The game asks you outright exactly once. Red Forest, the Doctor chopping wood, an emission building up, and two lines at the bottom of the screen: lower the gun or fire. By then three quarters of the branching is already behind you, and half the endings shut themselves about ten hours earlier, when you agreed or disagreed with people you did not even count as a choice.
- Three conversations decide the ending, and the finale is the last of them
- Where to save so you do not replay the game four times
- "Today never ends", the Spark ending
- "Brave new world", the Ward ending
- "She will never be free", the Strelok ending
- "Project Y", the Kaymanov ending
- What Update 2.0 and Cost of Hope changed
- Which one to take, if you are asking me
So this is not a retelling of the final cutscenes. This is which three conversations actually decide it, where to keep a save so you can see all four finales without four playthroughs, and what each one means.
Spoilers from here, there is no way to write about endings without them.
Three conversations decide the ending, and the finale is the last of them

The game has plenty of forks. Only these three reach the ending. The rest changes lines, reputation and who is still breathing, but not the cutscene.
- Subtle Matter, talking to Scar after the pod. Answer "Eternal spring", or the line where Skif asks for more time, and you are with Spark. Answer "Life is for the living" and you are with Strelok. This is the earliest fork and the most expensive one: it decides whether you get to see the other three finales at all.
- Dangerous Liaisons, talking to Korshunov. A flashbang, your weapon gone, and the colonel offers cooperation one last time. "I'm not your enemy" or "I'm with you" means you have joined the Ward. Trying to escape keeps you on the path you were on.
- The Last Wish, talking to the Doctor. Lower the gun or fire. The only fork the game honestly presents as one.
Note one thing, because it is what ruins the plan to see everything quickly. The Last Wish is only handed to players who took Strelok's side in Subtle Matter. Go with Spark and the story takes another road, one where you never get to ask the Doctor anything.
Where to save so you do not replay the game four times

This is the practical question, and most guides answer it wrong by telling you to save before the final mission. Before the final mission is already too late: exactly two endings out of four are reachable from there.
| Save sits before | Endings you can still reach |
|---|---|
| Subtle Matter | all four |
| Dangerous Liaisons | three: Ward, Strelok, Kaymanov |
| The Last Wish | two: Strelok and Kaymanov |
Practical advice: keep a separate manual save from just before the talk with Scar and do not touch it until you are done with the game. Autosaves cycle round and overwrite themselves long before that, and then there is nothing to go back to.
Each ending has its own achievement, which is a second reason to run the forks again. The names below are the ones the game uses.
"Today never ends", the Spark ending

What to press: in Subtle Matter take the eternal spring answer or the one asking for time, then escape from Korshunov in Dangerous Liaisons.
How it ends: Scar steps into the pod and gets his Shining, the transfigured Zone that Spark exists for. The catch is that what he gets is not what it looks like. This is the shortest of the four roads and the only one where the protagonist hands the finale to somebody else on purpose.
"Brave new world", the Ward ending

What to press: "Life is for the living" in Subtle Matter, then tell Korshunov "I'm not your enemy" or "I'm with you".
How it ends: Korshunov enters the pod, the military take the Zone whole, and SIRCAA gets control and surveillance over it. On paper that is order and safety. In feel it is the end of the Zone as a place worth walking into.
"She will never be free", the Strelok ending

What to press: "Life is for the living", then escape from Korshunov, then shoot the Doctor.
How it ends: Strelok enters the pod, takes the Zone together with the Monolith forces and seals it behind an anomalous barrier. Nothing in, nothing out. The achievement name does the summary better than any paragraph.
"Project Y", the Kaymanov ending

What to press: "Life is for the living", escape from Korshunov, and at the end lower the gun against Strelok's direct instruction.
How it ends: Skif enters the pod himself. From there the cutscene refuses to give a straight answer: flashbacks, the apartment with the Alpha Artifact, reports of anomalous activity around the world. One reading is simple and uncomfortable. The Zone has been freed the way Kaymanov wanted, and now it goes on by itself.
The game never says which of the four is canon. That argument has been running since November 2024 and will probably only end with the next game.
What Update 2.0 and Cost of Hope changed

The endings themselves are untouched: GSC's notes for 2.0 and for every patch from 2.0.1 to 2.0.5 say nothing about reworking them. How you get to them is another matter, and this part is worth knowing in advance.
The expansion added a shortcut to the menu: New Game, then DLC Content. It comes in two flavours. Early Start drops you where the first part of the DLC opens. Advanced Start drops you further in, where both parts are available, and that is where the trap sits.
GSC says it in plain words: Advanced Start places you at a point where several faction choices in the main story have already been made for you. That is why it comes as Advanced Start Spark and Advanced Start Ward. The choice does not touch the DLC content at all, only the main storyline. In other words, a shortcut taken for the expansion quietly picks your ending branch.
Which one to take, if you are asking me

On a first run I would go "Life is for the living", escape from Korshunov, lower the gun. Not because that ending is kinder, but because it is the only one that leaves the question open, and the Zone in this series has always been more interesting as a question.
Then load that save and take Strelok's version: same road, one different press, opposite mood. Ward and Spark work best third and fourth, once you already know what those people are selling.
One observation that spoils the evening for everyone not walking Strelok's road. On any branch but his own, the fight with Strelok is still buggy and he clips through the geometry. It will not break your run, but it does not look the way it was meant to.
Sources
Achievement names checked against the S.T.A.L.K.E.R. 2 achievement page on Steam. The shortcut and its effect on faction choices comes from GSC Game World's own post "Cost of Hope and Update 2.0, All You Need to Know" in the game's Steam news. Lines, quest conditions and mission order checked against the Subtle Matter, Dangerous Liaisons and The Last Wish articles on the S.T.A.L.K.E.R. Wiki in English and Russian, ending descriptions against the same wiki plus the gamepressure and Game8 guides. Screenshots come from the S.T.A.L.K.E.R. 2 page on Steam.

