Factorial Omega My Dystopian Robot Girlfriend Incontinent Cell shanice ending: Church Routes - Endings

Factorial Omega My Dystopian Robot Girlfriend Incontinent Cell shanice ending: Church Routes

Learn how to unlock every Shanice church ending, choose the correct dialogue, and access the follow-up events in My Dystopian Robot Girlfriend.

2026-08-22
Factorial Omega My Dystopian Robot Girlfriend Incontinent Cell Wiki Team
Quick Guide
  • Primary keyword: Factorial Omega My Dystopian Robot Girlfriend Incontinent Cell shanice ending routes
  • Church access: The side story becomes available after the early phone and PC events.
  • Best preparation: Track each visit day, time window, and dialogue choice.
  • Follow-up warning: The happy and worst endings can change later main-story events.

Factorial Omega My Dystopian Robot Girlfriend Incontinent Cell Shanice Ending Overview

Factorial Omega My Dystopian Robot Girlfriend Incontinent Cell shanice ending routes are connected to the Church side story, a branching sequence involving Shanice and Priestbot. The Church becomes available on day 4, after several early PC and phone events. From that point onward, your visit time and dialogue choices determine which of the five endings you receive.

The Church is an aging, neglected building with covered windows and little upkeep. Its story begins as a location event, but several outcomes continue into the main narrative. Ending 2, the Happy Ending, unlocks additional conversations, investigations, and a repair service. Ending 4, the Worst Ending, can lead toward two negative main-story conclusions.

Video Highlights:

  • The five Church conclusions use different dialogue branches.
  • Visit times matter for the opening and follow-up scenes.
  • The Happy Ending unlocks additional Shanice and Priestbot events.
  • The Worst Ending requires extra investigation choices after completion.

Church route summary

EndingNameMain choice patternLater impact
1The Not Good Enough EndingHelp them, then choose the Church leader routeEnds the side story
2The Happy EndingHelp them, then choose the Church leader route with positive setupUnlocks major follow-up events
3True EndingHelp them, then defer to the priest’s judgmentShanice leaves upset
4Worst EndingReject the Church request, then returnCan lead to two bad main endings
5Oblivious EndingAvoid the main Shanice routeSeparate mystery-oriented outcome
Route Tracking Tip

Create a separate save before your first important Church dialogue. The route names are similar, and a single choice can move the story toward a different ending.

Church Access, Visit Times, and Dialogue Rules

The Church side story is controlled by a combination of calendar progression and time windows. Some scenes accept a broad range of hours, while others require an evening visit. The most important recurring window is 17:00 to 21:00, when several Shanice-related scenes become available.

A visit outside the intended period may produce a different opening scene or fail to advance the route. When a guide says “anytime,” it means the event can be triggered during a wider daily window. Even then, returning on the correct following day is necessary.

Important Church time windows

Visit purposeRecommended timeNotes
Evening Shanice encounter17:00–21:00Used by several Ending 1–4 variants
Broad Church visitAnytimeUsed after an earlier branch has been activated
Daytime opening07:00–17:00Alternative variants for several endings
Early morning route07:00–08:00Important for one Oblivious Ending variant
Worst Ending return17:00–21:00Required after rejecting the Church request

Dialogue branches that matter

The following choices are especially important:

  • “I should cheer her up.” Starts a common evening route.
  • “This place is a mess to be honest.” Leads into a more critical Church branch.
  • “There is no real priest nearby?” Starts another route variant.
  • “Help them!” Keeps the main cooperative branch active.
  • “Just go there already!” Completes the first two ending patterns.
  • “I don’t know! He’s the priest, he knows the best!” Produces the True Ending.
  • “Fuck them! (not literally)” Rejects the Church request and begins the Worst Ending path.
Time Window Warning

Do not assume that visiting the Church repeatedly on the same day will advance the story. Many events require the next in-game day before the next dialogue becomes available.

