Escape From Duckov endings — how to trigger all four outcomes

Build the ship, beat Koko, flip the air defense, and pick Ending 0 or 1 to unlock every achievement.

By Pallav Pathak 4 min read
Escape From Duckov endings — how to trigger all four outcomes

Escape From Duckov has four endings. They’re built from two choices: which takeoff option you select at the ship (Ending 0 or Ending 1) and whether the island’s air defense system is active or disabled when you launch. If you’ve finished the late-game quests and your ship still won’t “go,” the steps below walk through what must be built, where the key blocker hides, and how each achievement maps to an outcome.


Unlock the takeoff prompt (finish the ship and its quests)

To make the takeoff interaction appear at the ship in your base, complete the spaceship questlines tied to Jeff and Xiaoming and install every required module. You’ll know you’re done when the ship shows an on-foot interaction that offers two choices: Ending 0 or Ending 1. If that prompt isn’t there:

  • Confirm all ship modules are installed. The late-game build list includes six essentials: life support system, supercomputer, defense field, navigation system, vector thrusters, and energy system. A top-mounted module is easy to overlook.
  • Mini-game quests (like Xiaoming’s slot machine challenge) are not required for any ending.
Tip: You can trigger the ending selection by simply standing near the ship once everything is built; no extra item use is needed at the prompt.

Beat Koko Koko and get the air defense key

The island’s air defense state is the other half of every ending. To control it, defeat the final boss, Koko Koko, to obtain the key that lets you toggle the air defense system on or off. If Koko’s arena is still locked, clear the three adjacent rooms in the final boss area, pull each room’s lever after defeating its boss, then approach Koko’s door to trigger the unlock.

Once you have the key, you can visit the turret/air defense control and switch it on or off at any time before taking off.

Duke-Kun • youtube.com
Video thumbnail for 'Escape From Duckov - Final Boss - Koko Koko (Difficulty: Survival)'

Choose Ending 0 or Ending 1 at the ship

With the ship complete and the key in hand, walk up to the ship in your base. You’ll be offered two launch choices: Ending 0 or Ending 1. Pick one, then decide separately whether to leave the air defense enabled or disabled before you take off. Those two decisions produce four distinct outcomes and four achievements.

Note: If you disabled the air defense after already viewing an ending, launch again with the same Ending number to see the new variant and earn its achievement.

All four endings and their achievements

Ending selection at ship Air defense state at launch Achievement
Ending 0 Active Survivor
Ending 0 Disabled District 9
Ending 1 Active Moving Target
Ending 1 Disabled Escape Alive
Neyreyan • youtube.com
Video thumbnail for 'Escape from Duckov - The 4 endings full guide- How to get Storm Gun & Mysterious spaceship blueprint'

How to unlock Ending 1 and “First Class” (hidden Storm quest)

If Ending 1 isn’t appearing at the ship or you’re chasing the “First Class” achievement, complete the hidden questline in the Storm Area that expands your ship’s capacity:

  • Bring a portable disk drive into the Storm Area.
  • Find an interactable computer in a small hut along the Storm roads; players report spots on the northwest side near a broken bridge and also on the east–northeast side. Interact with the computer using the portable disk drive to pull data.
  • Return the drive to Xiaoming to start the expansion questline. Completing it expands the ship’s cabin and awards “First Class.”

After finishing this chain, the Ending 1 option should be available at the ship if it wasn’t already.


Replaying endings does not reset your save

Choosing an ending does not wipe your progress. After the cutscene, you’re returned to the bunker and can walk back to the ship to trigger a different Ending number or flip the air defense for the remaining achievements. You can view all four outcomes on the same save.


Troubleshooting common blockers

  • No takeoff prompt at the ship: Recheck all six modules are installed; one is mounted on the roof and is easy to miss. Ensure Jeff’s and Xiaoming’s spaceship-related quests are complete.
  • Can’t open Koko Koko’s door: Defeat the three bosses in the adjacent rooms, pull each red-lit lever, then return to Koko’s entrance to trigger the unlock.
  • Air defense switch does nothing: You must carry the key obtained from Koko Koko. With the key in your inventory, the turret/defense control can be toggled on or off and will affect the ending.
  • Did Ending 1 but didn’t get the variant achievement after disabling air defense: Launch again with Ending 1 after you’ve turned the air defense off; the new variant will play and award the achievement.
  • Mini-game quest won’t complete: It’s optional for endings. You can finish all outcomes without it.

Once the ship is fully built, the rest is simple: get Koko’s key, decide whether the air defense is on or off, and pick Ending 0 or 1 at the ship. You can loop those choices as many times as you like to see every variant and collect all four ending achievements on the same save.