Heartfall A Tale in Three Lives Route Guide: All Endings and Achievements
A complete Heartfall A Tale in Three Lives route guide covering Routes 0–11, the key branch choices, and how to unlock every confirmed ending and achievement.
Heartfall A Tale in Three Lives hides twelve branching routes behind a handful of early decisions, and a single choice during the Dogwarts fight can quietly lock you out of the ending you actually wanted. This Heartfall A Tale in Three Lives route guide breaks the game down into readable chunks: how routes open, which decisions matter, and what you need to do at the very last prompt to land a specific achievement. Whether you are chasing the emotional gut-punch of A Lonely Death or the delightfully absurd fishing ending, this Heartfall A Tale in Three Lives route guide is built to keep you from replaying the same three days over and over.
One warning before you start: save in a separate slot every session. Community reports are consistent on this point — most routes branch off the same opening day, so a single save file will cost you hours.
How the Route System Works in Heartfall A Tale in Three Lives
The game does not hand you a route select screen. Instead, routes are identified internally by number (Route 0 through Route 11), and each one opens when you make a specific decision during the first two in-game days. Once a route is active, the story largely steers itself, with two or three decisive prompts left to you.
According to the player experience documented in the community routes reference, the internal labels do not always match the on-screen names — the code uses placeholders like "Ren WhoDunnit" and "Dogwarts Deception" in a few places. That is why some guides disagree about which route an ending belongs to.
A useful mental model:
- Day one choices decide which route you enter.
- Mid-route choices decide whether supporting characters survive.
- The final prompt decides which ending you get on that route.
That three-layer structure is why Route 8 alone produces five separate achievements from nearly identical playthroughs.
Every Route at a Glance
The table below summarizes how each route opens and which endings are attached to it, based on community reports. Bolded entries are endings with confirmed, reproducible walkthroughs.
| Route | Name | How to Enter | Endings / Achievements |
|---|---|---|---|
| 0 | Have We Been Here Before? | Burn the Mystic Tree with Scar, kill him with a creeper, pledge loyalty, spend 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, then complete the Route 0 opening and insist on staying at your base | Alone, Beloved; Die, Together |
| 2 | Dog-Eat-Dog World | Follow Route 0 through day one, find Martyn in the village, complain when he asks how you are | All For Naught; Back Where It Started; I'll Be Waiting |
| 3 | Live, Laugh, Divorce | Build your own base, then agree to ally with Jimmy and Scott | Happily Egger After; Hate Wins / Hate Loses; Love Wins / Love Loses |
| 4 | Ashes and Alliances | Help Joel tame his wolves, accept his cabin offer | A Lonely Death, A New Family, A Violent End |
| 5 | Should've Aimed for the Hand | Route 0 day one, complain about Scar, then take it back and agree to a crime with Martyn | Can we go to the desert? |
| 6 | The Cow Heist | Talk to Scott and Jimmy before gathering base materials and join the heist | Perennial Garden; Scorched Earth |
| 7 | Welcome Home, Ally | Agree to help Jimmy, continue Route 0, choose "Remember" when sleeping | It's Us Until The End; To Have Your Alliances, and Keep Them Too; Together in the Desert; What Else Did You Expect |
| 8 | Music is Magic | Help Impulse gather wood and diamonds, then agree to show him your discovery | Dal Segno al Coda, Fallen Companions, Self-Inflicted Solitude, Solitude, Dal Segno al Fin |
| 9 | The Court of Last Chances | Stay on Route 0 until day three, enter the flower forest, interact with the goose | A Home Where You Are; Dusk Til Dawn; Minutes Past Midnight |
| 10 | Any-fin is Possible | Day one: interact with the sign by the dock, then fish until you catch a book | Bass Friends Forever: True Pacifish, Fish or Be Fished, Goodbye Krill World |
| 11 | Wolf in Sheep's Wool | Inspect the statue behind the pool where Grian wakes up, then keep staring until it blinks | A Promise Fulfilled, Never Alone Again |
The Branch Points That Actually Decide Your Ending
Most dialogue in this game is flavor. These are the prompts that change outcomes.
| Decision Point | Options | Consequence |
|---|---|---|
| Martyn's axe at Dogwarts (Route 0) | Take the blow / Do not take the blow | Taking it puts you on red early and locks you into That's Not How It Went; refusing keeps So That's How It Went available |
| Night of session five (Route 4) | Stay at the Crastle / Run away with Joel | Running away commits you to A Lonely Death and lowers reputation with Cleo and BDubs |
| Martyn's desert attack (Route 8) | Tell Pearl to run / Tell Pearl to kill / Stay silent | "Run" keeps her alive; the other two lead to her permanent death and Fallen Companions |
| BDubs kills Impulse (Route 8) | Kill BDubs / Talk to him / Interfere with Pearl | Killing him opens the music box endings; interference gets Pearl killed |
| The music box (Route 8) | Rewind / Break it | Rewind gives Dal Segno al Coda; breaking it gives Self-Inflicted Solitude |
| Volcano finale (Route 11) | Do something drastic / Stay with your friends | Drastic gives A Promise Fulfilled; staying gives Never Alone Again |
Notice how much of the game funnels into Route 8 and Route 11. Those two branches carry nine of the named endings between them.
