MiSide Walkthrough: Endings, Achievements, Cartridges, and Cleanup Guide

Official MiSide screenshot showing Mita in the apartment

MiSide is short enough to finish in a few evenings, but it is not a game you want to rush if you care about endings, cartridges, and the stranger optional achievements. This walkthrough is built around a practical completion route: finish the story once, use chapter select for cleanup, then decide whether you want the Safe ending or the Stay ending without accidentally locking yourself out of the requirements.

Spoiler warning: the guide explains chapter objectives, ending requirements, the basement safe code, cartridge locations, and achievement triggers. If you only want a first blind run, read the completion plan and come back after the credits.

Official MiSide screenshot showing Mita in the apartment
MiSide looks like a bright virtual-room story at first, but the route quickly turns into a psychological horror escape with collectibles and several optional branches.

Best Completion Plan

  1. Play the first run mostly blind and do not worry if you refuse Mita. The standard full-story route is the safest way to unlock chapter select and understand the later endings.
  2. During the first run, collect obvious cartridges and complete mini-games when you see them, but do not reset a long chapter just because you missed one. Most cleanup can be handled later from chapter select.
  3. After the credits, use chapter select to clean up achievements, Mita cartridges, Player cartridges, and any mini-game medals you skipped.
  4. Use the basement safe code, 4970, only when you want the Safe ending. Opening the safe changes the outcome of that branch.
  5. Attempt the Stay ending only after one full clear. It requires several early choices to be clean, so it is better treated as a deliberate second run or chapter-select route.
  6. For 100 percent completion, save the no-damage Hetoor run, S+ Spacecar run, cartridge sweep, and Core terminal mini-games for a focused cleanup pass.

Important Missables And Lockouts

Moment What To Do Why It Matters
Early apartment search On a Stay-ending run, do not open the oven while looking for Mita’s comb or hairbrush. Opening it blocks the option to stay with Mita later.
Portal battery section After taking the fourth battery, pick the fallen magnets back up and put them on the fridge. This is one of the hidden Stay-ending conditions.
Bathroom vent On a Stay-ending run, do not look into the vent after Mita sends you for the scissors. Checking the vent blocks the Stay option.
Dinner with Mita Accept the sauce when Mita offers it. Required for the Stay ending and also tied to an achievement.
Console games Play a console game with Mita in Things Get Weird. Required for the Stay route; winning the games also clears achievement work.
Cartridges Check shelves, TV sets, nightstands, bathrooms, and Core-adjacent rooms before leaving a chapter. Chapter select helps, but cartridges are the longest cleanup if you skip them casually.

Chapter Walkthrough

The names below follow the common chapter flow used by readable walkthrough references and achievement guides. Some menus and translations label a few sections slightly differently, especially the middle chapters around Cappie, The Loop, and the Core. If your chapter select uses a nearby name, follow the objective rather than the exact label.

Mobile Prologue Days

The opening phone-game days teach the fake life-sim layer before MiSide pulls you inside. Inspect your room, install the game, enter the nickname you want Mita to use, and complete her basic chores. The early tasks are simple: put clothes in the laundry basket, buy ingredients, cut vegetables, earn enough coins through the phone mini-games, and keep accepting the new daily requests until the game transitions into the full apartment.

On a future Stay-ending run, remember that the early apartment habits matter. Do not treat the oven, fridge magnets, vent, sauce, or console games as flavor choices if you are trying to unlock the stay option later.

I’m Inside A Game?

Once you are physically inside the apartment, explore the bedroom, kitchen, bathroom, and living room before pushing the main objective. The portal needs three objects: a bow, a pencil, and a spoon. Their exact spawn can vary slightly around the bathroom sink, bedroom surfaces, kitchen sink, or table, so sweep the obvious surfaces instead of staring at one old location.

After scanning the items, restore power at the front-door panel and return for the battery step. Pick up the batteries for the portal console. If this is a Stay-ending setup, put the fridge magnets back after the fourth battery. The game does not announce that this is an ending flag.

Together At Last

When Mita gives you freedom in the apartment, check the TV remote in the living room before moving the story forward. Accepting the drink offer unlocks Dead juice. During the cooking sequence, accept the sauce for Delicious Love and for the Stay route.

When Mita sends you to get the scissors from the bathroom, ignore the vent if you are setting up the Stay ending. On a normal first run, checking suspicious things is fine, but it will cost the Stay branch.

Things Get Weird

This chapter is where the cozy routine breaks. Play the console games with Mita before you advance. For Dairy Scandal, stay near the center, crouch, and hit carefully so Mita cannot control the spacing. For Penguin Piles, you need to win both rounds; a tie is not enough for the achievement.

