Heartfall A Tale in Three Lives Beginner Guide: Routes, Endings & First Choices
New to Heartfall A Tale in Three Lives? Learn how routes branch, which early choices matter, where to save, and how to reach your first ending.
Heartfall A Tale in Three Lives is a choice-heavy narrative game where nearly every conversation nudges you toward one of a dozen routes — and a single answer can quietly lock you out of the ending you were chasing. That is exactly why a Heartfall A Tale in Three Lives beginner guide is worth ten minutes before you touch the first dialogue box. Below you'll find how the route system actually works, which early decisions matter, where to save, and how to reach your first ending without restarting from scratch.
How the Route System Works
The structure is simpler than it first appears. The game runs on numbered routes, from Route 0 through Route 11, and most of them branch off a shared opening day. You explore the library, meet Scar, and make a handful of choices about the Mystic Tree, a creeper, and a promise. Those first decisions decide which spine you're on — and from there, individual endings split off at specific moments.
According to community reports, there are roughly 35 named endings and achievements spread across those 12 routes. Some routes hold a single ending; Route 8 holds five. That imbalance matters for beginners, because it means one wrong branch on a five-ending route costs you far more replay time than a misstep on a one-ending route.
| Route | Title | How to enter | Known endings |
|---|---|---|---|
| 0 | Have We Been Here Before? | Burn the Mystic Tree with Scar, lead the creeper to him, pledge loyalty, stay the night in the desert | So That's How It Went; That's Not How It Went |
| 1 | The Dark Forest | Build your own base, burn the tree with Scar, then insist on staying at your base | Alone, Beloved; Die, Together |
| 2 | Dog-Eat-Dog World | Follow Route 0's first day, find Martyn in the village, complain about how you're doing | All For Naught; Back Where It Started; I'll Be Waiting |
| 3 | Live, Laugh, Divorce | Build your own base, then accept Jimmy and Scott's alliance offer | Love Wins; Love Loses; Hate Wins; Hate Loses; Happily Egger After |
| 4 | Ashes and Alliances | Help Joel tame his wolves, then accept his cabin offer | A Lonely Death; A New Family; A Violent End |
| 5 | Should've Aimed for the Hand | Follow Route 0's day one, complain to Martyn, take it back, then agree to his crime | Can we go to the desert? |
| 6 | The Cow Heist | Talk to Scott and Jimmy before gathering base materials, join the heist | Perennial Garden; Scorched Earth |
| 7 | Welcome Home, Ally | Talk to Jimmy after the village, agree to help, continue Route 0, choose "Remember" when sleeping | It's Us Until The End; Together in the Desert; and two more |
| 8 | Music is Magic | After the library, talk to Impulse, gather forest wood and beach diamonds, help with the music box | Dal Segno al Coda; Dal Segno al Fin; Fallen Companions; Self-Inflicted Solitude; Solitude |
| 9 | The Court of Last Chances | Stay on Route 0 until day three, enter the flower forest, interact with the goose | Dusk Til Dawn; Minutes Past Midnight; A Home Where You Are |
| 10 | Any-fin is Possible | Day one: interact with the sign beside the dock, then fish until you catch a book | Bass Friends Forever: True Pacifish; Fish or Be Fished: Fishmaster; Goodbye Krill World: Fishing Anonymous |
| 11 | Wolf in Sheep's Wool | Inspect the statue behind the pool where Grian wakes, and keep staring until it blinks | A Promise Fulfilled; Never Alone Again |
Your First Hour: Decisions That Set Your Path
Your opening session is not really about combat or exploration — it's about which doors you leave open. Player experience suggests the single most important habit is to explore the library first. Nearly every route in the table above begins with a conversation that only becomes available after that.
The second habit is restraint. Route 0 is the spine that several routes branch from, and it stays available only if you turn down a few tempting detours. If you want the widest range of options later, say no more often than you say yes.
| Decision | Beginner-safe pick | What it affects |
|---|---|---|
| Explore the library before anything else | Always yes | Unlocks Scar, Impulse, and Joel route starters |
| Burn the Mystic Tree with Scar | Yes, for Route 0 and Route 1 | Sets the Route 0 spine |
| Lead the creeper toward Scar | Yes, for Route 0 | Triggers the loyalty promise |
| Join Jimmy and Scott's cow heist | Only if you want Route 6 | Skips the Route 0 spine |
| Complain to Martyn in the village | No, for Route 0 | Route 2 and Route 5 want the complaint |
| Accept Martyn's crime offer after the magic trick | No, for Route 0 | Route 5 wants you to accept |
| Take Martyn's axe blow at Dogwarts | No, for the default ending | Decides between Route 0's two endings |
One more thing beginners underestimate: your lives. The game tracks three, and dropping to red changes how characters talk to you and which endings stay reachable. Pearl, notably, does not get three lives at all — once she dies on Route 8, she is gone for good and several achievements close with her.
