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Magical Girl ER: All Endings and Achievements

On this page (24)
  1. All 11 endings at a glance
  2. How visits, injuries and deaths work
  3. The four special NPCs
  4. END 01: Magical Girl ER
  5. END 02: Lingering Regret
  6. END 03: Promotion Celebration
  7. END 04: This Is MIRAGE
  8. END 05: Just as You Are
  9. END 06: Mom…
  10. END 07: So They Claim
  11. END 08: Incompetent Doctor
  12. END 09: What Are You Doing?
  13. END 10: You Traitor
  14. END 11: Two as One
  15. MIRAGE transfers: which ending you get
  16. Other achievements
  17. I'll Save Them All
  18. Forever Grateful
  19. You Monster!
  20. You Call Yourself a Doctor?!
  21. Actually, Never Mind.
  22. Eleven Endings
  23. Serial Killer
  24. Tell Me Your Story

Magical Girl ER has 11 endings and eight extra achievements, and most of them hinge on a handful of choices: who you let in, who you treat or lose, and what you do with four unusual visitors. This page gives the requirement for every ending, shows how the MIRAGE transfer request splits the results, and explains each of the other achievements.

The short version: stay at 100 reputation and treat everyone for the clean ending, reload your bedtime save whenever the visitor you need does not show up, and watch the four odd NPCs, because they lead into five of the other endings.

This guide spoils story events and ending names, so skip it if you want to find them yourself.

All 11 endings at a glance

EndingNameWhat it needs
END 01Magical Girl ERKeep 100 reputation, treat and discharge everyone
END 02Lingering RegretMIRAGE route with the man returning, at 100 reputation
END 03Promotion CelebrationFinish Day 8 with reduced reputation
END 04This Is MIRAGEMIRAGE route with the man never returning
END 05Just as You AreFollow the hooded figure's instructions from Day 2
END 06Mom…Admit the Day 5 visitor shown as ???
END 07So They ClaimThe energy drink route
END 08Incompetent DoctorPatient deaths drive reputation to 0
END 09What Are You Doing?Refused admissions drive reputation to 0
END 10You TraitorOnly state-affiliated girls die
END 11Two as OneSakura and Cherry together, Cherry dies first

How visits, injuries and deaths work

The magical girl who visits your hospital is picked at random when the day starts. If you need a particular one and she does not turn up, reload the save you made before going to bed the night before and the game rolls a new visitor. Every "I need this specific girl" problem below is solved this way, so it is the first tool to reach for.

If you misdiagnose a patient or skip the diagnosis, the game runs a survival check based on her mortality rate. Pass and she lives, fail and she dies. The next day's news tells you which.

OutcomeWhen it happensWhat the next day's news saysReputation
InjuryWrong or skipped diagnosis, and she passes the survival checkHer condition got worse and she needs another examinationNo loss
DeathWrong or skipped diagnosis, and she fails the checkShe lost her life while hospitalizedDrops, by an amount that depends on how popular that magical girl is
Re-examinationA correct diagnosis, followed by a new condition as she recoversFurther examination is requiredNo loss

The four special NPCs

Four visitors give hints toward particular routes. The sections for the endings and achievements named below carry the details.

NPCLeads to
Hooded figureEND 05
NPC who offers an energy drinkEND 07 and the Serial Killer achievement
Man who asks to transfer patients to MIRAGEEND 02 and END 04
Visitor shown as ???, on Day 5END 06 and the Actually, Never Mind. achievement

END 01: Magical Girl ER

END 01, Magical Girl ER, is the clean ending. Keep your reputation at 100, treat and discharge every magical girl, and finish Day 8. A death costs reputation, so a misdiagnosis that kills is the main thing to avoid. If you also avoid every injury, the I'll Save Them All achievement comes with it.

Ending card for END 01, Magical Girl ER, the clean run at 100 reputation

END 02: Lingering Regret

END 02, Lingering Regret, needs 100 reputation and the MIRAGE route where the transfer man comes back. Accept his Day 4 request, let him return at least once, and finish Day 8. Whether you accept or refuse his later requests makes no difference. The full split is in the transfer table below.

Ending card for END 02, Lingering Regret, reached through the MIRAGE transfer route

END 03: Promotion Celebration

END 03, Promotion Celebration, is what you get for finishing Day 8 with reduced reputation. It also appears if you accepted the transfer, the man returned, and your reputation was under 100.

Ending card for END 03, Promotion Celebration, the result of finishing with reduced reputation

END 04: This Is MIRAGE

END 04, This Is MIRAGE, comes from accepting the transfer request on Day 4 and finishing Day 8 without the man returning. Reputation does not appear to affect it, which is why the table below lists END 04 in both reputation columns. To keep him away, treat every patient correctly on Day 5 so nobody is still in the hospital when Day 6 begins, then check the Day 6 news to confirm they were discharged.

Ending card for END 04, This Is MIRAGE, earned when the transfer man never returns

END 05: Just as You Are

END 05, Just as You Are, follows the instructions of the hooded figure, who first appears on Day 2. Do these in order, starting with an injury:

  1. Misdiagnose a magical girl so that she is injured, but make sure she does not die.
  2. After the hooded figure returns, do not examine arms.
  3. On Day 8, accept his call.

After you have heard the hooded figure's first explanation, any injury shows a blinking eye animation at the start of the following day. That cue only applies from that point on.

Ending card for END 05, Just as You Are, a black and white illustration of a hooded shape under a single eye

END 06: Mom…

END 06, Mom…, needs you to let the visitor shown as ??? on Day 5 into the hospital and have a casual conversation with them on Day 8. This visitor is easier to run into while you are working on END 05. Evicting them the same day earns an achievement instead, covered further down.