When Mita asks you to stay, your first-run route will normally refuse and continue toward the full story. That refusal unlocks Creak in the Dark. The Stay option is only useful after a full clear and after meeting the hidden early conditions listed above.

The Basement

Follow the horror sequence through the dark apartment, take the key when the route points you into the bedroom, and continue into the basement and camera area. Check the cupboard or shelf opposite the camera-room side before leaving; this is where guides place Player 3.

Do not use the safe until you are intentionally going for the Safe ending. The code is 4970, but opening it changes the branch and is better saved for the ending cleanup section.

Beyond The World And Cappie

Before entering Cappie’s house, look left in the looping entryway for a white box with Player 2. Inside Cappie’s kitchen, check the small TV for the Cap-wearing Mita cartridge.

This section also contains several mini-game achievements. Spacecar gives Accelerate! for a successful first-place clear and Going at Maximum Speed! when you also collect all 10 crystals for the stronger run. Cappie’s button and rhythm challenges are tied to Pat on the head! and The Great Dance.

Official MiSide screenshot showing a bright room with Mita and the player perspective
Many optional achievements are hidden inside otherwise playful scenes. Treat mini-games as completion checks, not just atmosphere.

The Loop

The Loop is one of the easiest chapters to overthink. Use the alarm clock on the table to track the loop count, then keep moving until the hallway begins changing heavily. The key beats are:

  1. Keep going through the repeated hallway while watching for environmental changes.
  2. When the route gives you a flashlight, follow the dark markings without expecting a standard chase.
  3. Pick up the baseball bat when the broken-window setup blocks your path.
  4. On the later loop, hit the creature on the wires several times with the bat so you can continue.
  5. At the clock puzzle, set the time to 12:55:35. If the hands are unclear, put the small hand at 12, the second hand at 11, and the thin hand at 7.
  6. Talk to Little Mita, ask how to leave, then use the window prompt on the next loop to escape.

For collectibles, check the Tiny Mita corridor iterations. Community cartridge guides place Player 4 on the nightstand near the loop-corridor entrance, and Tiny Mita’s cartridge on a table or stand in the Tiny Mita corridor sequence.

Mini Mita

Mini Mita is a collectible-heavy section. Before you rush out, check the living room bookcase for Player 5. Look near Chibi Mita’s room for the Chibi Mita cartridge, and check behind or near the seated dummy/mannequin setup for Short-haired Mita. These are quick to miss because the chapter is already pulling your eye toward the main route.

Dummies And Forgotten Puzzles / Ghost Mita

In the bridge and dummy areas, explore before triggering transport out of the zone. The hidden monitor room or shrine terminal is tied to O, Great Mita!. Follow Tiny or Chibi Mita until she runs away for You shall not pass!. After the funicular, complete the Hetoor arcade sequence for Helluvah Win!. If you need Without Taking Damage?!, replay the section later and focus only on a clean Hetoor run.

For cartridges, look for Mannequin Mita on one of the mannequin hands around the flooded mannequin circle, and Ghostly Mita in the storage/cubby area of Ghost Mita’s room.

She Just Wants To Sleep

This chapter is more puzzle-like than the chase chapters. Check the bathroom shelf area for Sleepy Mita’s cartridge. For the pumpkin puzzle, use the order:

Step Pumpkin
1 Fourth pumpkin
2 Third pumpkin
3 First pumpkin
4 Second pumpkin
5 Fifth pumpkin

Once both levers and the red-button wiring sequence are handled, continue through the chapter rather than searching for a second hidden solution. The puzzle path is fairly direct after the pumpkin check.

Novels

Novels is mostly a dialogue and presentation chapter. Search the kitchen side table or nightstand area for the 2D Mita cartridge before committing to the next transition. There is not much route risk here, but the quiet chapter makes the collectible easy to overlook.

Reading Books, Destroying Glitches

This is the main carrot cleanup chapter. For Carrot, find the glitched carrot seven times. Cross-checked guides place the appearances in these spots:

# Carrot Location
1 Kitchen plate or bowl with apples.
2 Bedroom nightstand near the bathroom door.
3 Living-room table near the front door.
4 Highest shelf in the bathroom.
5 Living-room armchair.
6 Kitchen table.
7 Bedroom bed.

For Found you!, finish the third anomaly, then keep the small desk figurine in view until the game acknowledges it. Also check the coffee table near the TV for Mila and the bathroom shelf/cabinet for Player 7.

Run And Hide!

Run and Hide is mainly execution: keep moving, listen for route cues, and do not waste time searching every corner during active chase pressure. If you are doing a collectible sweep, use chapter select afterward instead of trying to combine a clean chase with a blind search.

Old Version

At the start of Old Version, try to open the front door after the initial cutscene for Some Achievement?. Later, when you reach the Core computer, complete the first Core terminal mini-game for Phase 1 Logs. Some references call this Quadrangle, Quadrilateral, or Quadra-Liner, and wave counts can vary by translation or build; stay in the mini-game until the achievement unlocks.