Step-by-Step Routes for All Five Endings

Use the following route table as a quick reference, then follow the detailed steps for the branch you want. “Any option” means the opening dialogue does not determine the final ending in that route variant.

Ending route table

Target endingVisit sequenceRequired choices
Not Good EnoughDay 1 evening or daytime, next day, then evening, then final returnCheer her up or use a daytime opener; Help them; Just go there already
Happy EndingDay 1 evening or daytime, next day, then evening, then final returnUse the positive Church setup; Help them; Just go there already
True EndingDay 1 evening or daytime, next day, then evening, then final returnHelp them; I don’t know! He’s the priest, he knows the best!
Worst EndingDay 1 evening or daytime, next day, then evening, then another evening visitChoose the rejection option; return to Church
Oblivious EndingEvening opener or two daytime visitsAvoid the main Shanice route and use the early-morning variant when required
1

Unlock the Church

Progress through the opening PC and phone events until the Church becomes available on day 4. Continue the normal daily routine until the location appears as a walk destination.

2

Choose an Opening Window

For the standard route, visit between 17:00 and 21:00 and choose “I should cheer her up.” Alternative variants begin during the daytime, usually between 07:00 and 17:00.

3

Advance on the Following Day

Return on the next day during the time window listed for your chosen route. Some branches allow any option here, while others require a specific Church-related dialogue.

4

Resolve the Main Conversation

Visit again between 17:00 and 21:00 and select either “Help them!” or the rejection option. This is the major split between cooperative and negative endings.

5

Complete the Final Return

Return on the next day. Choose “Just go there already!” for the Not Good Enough or Happy route, or defer to the priest for the True Ending.

The Not Good Enough Ending

For the first ending, begin with the standard evening route:

  1. Visit the Church between 17:00 and 21:00.
  2. Choose “I should cheer her up.”
  3. Return the next day and choose “There is no real priest nearby?”
  4. Visit again between 17:00 and 21:00.
  5. Choose “Help them!”
  6. Return the next day and select “Just go there already!”

Two alternate variants use daytime openings. In one, choose “There is no real priest nearby?” during a 07:00–17:00 visit. In another, comment that “This place is a mess to be honest,” then ask “Why can’t she be baptized?” on the next required visit.

The Happy Ending

The Happy Ending uses a similar structure but requires a more positive setup. A reliable variant is:

  1. Visit between 17:00 and 21:00.
  2. Choose “I should cheer her up.”
  3. Return the next day and choose “This place is a mess to be honest.”
  4. Visit again between 17:00 and 21:00.
  5. Select “Help them!”
  6. Return the next day and choose “Just go there already!”

Another variant begins with the daytime Church route, followed by a question about the new pope before the cooperative evening scene.

The True Ending

The True Ending follows the cooperative branch until the last decision:

  1. Start with the evening route or use the daytime variant.
  2. Advance to the evening scene.
  3. Select “Help them!”
  4. Return on the next day.
  5. Choose “I don’t know! He’s the priest, he knows the best!”

This choice places responsibility with the priest and causes Shanice to react emotionally before leaving. The result is labeled the True Ending.

Best First Route

The Happy Ending is usually the most useful first completion because its follow-up unlocks additional dialogue, investigations, and Church repair content.

Happy Ending Follow-Up and Church Repair Events

Completing the Happy Ending does not end Shanice’s involvement. After the route concludes, Priestbot and Shanice can return to the Church through a sequence of walks, phone calls, and waiting periods.

Follow-up progression

StageRequirementResult
1Go for a walk and meet Mark, another PriestbotStarts the follow-up chain
2Wait 4 daysReceive a phone call from Shanice
3Wait 3 more days, then go for a walkMeet Priestbot again
4Return for three daily Church dialoguesUnlock unique conversations
5Choose the correct investigation responseAvoid blocking the Jun origin investigation
6Complete the third dialogueUnlock Church parts repair service

On the second follow-up day, Priestbot presents an important choice: “Tell him about Shanice’s feelings” or “Evade the question.” Choose the first option if you want to preserve the route toward the Jun origin investigation. Evading the question can prevent that event from progressing.

