- endacopia eyes are obtained by following the nighttime route into the Timesville graveyard.
- Required area: Reach Timesville during the Ending C Chapter 1 progression.
- Main reward: The eyes let you use the red sensor at the prison.
- Best approach: Follow the route after crossing the bridge near Arthur’s house.
- Next objective: Search the prison at night and continue toward The Turtle.
endacopia eyes: What They Unlock
The endacopia eyes are a progression item acquired in Timesville during the Chapter 1 route for Ending C. They are not presented as a conventional inventory tool with a separate combat function. Instead, obtaining them changes which environmental interactions Mellow can perform.
The most important use appears at the prison. After collecting the eyes, Mellow can scan them on the red sensor and enter the nighttime prison route. This opens the path toward The Turtle and several connected investigation objectives.
The eyes are also part of a broader sequence involving Arthur’s house, the graveyard, Catthew, Whiskers, the aquarium, and the telescope. Because the surrounding route contains multiple time-of-day requirements, it is useful to treat the eyes as one milestone in a larger Timesville investigation rather than as an isolated pickup.
| Progression Point | Area | Purpose |
|---|---|---|
| Reach Timesville | Timesville | Begins the route connected to the eyes |
| Wait for nighttime | Timesville | Makes the relevant graveyard route available |
| Cross the bridge | Cliff area | Leads toward Arthur’s house |
| Follow the graveyard path | Graveyard | Grants the eyes |
| Scan the red sensor | Prison | Opens the nighttime prison route |
The eyes are tied to the nighttime Timesville sequence. If the route does not progress, check the time of day before repeating earlier actions.
Progression Item
The eyes mark a key story milestone in Ending C Chapter 1.
Access Function
They allow Mellow to use the prison’s red eye scanner.
Investigation Link
Their acquisition connects directly to later Timesville clues and exploration.
How to Get the Eyes in Timesville
The acquisition route begins after reaching Timesville. The essential trigger is the nighttime visit to the area near Arthur’s house. The source walkthrough places Arthur’s house after the bridge at the cliff, so use that landmark to orient yourself before searching the graveyard.
Follow the route in order rather than exploring randomly. Several Timesville activities can be completed around the same period, including fishing and conversations with local characters, but the eyes come from following the graveyard path.
Enter Timesville
Travel to Timesville as part of the Ending C Chapter 1 progression. Make sure you have reached the area through the main route before attempting the nighttime objective.
Wait for Nighttime
Continue until the nighttime phase is active. The route toward Arthur’s house and the graveyard is associated with this time period.
Cross the Bridge at the Cliff
Move beyond the bridge near the cliff and look for Arthur’s house. Use the house as the main landmark for the next part of the route.
Follow the Graveyard Path
Continue from Arthur’s house into the graveyard. Following these steps into the graveyard grants Mellow the eyes.
Return to the Main Route
After obtaining the eyes, continue exploring Timesville or move toward the prison objective. The new ability is required for the red sensor.
| Step | Checkpoint | Result |
|---|---|---|
| 1 | Timesville reached | The regional route becomes available |
| 2 | Nighttime active | The relevant exploration phase begins |
| 3 | Bridge crossed | Arthur’s house becomes the navigation landmark |
| 4 | Graveyard entered | The eyes are granted |
| 5 | Route continued | Prison access and later investigation become possible |
Do not assume the eyes are located inside Arthur’s house. Use the house to orient yourself, then follow the path into the graveyard.
Using the Eyes at the Prison
Once the eyes have been obtained, the next major application is the prison at night. Return to the prison area and look for the red sensor. The walkthrough identifies the sensor as an eye scan, making it the required interaction for entering this section of the route.
The prison sequence emphasizes stealth and observation. Proceed through the area without being caught by the flashing lights, then continue until you meet The Turtle. Looking around The Turtle’s cell reveals information needed to unlock the metal detector, which becomes important for later beach and shed objectives.
| Prison Objective | Required Action | Follow-Up |
|---|---|---|
| Reach the prison | Visit during nighttime | Search for the red sensor |
| Open the entrance | Scan the eyes | Enter the prison route |
| Cross the interior | Avoid flashing lights | Continue toward The Turtle |
| Meet The Turtle | Inspect the cell | Learn how to unlock the metal detector |
| Leave the area | Continue the investigation | Use the metal detector in later objectives |
The prison is only one part of the connected Timesville chain. After meeting The Turtle, later tasks can lead to the cliff shed, the beach, Mirianne’s house, and the VHS-related puzzle. Obtaining the eyes therefore improves access to the area’s investigation rather than ending the Timesville sequence.