For collectibles, check the left side near the Core entrance for Player 8, and Creepy Mita’s room near the computer or monitor for Player 9. If the Core computer offers a retrieve/get flash drive option, use it for the Core Mita cartridge.

Official MiSide screenshot showing a darker apartment scene
The later chapters hide a lot of completion work in rooms you may want to leave quickly. Slow down whenever the game gives you control outside an active chase.

Be Candid And The Real World?

During the “real world” sequence, follow the daily routine prompts and complete the computer tasks as they appear. When Mita emerges from the computer, open the desktop mini-game and score 25 in Snake for A Long Long Tail. At the start of The Real World? section, check the bedroom nightstand for Player 10.

Reboot And Leave The Core

Back at the Core, complete the second terminal mini-game for Phase 2 Logs. For the reset sequence, the character version is 00.98, and the character index used by the readable walkthroughs is 5677098. When the route sends you back toward the basement, collect Player 6 from the teleporter or portal-console table before the ending sequence.

The ID you enter at the final computer is player-specific. Do not copy a guide’s example number. Look across the monitors for the one that shows your name, then enter that number. After that, follow the front-door sequence through the standard ending.

All Endings

MiSide has three major ending outcomes covered by the readable references: the standard full-story ending, the Safe ending, and the Stay ending. Names vary a little between community pages, but the unlock logic is consistent.

Ending How To Unlock Notes
Standard / full-story ending Play through the full story while refusing Mita and finishing the Core route. This unlocks Is This the end? and sets you up for chapter-select cleanup.
Safe ending Use the basement safe code 4970 and interact with what is inside. The safe is the short alternate route. Use it deliberately after you know the code.
Stay ending Complete the game once, start again or route from the early chapters, then meet all Stay conditions and accept Mita’s offer. Required conditions: do not open the oven, restore the fallen fridge magnets, do not inspect the bathroom vent, accept the sauce, and play console games with Mita.

Achievement Checklist

Steam’s public achievement page lists 26 achievements. None of the route cleanup is worth doing from memory alone: use this table chapter by chapter, then finish the collection achievements last.

Achievement Unlock Method Best Cleanup Point
Creak in the Dark Refuse to stay with Mita when the story asks. Things Get Weird
Delicious Love Accept the sauce during dinner. Together At Last
Dead juice Use the TV remote, then accept Mita’s drink offer. Together At Last
Is This the end? Finish the main story. Full-story route
Helluvah Win! Complete Hetoor after the funicular. Dummies and Forgotten Puzzles
Pat on the head! Beat Cappie in the red-button mini-game. Cappie
Clabber Beat Mita in Dairy Scandal. Things Get Weird
Some Achievement? Try to open the exit door after the opening cutscene. Old Version
O, Great Mita! Find the hidden monitor/shrine room and type the message at the computer. Dummies and Forgotten Puzzles
Accelerate! Clear Spacecar successfully, aiming for first place. Beyond the World
Conditions Met Meet the hidden Stay-ending conditions and choose to stay. Second run / early chapter route
Safe of life Open the basement safe with 4970 and use the contents. Safe ending route
You shall not pass! Follow or block Chibi/Tiny Mita during the fence/path moment until the achievement triggers. Dummies and Forgotten Puzzles
Penguin Conundrum! Win both Penguin Piles rounds against Mita. Things Get Weird
The Great Dance Complete Cappie’s rhythm mini-game sequence cleanly. Cappie
Found you! After the third anomaly, watch the small desk figurine until it responds. Reading Books, Destroying Glitches
A Long Long Tail Score 25 in the Snake mini-game on the protagonist’s computer after Mita appears. The Real World?
Going at Maximum Speed! Earn the stronger Spacecar clear by finishing first and collecting all 10 crystals. Beyond the World
Phase 1 Logs Complete the first Core terminal mini-game. Old Version
The fly’s victory Idle in a safe area until the handheld fly game appears, then collect 25 coins while avoiding frogs. Any safe chapter, early is easiest
Carrot Find all seven glitched carrots. Reading Books, Destroying Glitches
Hi, Mita Collect all Mita character cartridges / flash drives. Collection cleanup
Without Taking Damage?! Finish Hetoor without taking damage. Dummies and Forgotten Puzzles replay
Phase 2 Logs Complete the second Core terminal mini-game. Reboot
Caught Them All Collect all Player cartridges. Collection cleanup
Pro Gamer Clear the full achievement set. Final cleanup

Mita Cartridge Locations

Community guides sometimes count the default Mita entry differently, so treat this as a pickup checklist rather than an argument about menu numbering. If the achievement has not popped, compare the character index screen against every item below.