The third dialogue unlocks the Church parts repair service. This gives the Happy Ending a practical gameplay benefit beyond its immediate narrative conclusion.

Follow-up events

The Happy Ending can lead to several later scenes:

  • Jun’s origin investigation.
  • Shanice seeing the player and Jun in the street.
  • Karaoke with Shanice.
  • A conversation about Goku Second and the Vatican.
  • Discussions about organizations and BigDaddyHurt.
Follow-Up Advice

The follow-up uses waiting periods rather than a single immediate scene. Check your phone, complete ordinary activities, and use walks after each required delay.

Worst Ending Follow-Up and Save Management

The Worst Ending begins when you reject the Church request during the major conversation. Select “Fuck them! (not literally)”, then return to the Church on the following evening. This route is more dangerous than the initial ending because its follow-up can affect the main story.

The follow-up requires three meetings with the Hobo, with at least 10 days between the last two meetings. You can stop advancing the chain at certain stages if you want to avoid the negative main endings.

Worst Ending follow-up route

StageActionConsequence
1During a walk, choose “Go to the church”Continues the Worst Ending follow-up
2Go to the Church and meet the HoboAdvances the investigation
3Next day, choose “Go to the church (To investigate)”Opens the next investigation scene
4After 2 days, go to the police stationPresents the final report choice
5Choose “Tell her about hobo”Leads to “Never trust the cops...”
6Choose “Keep the promise”Leads to “Never trust the cops... AGAIN”

If you select “Don’t go to the church” during the walk choice, the follow-up ends without forcing the later bad conclusions. This makes the route easier to contain if you are collecting endings without changing your main-story outcome.

Recommended save plan

Shanice Church Route Checklist:

  • Unlock the Church after the day 4 availability event
  • Create a save before the first major Church dialogue
  • Record every visit time and next-day requirement
  • Complete the Happy Ending before pursuing the Worst Ending
  • Stop the Worst Ending follow-up if you want to avoid bad main endings
Protect Your Main Story

Keep a separate save before starting the Worst Ending follow-up. The later Hobo and police-station choices can lead to two negative main-story endings.

Oblivious Ending, Variants, and FAQ

The Oblivious Ending, also called the Oblivious or obvious ending in route references, is designed for a playthrough that does not meet Shanice through the standard Church sequence.

One variant requires visiting the Church between 07:00 and 16:00 twice. Another uses a daytime opening followed by a return between 07:00 and 08:00 on the next day. The important principle is to avoid activating the main Shanice conversation before the Church bot breaks down.

Ending comparison

EndingShanice involvementFollow-up valueRisk to main story
Not Good EnoughStandard routeLimitedLow
Happy EndingCentral routeHigh; repair service and eventsModerate, if dialogue is mishandled
True EndingCentral routeNarrative-focusedLow
Worst EndingRejection routeHobo and police investigationHigh
Oblivious EndingAvoided or limited routeMystery-focusedLow

Q: When does the Church unlock in My Dystopian Robot Girlfriend?

The Church becomes available on day 4 after several early PC and phone events. Continue normal progression until the location appears as a walk destination.

Q: Which Shanice ending should I complete first?

The Happy Ending is a practical first choice because its follow-up unlocks new Church dialogue, the Jun origin investigation, later Shanice events, and parts repair service.

Q: How do I get the True Ending?

Follow the cooperative route, choose “Help them!” during the main Church scene, then return the next day and select “I don’t know! He’s the priest, he knows the best!”

Q: Can the Worst Ending affect the main story?

Yes. Its follow-up involves three Hobo meetings, an investigation, and a police-station report. The final choice can lead to one of two bad main-story endings.

Final Route Check

For reliable results, prioritize the correct visit window, advance one day at a time, and save before every major Shanice or Priestbot dialogue.