Wondering exactly how to get all endings fatekeeper? It comes down to three distinct paths determined by your exploration and interactions with your companion, Kor Guran. To unlock the Good Ending, you must purify the Portal Room in Haven using specific alchemy ingredients; the Bad Ending triggers naturally if you succumb to corruption and rush straight to the Second Boss; and the highly coveted True Ending requires completing the secret Forgotten Halls questline and securing the Crimson Wardbloom.

Paraglacial’s brutal first-person action RPG does not hold your hand. Released into Early Access in June 2026 under THQ Nordic, Fatekeeper drops you into the boots of the Last Druid in a dying, cataclysm-ravaged world. Inspired heavily by the physics-based sandbox combat of Dark Messiah, the game obscures its narrative triggers behind environmental storytelling and deep exploration. Shallow wiki pages won't save you here. If you want to manipulate the fate of this ruined world, you need to understand exactly which relics to hoard, which bosses to spare, and how to navigate the treacherous Ancient Haulways.

Core Mechanics: How to Get All Endings Fatekeeper

Unlike modern RPGs that telegraph narrative branches with glowing dialogue wheels, Fatekeeper tracks your choices invisibly. The game measures your alignment through three core pillars: world interaction, alchemy usage, and your relationship with Kor Guran, the enigmatic talking rat who accompanies you.

The world of Fatekeeper is a masterclass in decay. From the mist-choked forests of Haven to the crumbling masonry of Mar Guran, every zone contains hidden variables. The game monitors whether you take the time to restore the ancient infrastructure or simply pillage it for your own survival.

The most critical location is the Portal Room beneath the blacksmith's house in Haven. Early in the game, you will find a basic Dagger, a Full Helmet, and metal fragments on the blacksmith's table. Head down the stairs to the right, and you will discover an ancient altar. Your interactions with this altar—specifically what you choose to place upon it after utilizing the Alchemy Lab—serve as the primary locking mechanism for the game's finale.

Fatekeeper screenshot

Fatekeeper screenshot

Step-by-Step Guide: How to Get All Endings Fatekeeper

To outmaneuver the grim fate awaiting the Last Druid, you must execute specific sequences across the game's interconnected map. Here is the definitive breakdown of the three known conclusions in the current Early Access build.

The Bad Ending: The Fallen Druid

The Bad Ending is the default conclusion for players who treat Fatekeeper purely as a hack-and-slash simulator. If you focus solely on maximizing your damage output and ignore the lore, this is where you will end up.

To trigger this ending, simply push through the main critical path. Ignore the Alchemy Lab entirely. When you reach the Ancient Haulways, do not inspect the Map Table to uncover the hidden lore fragments. Rely heavily on dark relics and brute force to survive the mid-game ambush known as The Horde.

When you finally reach Mar Guran, push through the Courtyard without searching for hidden chests. Defeat the First Boss using raw aggression, and proceed directly to the Second Boss. By failing to purify the Portal Room in Haven, the Druid ultimately absorbs the cataclysmic corruption they sought to destroy, dooming the world to a final, silent rot.

The Good Ending: Restoring Haven

Achieving the Good Ending requires patience, keen observation, and a mastery of the game's gathering mechanics. You must actively work to heal the land rather than just survive it.

The sequence begins the moment you step foot in Haven. Take the left path, but make a small detour to the right and down to harvest your first batch of Blue Dogbane. Continue up the path past the stone bridge, veer left to collect Northern Firecap mushrooms, and push through the cave to find Rockflower near the exit.

Fatekeeper screenshot

Fatekeeper screenshot

Once you have these ingredients, do not immediately progress to the Ancient Haulways. Instead, use the Alchemy Lab in Haven to brew the Purifying Elixir. Take this elixir down the stairs past the blacksmith's anvil and apply it to the altar in the Portal Room.