Ending card for END 06, Mom..., showing two hands reaching toward each other

END 07: So They Claim

END 07, So They Claim, is the energy drink ending. An NPC hands you an energy drink on Day 5, and you drink it. At the start of Day 8 the game offers the drink again, and you pick the option on the right to drink it. Then you must also carry out one additional examination before the day ends. If you refuse the drink, or skip that examination, you land on END 01 or END 03 instead, depending on your reputation. Reputation plays no part in END 07 itself.

Ending card for END 07, So They Claim, showing a pair of handcuffs

END 08: Incompetent Doctor

END 08, Incompetent Doctor, is reached by letting hospitalized patients die until your reputation hits 0. The cost of each death is in the injury and death table above.

Ending card for END 08, Incompetent Doctor, the reputation-at-zero ending from patient deaths

END 09: What Are You Doing?

END 09, What Are You Doing?, is the other way to reach 0 reputation: refuse to admit magical girls until it runs out. This route is about refusals, not deaths.

Ending card for END 09, What Are You Doing?, the reputation-at-zero ending from refused admissions

END 10: You Traitor

END 10, You Traitor: in a single playthrough, the only deaths allowed are state-affiliated magical girls: Calm, Gnome and Cherry. Everyone else must live and Day 8 must be finished. One death out of the three is enough. Several deaths cost a lot of reputation and can send you to a different ending. If the girl you need does not visit, use the reload trick.

Ending card for END 10, You Traitor, where only the state-affiliated magical girls die

END 11: Two as One

END 11, Two as One: Sakura visits on Day 1, so reload your Day 1 bedtime save until Cherry arrives on Day 2, which puts both of them in the hospital together. Then make sure Cherry dies before Sakura.

Ending card for END 11, Two as One, which needs Cherry to die before Sakura

MIRAGE transfers: which ending you get

The transfer man appears on Days 4, 6 and 8. Your answer to the first request, whether he returns, and your reputation decide the outcome. If you meet the conditions of another special ending, that ending takes priority.

First transfer requestMan returnsAt 100 reputationAt 1 to 99 reputation
RefuseNot relevantEND 01END 03
AcceptNoEND 04END 04
AcceptAt least onceEND 02END 03

If he does not appear on Day 6, he will not come on Day 8 either.

Other achievements

Eight achievements sit outside the endings. The table gives the gist, and each one has its own section below.

AchievementIn short
I'll Save Them AllA clean END 01 with no injuries
Forever GratefulTreat every magical girl at least once
You Monster!Refuse the four one-star girls
You Call Yourself a Doctor?!Misdiagnose three patients at once
Actually, Never Mind.Admit the Day 5 ??? visitor, then evict it
Eleven EndingsUnlock all 11 endings
Serial KillerThe Day 8 hallucination route
Tell Me Your StorySee every daily conversation

I'll Save Them All

For the I'll Save Them All achievement, reach the clean ending with no treatment mistakes. Every magical girl must visit in that same run and none may be injured, so expect to lean on the reload trick from the top of the page.

Achievement icon for I'll Save Them All, a no-injury run to END 01

Forever Grateful

Forever Grateful asks you to treat every magical girl successfully at least once, meaning cured and discharged. Use the reload trick for any who have not visited yet.

Achievement icon for Forever Grateful, earned by treating every magical girl

You Monster!

You Monster! is for refusing admission to each of the four one-star magical girls (Blood, Nail, Bomb and Delta) at least once. Use the reload trick if one of them is missing.

Achievement icon for You Monster!, earned by turning away the four one-star girls

You Call Yourself a Doctor?!

To earn You Call Yourself a Doctor?! have three patients in the hospital at once, misdiagnose all three, and move on to the next day.

Achievement icon for You Call Yourself a Doctor?!, for misdiagnosing three hospitalized patients at once

Actually, Never Mind.

Actually, Never Mind. is unlocked by admitting the mysterious humanoid shown as ??? and kicking it out the same day. It is the visitor from END 06, and the quick eviction is what separates the two.

Achievement icon for Actually, Never Mind., for letting the mystery visitor in and throwing them out again

Eleven Endings

Unlock every one of the 11 endings in the table at the top for the Eleven Endings achievement.

Achievement icon for Eleven Endings, awarded once all 11 endings are unlocked

Serial Killer

Serial Killer uses the same Day 5 energy drink as END 07. Drinking it is what causes the hallucination on Day 8, where all text reads ???. With three magical girls hospitalized, prescribe psychiatric medication to all three. The medication names read ??? as well, so pick the option that corresponds to that medication.

Achievement icon for Serial Killer, the hallucination-day medication achievement

Tell Me Your Story

Tell Me Your Story needs every daily conversation of every magical girl. Her first conversation is always a greeting, and after that she has different talk when healthy and when injured.

Achievement icon for Tell Me Your Story, earned after viewing every daily conversation

To find what you missed, open Main Menu, then Gallery. The Gallery screen has an END tab and a CHARACTER tab, and the CHARACTER tab is the one you want, as marked in the first screenshot.

The Magical Girl ER Gallery menu, with the Characters tab that lists every magical girl's dialogue, the place to hunt for conversations you missed

Open a character there and step through her dialogue entries one at a time, as on the character page in the second screenshot. A character whose list skips entries as you browse may still have conversations you have not seen. For her, save before sleeping on Day 1 and reload until she is the Day 2 visitor, then work on her missing lines. The exact number of conversations and what triggers each one are unconfirmed, so treat this as a rough method.

A character page in the Gallery with variant and voice selectors at the bottom, the voice arrow marked in red