Sensei! I Like You So Much! Guide | How to Unlock All Endings
Here are all the possible endings you can find in Sensei! I Like You So Much!
Game Guide by Faviyan Mustafiz on Aug 07, 2025
In this guide, you will explore the various possible outcomes in Sensei! I Like You So Much! and learn how to steer your choices and in-game actions to unlock each unique ending. You can get to the ending you want if you know what the requirements are, what the random events are, and what the best daily tasks are.
Each ending in the game is determined by specific combinations of player actions, dialogue choices, and randomly occurring events.
There are thirteen primary endings, each with its own thematic focus and in-game tags. To unlock an ending, you must meet its conditions in terms of Justice, Influence, Money, Trust, and key dialogue decisions.
Ending A: The Lonely Eternal Night

To achieve this outcome, engage the assassination event and select Stop it followed by Must go on. This leads to the solitude-themed conclusion where loss and duty collide.
Ending B: Promise
Set off the assassination situation, then press "Stop" to stop killing people. This closing brings out the bond and the promise to break the cycle of violence.
Ending C: True Darkness
During the assassination incident, pick Block and then reveal your identity with Actually, I'm an Undercover Agent. This twist ending highlights hidden motives and moral ambiguity.
Ending D: Disappointment
Maintain Low Impact or Low Trust, or select Raising the Gun under Low Impact. Failing to resolve betrayal leads to shattered expectations and regret.
Ending E: Caged Bird
Under Low Impact and High Trust, choose No guns. This path results in imprisonment and themes of confinement coupled with emotional turmoil.
Ending F: Don't Shoot Your People
With Low Justice and High Influence, proceed with Pulling the Trigger. This bleak conclusion explores betrayal among allies.
Ending G: You Have to Pay for What You Did
In High Justice and High Influence, select Pulling the Trigger, then Still Unchanged. Retribution and the cost of actions define this outcome.
Ending H: I Only Thought That I Was Lost at That Time

Under High Justice and High Influence, after Pulling the Trigger, choose Changed and Decided to Escape. Themes of regret and redemption emerge as you flee.
Ending I: Parallel Light and Shadow
Meet Low Money, High Justice, and Ultra-High Influence, then after Pulling the Trigger, pick Changed, Thankful, Decided to Stay, and You Arranged That Person, Right?. This ending contrasts moral clarity with hidden Influence.
Ending J: Money Makes the World Go Round
Secure High Money, High Justice, and High Influence. After pulling the Trigger, choose Changed, Thankful, Decided to Stay, and You Arranged That Person, Right?. Wealth and power take center stage.
Ending K: Cellmate
With Low Money, High Justice, and High Influence, follow the same dialogue path—Changed, Thankful, Decided to Stay, and You Arranged That Person, Right?—but keep Money and Influence below the thresholds for I or J.
Ending L: Reunite with You in the Sunshine
In High Justice and High Influence, after Pulling the Trigger and Changed, choose Decided to Stay and optionally How Are You Recovering?. The focus here is reconciliation and hope.
Ending M: Peak of Darkness
If the Justice Level is Low or High, choose Don't Pull the Trigger. This road goes to the very bottom of moral compromise.
Chance Events and Labels
Random encounters can add more names to your items or change your stats as you play. For instance, choosing Report to A + Send gifts + Something you made yourself adds the Sweet Cookie tag.

Other random events include assassination dodges (adding Twisted), bar drugging incidents (Drugging), and praise rumors (Loyal Dog).
Key Assassination Incident
A special random assassination event can occur when A and B are together. If you choose Block with low physical strength, B may die, and you will select one of three final lines to determine Ending A, Ending B, or Ending C.
Normal Final Event
If the assassination does not conclude the game, the final confrontation depends on your Influence and Trust levels. Low Influence (<=50) leads to betrayal being exposed, requiring Don't Raise the Gun for Ending E or otherwise Ending D. High Influence (>50) offers choices that branch into M, F, or the High Justice sequence for G–L.
Daily Actions and Stat Growth
To control your Justice and Influence, perform these daily actions:
Working increases Money.
Reporting to the Police raises Justice (choose Report truthfully for Justice +10, Trust -10).
Patrolling the Territory boosts Influence (always choose Help, Discipline him, Take Care of My Daughter, and Pension for optimal Influence gains).
Reporting to A elevates Trust (utilize this when targeting Ending E).
Resting recovers physical strength.

Some patrol events may reduce Justice or Money, so balance your choices based on the ending you seek.
Feasible Route Recommendations
Focus on changing Justice and Influence to unlock each ending consistently. For example, to get Ending D, keep Justice low and make a bad choice in the final battle.
For Ending E, build Trust via Reporting to A and avoid violence.
For Ending M and F, maximize Influence through Patrolling and avoid Reporting to the Police, then select the appropriate final dialogue.
For G–L, balance Reporting and Patrolling to achieve High Justice and High Influence before the final event. To reach Ending J, await the birthday event for a Money boost and strategize accordingly.
Contributor, NoobFeed
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