Navigate the multiple endings in Liar's Bar. Learn how your choices shape distinct narrative resolutions in this deception-filled adventure.
Welcome, aspiring Liar's Bar legend! Unlike many adventure games with a single, linear conclusion, Liar's Bar offers a surprising array of "endings" that reflect your choices, your cunning, and your ability to navigate the treacherous waters of social deception. While there isn't a traditional "Game Over" screen in the sense of failure, each path leads to a distinct narrative resolution for your character within the bar's vibrant ecosystem. Mastering these paths is key to truly experiencing everything Liar's Bar has to offer.

The "Regular" Ending: The Barfly's Comfort
This is the most common and arguably the most comfortable ending, achieved by maintaining a consistent presence and building a moderate rapport with the core patrons without delving too deep into their personal dramas or the bar's more illicit activities.
- Requirements:
- Successfully complete at least 5 "Small Talk" challenges with different patrons.
- Purchase a minimum of 10 "Rusty Nail" cocktails over the course of your playthrough.
- Avoid being caught in a "Major Lie" (e.g., claiming to be the owner, or having a secret stash of "Aged Whiskey" behind the bar).
- Do not trigger any of the specific conditions for other endings (see below).
- Walkthrough Steps:
- Upon entering the bar, immediately approach the Bartender and order a "Rusty Nail." This establishes your regular status.
- Engage in "Small Talk" with Old Man Fitzwilliam at the corner booth. Use the dialogue option "Comment on the weather" then "Ask about his fishing trip."
- Next, move to the Jukebox. Play "Blues Shuffle #7." This subtly influences the mood of the bar.
- Over the next few in-game days, ensure you visit the bar daily. Each visit, purchase another "Rusty Nail" from the Bartender.
- Focus on low-stakes "Small Talk" with patrons like the Quiet Accountant or the Chatty Tourist. Avoid any dialogue options that involve "Exaggerate Past Achievements" or "Fabricate a Story."
- After your 10th "Rusty Nail" purchase and having successfully navigated 5 "Small Talk" challenges without incident, the Bartender will offer you a complimentary "House Special" on your next visit. Accepting this triggers the "Regular" ending.
- Outcome: Your character becomes a beloved fixture of Liar's Bar, known for their easygoing nature and reliable presence. The credits roll with a montage of your character enjoying drinks and casual conversation.
The "Master Liar" Ending: King/Queen of Deception
This ending is for those who embrace the spirit of the bar's name. It requires cunning, quick wit, and a willingness to bend the truth to your advantage, often at the expense of others.
- Requirements:
- Successfully execute at least 3 "Major Lies" without being exposed.
- Acquire the "Golden Tongue" artifact from the Hidden Compartment behind the Dartboard.
- Convince at least 2 patrons to believe a fabricated story about another patron.
- Have a "Deception Rating" of 80% or higher (visible in your character's journal).
- Walkthrough Steps:
- First, you need the "Golden Tongue." To access the Hidden Compartment, you must distract the Bartender. Order a "Flaming Absinthe" (requires "Lighter Fluid" from the Restroom Cabinet and a "Matchbook" from the Countertop). While the Bartender is preparing it, quickly interact with the Dartboard. The compartment contains the "Golden Tongue."
- Your first "Major Lie": Approach Mysterious Stranger Alistair. Use the "Golden Tongue" item on him, then select the dialogue option "Claim to be an undercover health inspector." Follow up with "Threaten to report unsanitary conditions." If successful, he will offer you a "Bribe Envelope."
- Your second "Major Lie": Engage Gossipmonger Betty. Use the "Golden Tongue" on her, then select "Fabricate a story about the Bartender's secret past as a professional wrestler." Ensure you include details about "The Iron Fist Finisher."
- Your third "Major Lie": Approach the Gambling Enthusiast. Use the "Golden Tongue" and select "Claim to have inside information on tonight's horse race." Provide specific, but false, odds for "Thunderhoof" in the "Grand Steeplechase."
- To convince patrons of your fabricated stories, after lying to Betty, immediately speak to Old Man Fitzwilliam and use the dialogue option "Did you hear about the Bartender's wrestling career?" He will express surprise but eventually believe you if your "Deception Rating" is high enough.
- Once all conditions are met, the Bartender, now thoroughly confused by the rumors and your influence, will declare you the "King/Queen of Liars" and offer you a permanent seat at the exclusive High Roller's Table, triggering this ending.
- Outcome: Your character is revered (or feared) as the ultimate manipulator of truth within the bar. You gain access to exclusive dialogue options and special "Liar's Perks" on subsequent playthroughs.
The "Quiet Exit" Ending: The Unseen Observer
For players who prefer a more subtle approach, this ending focuses on observation, minimal interaction, and leaving the bar as quietly as you arrived. It's about blending into the background and becoming a ghost in the machine.
- Requirements:
- Engage in "Small Talk" less than 3 times.
- Purchase no more than 2 drinks.
- Collect the "Lost Diary Page" from under the Loose Floorboard near the Restroom.
- Spend at least 3 in-game hours observing patrons without direct interaction (use the "Observe" action).
- Do not trigger any "Major Lies" or "Confrontations."
- Walkthrough Steps:
- Upon entering, immediately head to the Restroom. Locate the Loose Floorboard and retrieve the "Lost Diary Page." Read its contents (it provides cryptic insights into the bar's history).
- Return to the main bar area and find an unoccupied stool at the far end of the Bar Counter, away from the main hubbub.
- Order a single "Water with a Twist" from the Bartender. This is your only required purchase.
- For the next 3 in-game hours, repeatedly use the "Observe" action on various patrons: The Couple Arguing, The Solitary Drinker, The Laughing Group. Do not initiate any dialogue.
- If a patron attempts to engage you, select the most neutral, non-committal response (e.g., "Nod politely," "Shrug").
- After 3 hours of observation and having met all other conditions, simply walk out the Front Door. There will be no fanfare, no special dialogue. The credits will roll with a quiet, reflective tone, focusing on the empty bar.
- Outcome: Your character leaves Liar's Bar as an enigma, having witnessed its dramas without becoming a part of them. This ending unlocks the "Ghostly Presence" achievement and a special "Observer Mode" for future playthroughs, allowing you to view patron interactions without being detected.
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