If the red sensor accepts the eye scan, the acquisition step is complete. Focus next on the prison route and The Turtle’s cell.
What to Do After Meeting The Turtle
After inspecting the cell, organize the next objectives around the metal detector and the telescope:
- Visit the cliff area during the required nighttime phase.
- Use the telescope to examine the sky and connect the visible dots.
- Open the shed with the resulting key.
- Arrange the bones inside the shed to unlock the metal detector.
- Search the beach for the lockpick, fish paper, and camera.
- Use the metal detector to locate the lost PGD near the beach.
The eyes do not directly provide these later tools, but they help establish the access route that leads to them.
Timesville Route Planning and Missable Goals
Timesville contains several optional or supplementary objectives that can be combined with the eye route. Planning them together reduces unnecessary travel between day and night phases.
Fishing is especially important if you are pursuing the related achievement. The walkthrough describes 18 fish in total, with three exclusive fish for each hour cycle. Catching all 18 unlocks the I Want To Be A Fisherman achievement and provides the old key from the Fish Paper.
Whiskers and Catthew also provide useful progression links. After obtaining the eyes, you can talk to Catthew and play hide-and-seek to obtain the fishing license. Speaking with Whiskers about fish leads toward Paisley’s yellow party, where the telescope can be obtained.
| Character or Item | Location | Purpose |
|---|---|---|
| Arthur’s house | Beyond the bridge at the cliff | Landmark for reaching the graveyard |
| Catthew | Timesville | Hide-and-seek and fishing license |
| Whiskers | Timesville | Provides information about the aquarium |
| Telescope | Paisley’s yellow party | Reveals sky clues near the shed |
| Fish Paper | Beach-related route | Helps identify the old key objective |
| The Turtle | Prison | Provides clues for the metal detector |
Complete fishing cycles while moving through Timesville when practical. The time-based fish and nighttime objectives use different phases, so route planning saves repeat visits.
Timesville Progress Checklist:
- Reach Timesville during Ending C Chapter 1
- Visit the bridge and locate Arthur’s house at night
- Follow the graveyard route to obtain the eyes
- Scan the red prison sensor
- Inspect The Turtle’s cell for the metal detector clue
Common Problems and Next Steps
The most common issue with this objective is searching in the wrong order. Players may reach Timesville, explore the daytime locations, and assume the eyes should already be available. The walkthrough instead places the acquisition after the nighttime trip beyond the bridge near Arthur’s house.
Another possible mistake is treating the prison as unrelated. The red sensor specifically connects the eyes to the prison route, so returning there after the graveyard sequence is the intended next step.
| Problem | Likely Cause | Recommended Fix |
|---|---|---|
| The graveyard route seems inactive | It is not nighttime | Return during the nighttime phase |
| Arthur’s house cannot be found | The bridge landmark was missed | Cross the bridge near the cliff first |
| The prison entrance remains closed | The eyes were not obtained | Complete the graveyard route |
| The red sensor does nothing | The interaction point was missed | Search the prison entrance for the eye scanner |
| Progress stops after The Turtle | The cell was not inspected | Examine the cell for the metal detector clue |
For a broader route reference, consult the Endacopia Wiki guide for the full game. The guide places the eye acquisition within the Ending C Chapter 1 sequence and connects it to the prison, telescope, fishing, and metal detector objectives.
After the prison section, continue gathering the tools needed for the beach and cliff investigations. The eyes are an access milestone, while the telescope, metal detector, and related clues support the larger Ending C progression.
When checking your progress, verify three landmarks in order: Arthur’s house, the graveyard, and the prison’s red sensor. This confirms the route without unnecessary backtracking.
Q: Where do you get the eyes in Endacopia?
Reach Timesville at night, cross the bridge near the cliff, locate Arthur’s house, and follow the route into the graveyard. The graveyard sequence grants the eyes.
Q: What are the eyes used for in Endacopia?
They are used at the prison’s red sensor. Scan the eyes to enter the nighttime prison route and continue toward The Turtle.
Q: Do you need to visit Arthur’s house to get the eyes?
Arthur’s house serves as the main landmark for the route. The eyes are obtained by following the path from that area into the graveyard.
Q: What should you do after obtaining the eyes?
Return to the prison at night, scan the red sensor, avoid the flashing lights, and inspect The Turtle’s cell for the metal detector clue.