No, I’m Not a Human: A Complete Guide to Spotting Monsters and Every Single Ending

The world is cooked, the sun is a death laser, and your only job is to figure out which of the desperate strangers at your door is a monster in a skin suit. Welcome to the neighborhood.

A night vision-style screenshot showing a gaunt, grinning humanoid figure in teal tones on the left, with faint apartment buildings in the background, and the glowing green text "You home alone?" on the right.

No, I’m not a Human is a game about paranoia. It’s a slow, methodical descent into madness where you have to decide who lives and who gets a face full of buckshot based on the state of their fingernails. Your home is your prison, your energy is always draining, and every single choice you make could be your last. This is your roadmap to not dying. You're welcome.

The Art of Detection: How to Spot a Visitor

Your entire life boils down to one question: is this person human? The game wants you to second-guess yourself. The art style is unsettling, making everyone look a little off. You have to be a detective, and you have to be ruthless. The news broadcasts will eventually reveal the four telltale signs of a "Visitor."

  • Perfect Teeth: In this shithole of a world, nobody has a flawless Hollywood smile. If they do, they’re a monster.

  • Dirty Nails: The Visitors are said to crawl up from the ground, and it shows. Look for grime caked deep under the fingernails.

  • Bloodshot Eyes: We're talking severely, unnaturally bloodshot, way beyond what simple exhaustion would cause.

  • Hairless Armpits: A weirdly reliable tell is a complete and total lack of underarm hair.

A word of warning: don't get trigger-happy. A single sign isn't enough. A survivor digging for food will have dirty nails. A grieving person will have bloodshot eyes. You need to look for a pattern, a combination of clues, before you make your final, irreversible decision.

Critical Event: The Night 4 Intruder

This is the game's big, non-negotiable survival test. On Night 4, a pale, shirtless man known only as the "Intruder" will show up and ask if you're alone.

You must have at least one guest in your home to pass this check. If you're alone, or if you lie and say you are, he kills you on the spot. Game over. This is the game's way of telling you that pure, terrified isolation is a death sentence. You have to take calculated risks.

The Guest List: Who to Trust, Who to Shoot

Knowing who to trust is half the battle. While many guests are randomized each playthrough, some characters are fixed. Learn them. They are your anchors.

  • Confirmed Humans: These characters are always safe. This includes the Tall Man, the Neighbor Girl, the Firefighter, the Twin Sisters, and the Woman with a Dead Husband. Let them in. You'll need them for the Night 4 check.

  • Confirmed Visitors: These characters are always a threat and should be dealt with immediately. This list includes the Cashier Girl, the bizarre Amogus Man, and the Intruder himself. Shoot on sight.

  • The Wild Cards: This is the biggest and most dangerous group. Their alignment is random every time you play. Characters like the Wheelchair User, the Beer-Loving Man, and the Fortune Teller are a total crapshoot. You have to rely on your detective skills and nothing else. They are the true test of your nerve.

A dimly lit kitchen features a horrific figure with a pixelated, blood-splattered head and green jacket, sitting at a table with cards. Five white icons are at the top left.

A Guide to All Endings (MASSIVE SPOILERS AHEAD)

Your choices determine your fate. Here’s how to unlock every ending, from the triumphant to the truly bizarre.

Ending 1: The Child of Doom Let the Seductive Woman in and always be kind to her. After she dies, find the Fetus in the house. The next night, watch the child drink a dog's milk, then look through your peephole.

Ending 2: The End? (Good Ending) This is the "standard" good ending. On Day 13, make sure every single guest in your house is human. Whether you have guests or are completely alone, boarding up the windows on Day 14 will trigger this outcome.

Ending 3: No, I'm Not Alone (Bad Ending) The easiest bad ending to get. Simply have at least one Visitor still alive in your house when you board up the windows on Day 14. They will kill you.

Ending 4: May Death Cleanse us of Our Sins! (Cult Ending) Keep all the Death Cult members in your house until their leader returns for a second visit. Don't kill them, and don't let FEMA take them. When the leader returns, accept his offer to join them.

Ending 5: Welcome to FEMA Whenever you talk to the FEMA agents, be as compliant as possible. Ask if you should pack, agree with their methods, and never question them. Eventually, one will offer you a job. Accept it.

Ending 6: Yes, I'm Alone (Intruder Ending) A quick and easy death. Either have no one in your house on Night 4, or simply tell the Intruder you're alone when he asks.

Ending 7: Yes, I'm a Murderer Let your paranoia get the best of you. Kill a large number of confirmed human guests with your shotgun. Eventually, a character called the "Egghead Guy" will show up to pass judgment, triggering this ending.

Ending 8: Shroom or Doom A weird one. After the Mushroom Man visits, you'll get a page from a book. You must find a mushroom in your basement, put it in the fridge, and eat it. The next day, an apple will appear in the hall; eat it. On the third day, a clock will appear above your bed; click it. The Mushroom Man will return and invite you to his "Mushroom Land." Accept his offer.

Ending 9: Embrace The Inevitable Complete all of the Egghead Guy's quests. This involves letting the "person with a cat" in, not testing anyone for two days, and then digging in your basement multiple times. This will reveal a tunnel. Jump into the hole at the end of it.

Ending 10: Wrath of the Vigilante When the Visitor Hunter shows up on Night 10 or 12, he'll demand to test you. To get this ending, you must fail his test. Show him anything other than your hands, eyes, or recently cleaned armpits. He will shoot you.

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