Funi Raccoon Game All Endings Guide & Walkthrough Wiki

Funi Raccoon Game acts chaotic on the surface, but once you start cleaning up the optional content, the game reveals a pretty tidy structure. The collectibles, upgrades, rods, and endings all feed into one another, and if you want the full picture, it helps to approach it act by act instead of trying to untangle everything at the end.

This guide-style rewrite keeps the route clear while still feeling like you are exploring the game, not just checking boxes.

Spoiler Note

This covers the major progression of the game, including all endings, all upgrades, all jewels, all dumbbells, all cats, and the extra steps needed for the cooling rods. If you still want to discover things on your own, stop here.

Funi Raccoon Game All Endings Guide & Walkthrough Wiki

Across the game, you are mainly collecting four things:

  • Cats
  • Mystical Dumbbells
  • Mystical Jewels
  • Cooling Rods

The cats and some later items only count properly if you store them the right way, so paying attention to collection rules matters.

One important thing to remember:

Cats need to be put into your dumpster to count.

Later on, the second and third cooling rods also need to be stored in the dumpster to register properly.

Act 1

Act 1 is where the collectible structure starts to make sense. You are picking up your first dumbbell, your first jewel, and several cats while learning how the game hides optional content.

The first Mystical Dumbbell is in the gym, right in front of you once you enter.

The first cat is outside, on the billboard behind the gym.

The first Mystical Jewel is tied to the stone puzzle area that opens the water zone. Once you interact with the stone and follow the instructions, you can access the platforming section. Along that route, you can also find the second cat near the start of the platforming area, while the jewel itself is waiting at the end.

The third cat is in the large city zone later in the act.

By the end of Act 1, you should have:

  • 3 cats
  • 1 dumbbell
  • 1 jewel

Act 2

Act 2 adds another cat, another dumbbell, and your second jewel.

Start by going into one of the TVs inside the Beenie Museum. Inside that section, you can find both the second Mystical Dumbbell and the fourth cat.

After replacing Beenie, the water opens up as a real route. In that water area is an entrance to a side area with a simple puzzle. Solving it gives you the fifth cat.

Later in the act, climb the building with the next Lugh stone. Completing that challenge leads to another side area, and finishing it gives you the second Mystical Jewel.

By the end of Act 2, you should have:

  • 5 cats
  • 2 dumbbells
  • 2 jewels

Act 3

Act 3 is a little busier, mixing progression items with a few tucked-away paths.

Start by removing Patrick O’Hara from the cow pen, then talk to the Moai farmer. He gives you a key. Take that key into the cave and look for the gated tunnel. Throw the key at the gate and continue forward until you find the next hidden area. Near the NPC there is the sixth cat.

Then head back to the start of the cave and grab the pickaxe. Move forward, drop off to the right side of the path, find the breakable wall, and smash through it. Inside is another Lugh stone area. Finish that sequence and you get the third Mystical Jewel.

Later, once you reach the Trasco parking lot, ride up the hollow building. At the top is the third Mystical Dumbbell.

By the end of Act 3, you should have:

  • 6 cats
  • 3 dumbbells
  • 3 jewels

Act 4

Act 4 finishes the main collectible sets and also introduces the extra steps needed for most endings.

First, go to the Municipal Wastes and head to the maze entrance. Instead of entering directly, go past it and up the ramp. That is where you find the last Mystical Dumbbell.

Then head to the desert. Past the big Moai is the final Lugh stone. Complete that challenge and you get the fourth Mystical Jewel.

At this point, your jewel and dumbbell collections should be complete.

Cooling Rods

Before you can see most endings, you need the cooling rods.

The first rod comes through normal progression by finishing the earlier act content.

The second rod is in the desert, in the ice village. Enter the huge skull and complete the king’s request. This rod must be put into the dumpster to count.

The third rod is tied to the Municipal Wastes near the train station. Follow the road up the wall, then talk to the chair before entering Plimbo’s mind. Complete that sequence, talk to Plimbo, and you will be sent to the area with the third rod. This one also needs to go into the dumpster.

Once you have all three rods, you can reach Gully Special Island. That island contains the Gully Special Pot, which is required for most endings.

All Endings

The game has four endings total.

  • Three bad endings
  • One good ending

All endings require reaching the Gully. Three of them also require returning to the past by using the train in the Municipal Wastes.

Bad Ending 1

For the first bad ending, buy the Orb from the orb shop and follow the seller’s instructions.

This is the most direct of the bad endings and feels like the game baiting you into doing exactly what it tells you.

Bad Ending 2

For the second bad ending, follow the Hypercube’s instructions instead.

This is another route where the game gives you a path and lets the consequences speak for themselves.

Bad Ending 3

The third bad ending takes more setup.

Return to the area called The Machine in the Beenie Factory. Walk to the correct side route, turn left, and keep going until you reach the back of the massive stone Beenie. Enter it.

From there, you trigger the sequence where Beenie is crucified. After that, talk to the Priestess, then return to Norwich, enter the temple, and follow her instructions.

This is the most elaborate bad ending path and easily the darkest one in tone.

Good Ending

The good ending is much cleaner in concept.

Collect all the Mystical Jewels, and once you do, Lugh offers to help fix everything.

This is the game’s real completion route, and it rewards full side-content progress instead of obedience to one of the stranger optional ending triggers.

All Cats Summary

Across the game, there are six cats covered here:

  • 3 in Act 1
  • 2 in Act 2
  • 1 in Act 3

The key thing is not just finding them, but making sure you actually put them in the dumpster so they count.

All Upgrades Summary

The main upgrade-like collectibles here are the Mystical Dumbbells and Mystical Jewels.

Mystical Dumbbells

  • Act 1: Gym
  • Act 2: TV area in Beenie Museum
  • Act 3: Hollow building in Trasco parking lot
  • Act 4: Ramp past the maze entrance in Municipal Wastes

Mystical Jewels

  • Act 1: Water zone platforming challenge
  • Act 2: Lugh challenge after the building climb
  • Act 3: Breakable wall cave route
  • Act 4: Desert Lugh stone past the big Moai

Funi Raccoon Game hides a lot of its best content behind absurd side routes, but the structure underneath is surprisingly neat. Each act gives you a few meaningful collectibles, the rods tie the late game together, and the endings reward either curiosity or bad judgment depending on which path you follow.

The cleanest full-completion route is to gather every jewel, every dumbbell, every cat, and all cooling rods before deciding which ending you want to trigger. That way you are never forced to backtrack more than necessary, and you keep every option open.