Route 0: Two Endings, One Choice Apart
Route 0 is the closest thing the game has to a "canon" path — it follows the original 3rd Life storyline closely, so fans of that series will recognize most of the beats. Both endings share the same opening:
- Explore the library, then agree to help Scar burn the Mystic Tree.
- Pick up the Flint and Steel from the mountain cave near Tango.
- At night in the village, lead the creeper toward Scar.
- Apologize, promise to stay until your first death, and spend the night with him in the desert.
To protect the route, avoid three detours: decline Jimmy and Scott's cow heist, do not complain much to Martyn while gathering supplies, and turn down Martyn's crime offer after the tree magic trick.
| Ending | Key Choice at Dogwarts | Result |
|---|---|---|
| So That's How It Went | Do not take Martyn's blow | Scar survives; you win the final duel in the desert, jump from the cliff, and unlock the achievement on death |
| That's Not How It Went | Take Martyn's blow | You go red early, respawn, reunite with Scar, and both of you die later in the fight |
Route 4: Unlocking A Lonely Death
Find Joel in the forest west of Jimmy and the cows, help him tame several wolves, then accept his offer to build a cabin. This route carries a content warning for extreme blood — the cabin burns while you sleep, Joel goes back for the wolves, and he dies in the fire.
Cleo eventually admits she started the blaze in retaliation for Joel hoarding Mystic Wood, though it spiraled out of control. You and Joel end up at the Crastle, become allies with Cleo and BDubs, and form a quiet "family" with Jimmy and Scott the night before the final battle.
Save when prompted on the night of session five. The next morning, choose run away with Joel. He dies on the beach protecting you from Martyn, and A Lonely Death unlocks.
Route 8: Five Endings From One Opening
Route 8 is the most achievement-dense route in the game. The setup never changes: after the library, gather forest wood and beach-crate diamonds for Impulse, then agree to show him what you found in the village house.
| Ending | Pearl's Fate | Final Choice |
|---|---|---|
| Dal Segno al Coda | Survives — tell her to run during Martyn's attack | Kill BDubs, then rewind the music box |
| Fallen Companions | Dies — either let Martyn kill her or interfere when she attacks BDubs | Any follow-up scene after her death |
| Self-Inflicted Solitude | Survives | Kill BDubs, then break the music box |
| Solitude | Leaves — refuse her food requests repeatedly | Impulse turns you away |
| Dal Segno al Fin | Varies | Not yet confirmed in community testing |
The critical detail: Pearl does not have three lives. Once she dies, she is gone permanently, which is why "tell Pearl to run" matters so much for the rewind ending. Route 8 also carries a body horror warning.
Route 10 and Route 11: The Two Showstoppers
Route 10 begins with the sign beside the dock and a fishing rod. The whole route is about matching treasures to owners — a cookie for BigB, a guitar for Ren, a giraffe sculpture for Skizz — and delivering each gift before you sleep. Do that consistently and the route progresses on its own, ending with a Watcher who would rather learn to fish than fight. The achievement is Bass Friends Forever: True Pacifish.
Route 11 is the opposite: heavy, eerie, and loaded with content warnings for horror, starvation, and derealisation. Inspect the statue behind the pool, collect its pieces from the forest, the who's-who house, and the mountain cave, then return them. The final volcano prompt decides everything — do something drastic for A Promise Fulfilled, or stay with your friends for Never Alone Again.
Practical Tips Before You Start
- Keep three or four save slots. Routes 2, 5, 6, and 7 all branch from the same opening day.
- Finish gifts before sleeping in Route 10. Missing a delivery can stall the route.
- Do not take Martyn's blow unless you specifically want the alternate Route 0 ending.
- Read the content warnings. Several routes deal with body horror, depersonalisation, and starvation themes.
- Check the game's Steam listing for platform availability and patch notes before starting a long run, since route logic can shift between builds.
If you want a second opinion on any specific branch, the full community-compiled routes and endings reference is worth bookmarking alongside this guide.
FAQ
Is there a route select screen in Heartfall A Tale in Three Lives? No. You enter routes by making specific decisions during the first two in-game days, which is why a Heartfall A Tale in Three Lives route guide that maps early choices is more useful than a simple ending list.
How many endings does the game have? There are twelve numbered routes and more than thirty named endings or achievements, though not all have confirmed, reproducible walkthroughs yet. Route 8 and Route 11 carry the largest share.
Which route should I play first? Start with Route 0. It follows the original 3rd Life storyline most closely, teaches you the game's rhythm, and branches into the most alternate paths later.
Can I unlock multiple endings in one playthrough? Rarely. Most endings require reloading a save before a single decisive prompt — usually the Dogwarts fight, the session-five night, or the volcano finale. Save often and save separately.
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