Throughout the rest of the game, maintain a dialogue with Kor Guran. When you face the First Boss in the Sewers, ensure you have the Purifying Elixir active in your inventory. This allows you to cleanse the boss's arena post-fight. Defeating the Second Boss with a purified world state triggers the Good Ending, where the Druid successfully reignites the ancient magic of Haven, offering a glimmer of hope to the ruined civilization.

The True Ending: The Fatekeeper's Burden

The True Ending is heavily obfuscated and requires sequence-breaking exploration. It reveals the true nature of the cataclysm and the dark reality behind Kor Guran's existence.

To achieve this, you must first complete the purification steps outlined in the Good Ending, but with a critical addition: the Crimson Wardbloom. This exceptionally rare flora is hidden deep within Mar Guran. After the gate opens into the Courtyard, ignore the main path. Climb up via the ruined table to access a hidden upper terrace. Here, you will find two chests. One contains the Ornate Dagger—a weapon with unique arcane scaling—and the other contains the Crimson Wardbloom.

Fatekeeper screenshot

Fatekeeper screenshot

You must take the Crimson Wardbloom back to the Alchemy Lab in Haven before entering The Forgotten Halls. Brew the Wardbloom Draught and present it to Kor Guran. This unlocks a secret dialogue tree where the rat reveals his true identity as a cursed architect of the old world. Armed with this knowledge, you must survive a brutal, untelegraphed variant of The Horde in The Forgotten Halls.

When you face the Final Boss, you must strike the killing blow using the Ornate Dagger while under the effects of the Wardbloom Draught. This shatters the illusion of the world, triggering the True Ending—a mind-bending cinematic that recontextualizes the entire narrative and sets up the true stakes of the Last Druid's existence.

Best Builds for Surviving the Final Encounters

Knowing the narrative steps is useless if you cannot survive the punishing combat of the Ancient Haulways and Mar Guran. Fatekeeper demands mechanical mastery. Currently, the community is divided between two dominant playstyles for clearing the endgame content.

Build ArchetypeCore WeaponKey Relics & ItemsPlaystyle Strategy
The Hemorrhage (Bleed Build)Ornate DaggerNorthern Firecap (Stamina), Blood-soaked WrapsHigh-risk, high-reward evasion. Capitalizes on the First Boss's severe weakness to bleed stacks. Requires perfect parry timing.
The Arch-Mage (Sorcery Mastery)Starting Staff / Bare HandsBlue Dogbane (Mana Regen), Ancient Spell TomeKeeps distance. Utilizes environmental physics (kicking enemies into spikes, dropping chandeliers) while casting heavy AoE spells to manage The Horde.

The Bleed Build is currently dominating the Early Access meta due to its raw DPS output against single targets like the Second Boss. However, Sorcery offers unmatched crowd control, making the treacherous journey through The Sewers significantly less punishing.

Fatekeeper screenshot

Fatekeeper screenshot

FAQ: How to Get All Endings Fatekeeper

Can I get multiple endings in a single playthrough? No. Because the game auto-saves your interactions with the Portal Room altar and the Alchemy Lab, your path is locked in once you apply a potion to the altar or defeat the First Boss without doing so. You will need a fresh save or New Game+ (when implemented) to see the other conclusions.

Where exactly is the Crimson Wardbloom located? It is located in Mar Guran. After entering the Courtyard through the main gate, look for a collapsed wooden table against the western wall. Climb it to reach a hidden balcony containing two chests; the Wardbloom is in the left chest.

Does my combat build affect the ending? Directly, no. Whether you use a Bleed Build or Sorcery does not change the narrative outcome. However, you must use the Ornate Dagger for the final blow against the Second Boss if you want to trigger the True Ending cinematic.

Is Kor Guran required for the Good Ending? You must speak to him after activating the Portal back at the lodge, but his deep lore reveals are only strictly mandatory for the True Ending. For the Good Ending, simply purifying the altar with Blue Dogbane and Northern Firecap is sufficient.