is the third and the one that ends by asking for an introduction.
Save before the final shift. Not after, not during. This is the single habit that decides whether a replay costs 90 minutes or a whole run.
Run two: a pairing. Do not try to see a pairing and a solo route in the same save. The introduction that assembles a pairing consumes the other dragon’s solo line, which is the mechanism Part 10 records.
That is two runs, about four and a half hours, and it is the minimum for seeing a solo ending and a pairing ending. A third run gets you the remaining solo line.
Why “just play all three at once” fails
You can serve all three dragons in one save. A recorded 100% run does exactly that: Ryan early, the chieftain in the middle of the night, Alexander at four in the morning. But serving them is not the same as finishing them.
Familiarity accumulates per customer. Splitting shifts between three dragons leaves all three below the threshold where the later interactions open. You can end a 90-minute run with three half-finished relationships and no ending. That is the failure mode behind most “the game ended early” complaints.
If you want to see all three, the efficient shape is: one save per dragon, plus one save for a pairing. Not one save for everything.
The save mistake that costs the most
Continuing a completed save drops you into the credits with no way back to the branch point. There is no chapter select and no post-credits return.
So the practical rule is simple. Before the last shift, save into a second slot. Then finish and watch the ending. Load the old slot, and you are one conversation from a different branch instead of 90 minutes from it.
If you have already overwritten it, the only recovery is a new run and a 90-minute replay.
What order does not change
- The wash loop. Wet, soap, scrub, rinse, then check the gold clean bar. Same on every route, every level.
- The tools. Bucket, sprayer, sponge, hands, ladder. The washing tools page covers which one owns which stage.
- The content scope. Male dragons only, stated on the store page. No route changes that.
Order only changes which conversations you see and which ending you reach.
What we could not confirm
- The exact number of levels in a run, or whether every route has the same count.
- Whether skipping a level’s optional interaction changes the ending.
- Whether any pairing can be assembled without losing a solo route.
Sources
Three endings, roughly 90 minutes per route and the male-only cast come from the official Steam store page and itch.io page, re-read 25 October 2026. The level 8 and level 14 references come from the official Kobold Hotfix announcement. The branch order, the level 10 exclusivity and the save behaviour come from the episode recordings this site already documents: Parts 8, 10, 11 and 12. They were cross-checked against YouTube route recordings read on 25 October 2026, including zQsEBShoJ6k and -zm-eJGaFFQ. Level numbering for anything other than Conrad’s two official references remains community information.
Where to read next
Endings explains what the three endings are. How long to beat turns the 90 minutes into a plan. The Conrad playthrough and Ryan route are the two documented single lines.
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