Cartridge Location
Default Mita Automatic or story-granted depending on version/menu state.
Cap-wearing Mita / Cappie On the small TV in Cappie’s kitchen.
Tiny Mita On the table or stand in the Tiny Mita corridor sequence.
Chibi Mita On the chair or stool near the Chibi Mita room.
Short-haired Mita On the table behind the seated dummy/mannequin in Mini Mita.
Mannequin Mita On a mannequin hand in the flooded dummy/mannequin circle.
Ghostly Mita In the wall cabinet, cubbies, or storage boxes in Ghost Mita’s room.
Sleepy Mita Bathroom shelf area in She Just Wants To Sleep.
2D Mita Kitchen side table or nightstand in Novels.
Mila On the table near the TV in Reading Books, Destroying Glitches.
Creepy Mita Kitchen counter or apple-bowl area in Old Version.
Kind Mita On the table or desk behind Kind Mita after the Reboot sequence.
Core Mita Use the retrieve/get flash drive option on the Core computer when available.

Player Cartridge Locations

Player Cartridge Location
Player 1 Automatic or awarded through main-story completion, depending on menu state.
Player 2 Looping entryway before Cappie’s house; walk left and check the white box.
Player 3 Basement camera area; cupboard or shelf opposite the camera-room side.
Player 4 Nightstand near the left side of the Tiny Mita / loop-corridor entrance around iteration 14.
Player 5 Living-room bookcase in Mini Mita.
Player 6 Teleporter or portal-console table in the basement during Reboot, right before the ending route.
Player 7 Bathroom shelf or cabinet in Reading Books, Destroying Glitches.
Player 8 Left side of the Core entrance area in Old Version, near a chair, bucket, or box depending on translation.
Player 9 Near the computer/monitor in Creepy Mita’s room in Old Version.
Player 10 Nightstand beside the bed at the start of The Real World?
Official MiSide screenshot showing a dark room with eerie lighting
For cartridge cleanup, the best habit is simple: before leaving any calmer room, check the TV, shelves, bathroom, nightstand, and computer area.

Mini-Game Tips

Mini-Game Goal Tip
Dairy Scandal Beat Mita for Clabber. Hold the center, crouch, and attack only when she is in range. Do not chase wildly.
Penguin Piles Win both rounds for Penguin Conundrum! Plan your path around clusters of snowballs. Ties do not count.
Fly game Collect 25 coins for The fly’s victory. Idle in a safe area to trigger it, then value survival over risky coins near frogs.
Spacecar First place and 10 crystals. For S+ cleanup, restart until you know the turn rhythm. Hug inner lines unless a crystal forces a wider arc.
Cappie button game Beat Cappie for Pat on the head! Focus on the prompt rhythm, not the character animation.
Cappie dance Clear the rhythm sequence for The Great Dance. Replay it alone if needed; it is cleaner without also hunting collectibles.
Hetoor Clear once, then clear without damage. Learn enemy spawns on a normal run. For no-damage, reset quickly after a hit instead of finishing a doomed attempt.
Core terminal Clear Phase 1 and Phase 2 log mini-games. Translation/builds may vary on wave counts. Keep playing until the achievement appears.
Snake Score 25 for A Long Long Tail. Do it as soon as Mita appears from the computer and the desktop is available.

Final Cleanup Order

  1. Finish the standard story and unlock chapter select.
  2. Replay Together At Last and Things Get Weird for Dead juice, Delicious Love, Clabber, Penguin Conundrum!, and the Stay flags if needed.
  3. Replay Beyond the World / Cappie for Spacecar, button, rhythm, Player 2, and Cappie cartridge cleanup.
  4. Replay The Loop only with a checklist: clock puzzle, Tiny Mita area, Player 4, and the window escape.
  5. Replay Dummies and Forgotten Puzzles for the shrine terminal, You shall not pass!, Hetoor, no-damage Hetoor, Mannequin Mita, and Ghostly Mita.
  6. Replay Reading Books, Destroying Glitches for all seven carrots, Found you!, Mila, and Player 7.
  7. Replay Old Version / Reboot for Phase 1 Logs, Phase 2 Logs, Player 8, Player 9, Player 6, Core Mita, and the standard ending route.
  8. Use code 4970 for the Safe ending only when you are ready to branch.
  9. Start or route a clean early-game path for the Stay ending after one full clear.
Official MiSide screenshot showing a surreal apartment environment
The cleanest 100 percent route is not one perfect blind run. Finish once, then use chapter select with a checklist.

Sources And Credits

Official metadata and screenshots were verified from the MiSide Steam page and Steam’s public achievement data. Walkthrough, endings, achievement, and cartridge details were cross-checked against readable community walkthrough references and Steam Community guide pages.