Save Slots: The Branch Points That Actually Matter
Community guides are unanimous on one point: keep separate save files. The game rarely warns you that a scene is a fork, so the safest approach is a fresh slot at the start of each in-game session — the game calls them sessions, and several endings are decided on a named night rather than mid-conversation.
| Branch point | The choice | Why it matters |
|---|---|---|
| Night of session five (Route 4) | Stay with Cleo and BDubs, or run away with Joel | Directly sets A Lonely Death vs. A Violent End |
| Martyn's axe at Dogwarts (Route 0) | Take the blow or avoid it | Locks in So That's How It Went or That's Not How It Went |
| Martyn's desert attack (Route 8) | Tell Pearl to run, tell her to fight, or stay silent | Determines whether Pearl survives |
| After BDubs kills Impulse (Route 8) | Kill BDubs, talk him down, or interfere | Splits three separate Route 8 endings |
| The volcano (Route 11) | Do something drastic, or stay with your friends | Sets A Promise Fulfilled vs. Never Alone Again |
Which Route Should You Start With?
If this is your first playthrough of Heartfall A Tale in Three Lives, Route 0 is the honest recommendation. It mirrors the original 3rd Life storyline closely, so the internal logic — alliances, betrayals, the slow attrition of lives — reads clearly even on a blind run. It also teaches you the saving rhythm you'll need everywhere else.
| Route | Beginner friendliness | Notes |
|---|---|---|
| Route 0 | High | Clearest story logic; two endings from one branch |
| Route 4 | Medium | Strong character writing, but extreme blood and a fire sequence |
| Route 8 | Medium | Five endings, body horror, and one permanently killable character |
| Route 10 | High (tone) / Low (horror) | Lightest, silliest route, but heavy on unreality and trypophobia warnings |
| Route 11 | Low | Horror, starvation, and derealization themes; few choices until the finale |
A quick note on tone: this is not a uniformly cozy game. Community reports flag content warnings including body horror, extreme blood, starvation, depersonalization, derealization, scopophobia, and trypophobia. Route 11 in particular front-loads almost all of them. Check the warnings before you commit a session to it.
If you have never watched the Life Series that clearly inspired this game's death-game format, Minecraft's official site is a reasonable primer on the survival-multiplayer style it borrows from.
Route 8 Deep Dive: Five Endings, One Music Box
Route 8 deserves its own section because it is where most beginners burn their replay hours. The route starts identically every time — help Impulse, deliver wood and diamonds, agree to show him what you found in the village house — and only diverges late.
| Ending | Key choice | Result |
|---|---|---|
| Dal Segno al Coda | Kill BDubs in retaliation, then rewind the music box | Impulse is brought back; game ends immediately |
| Self-Inflicted Solitude | Kill BDubs, then break the music box | Pearl walks away permanently |
| Fallen Companions | Let Pearl die (tell her to fight, then stay silent) | Achievement unlocks after her death scene |
| Solitude | Refuse Pearl's food request repeatedly | Impulse turns you away |
| Dal Segno al Fin | Not yet documented by the community | — |
The beginner trap here is Pearl. She is the single most common cause of a failed Route 8 run, because she cannot be revived and several endings require her to be alive. When Martyn attacks in the desert, telling her to run is almost always the correct instinct.
Common Beginner Mistakes
- Treating dialogue as flavor text. In this game it is the entire mechanic. A throwaway complaint to Martyn is the difference between Route 2 and Route 0.
- Overwriting saves. Never save over your Route 0 slot to explore a branch; open a new one.
- Ignoring the "session" boundary. Endings frequently resolve the morning after a night scene, not during it.
- Skipping the statue and the dock sign. Route 10 and Route 11 are both started by interacting with a specific object on day one, and both are easy to walk past.
- Assuming red means dead. Losing a life changes dialogue and options long before the run ends.
- Rushing the fishing route. On Route 10, deliver each gift before you sleep — the route then largely progresses on its own.
FAQ
How long does one route take in Heartfall A Tale in Three Lives? Most routes span several in-game days, which the game labels as sessions. Route 0 runs through a full death-game arc, while Route 4 resolves its main branch on the morning after session five. Plan on multiple sittings per route rather than one.
Do my choices carry over between routes? No. Each save is self-contained, which is why the community advice is to keep a dedicated slot per route. Routes 1, 2, 5, 6, 7, and 9 all branch away from Route 0, so preserving that original file saves you hours.
Can I fix a bad ending without starting over? Usually yes, if you saved at the right moment. Route 4 explicitly prompts you to save on the night of session five, and the Dogwarts axe choice on Route 0 is a single binary decision. Reload the nearest branch point rather than replaying the whole route.
Is there a "true" ending in Heartfall A Tale in Three Lives? Community reports don't identify one. Route 0's So That's How It Went is the closest thing to a canonical path because it follows the original 3rd Life story, but Route 11's two endings carry the heaviest narrative weight. For a first run, follow this Heartfall A Tale in Three Lives beginner guide route by route and treat each ending as its own story rather than a correct answer.
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