Guides
Three kinds of guide, and they answer different questions. The 6 reference guides rearrange the whole catalog around one question each — where to go next, which boss is left, what a Tarstone becomes at level 4. The 11 rankings and explainers are ours rather than the catalog's: what we would take, and why. The 16 collectible guides answer only “where is it”: 429 marked locations in Fallgrim, each with a crop of the map around it and a link that opens the interactive map on that exact marker.
Reference guides
Walkthrough route
The 17 stops of a first playthrough, in the order the game expects them.
Boss list
Every boss grouped by region, with where it waits and what beating it pays out.
Shell unlocks
One section per Shell: where the body is and what is standing in front of it.
Trophy roadmap
All 53 trophies in playing order, with the ones the route places listed against their stop.
Weapon upgrade costs
All 16 rungs priced, plus what a full set of 8 maxed weapons actually costs.
Tarstone levels
All 78 stones grouped by class, each with every rung of its ladder that is on record.
Rankings & explainers
Beginner's guide
The handful of things the game explains late, and the 17-stop route it never explains at all.
FAQ
Short answers to the questions this wiki gets asked, each one linking to the page that answers it at length.
Shell tier list
Our ranking of all 9, argued from the passive first and the active second.
Weapon tier list
Every primary ranked on the two things that separate them: the ability, and how many stones it takes.
Sidearm tier list
The ranged slot ranked on Resolve cost, stone pool and what each one is actually for.
Tarstone tier list
The stones our builds actually turn on, ranked inside their own socket rather than against all 78.
Seal guide
Guard, Parry, Harden and the one that is not a defence at all — a decision, not a ranking.
Missables
The handful of things that close behind you, sorted by whether a second run gives them back.
Farming guide
Every boss payout we hold a figure for, ranked off our own drops data, plus the loops behind them.
New Game Plus
Two lists — what the second run keeps, and what the world takes back — and why it is worth running.
Endings guide
How many there are, what decides which one you get, and everything kept behind a spoiler wall.
Collectible locations
All Beacons
49The checkpoint and fast-travel network, and the first thing worth sweeping a region for.
All Map Fragments
11The Fainweald and Mammon sheets that turn blank ground into something you can navigate.
All Sitting Stones
27Unnamed in-game, so the only way to find one is to know where it is.
All Combat Trials
9Set fights in a closed arena, and the most controlled practice the game offers.
All Dungeons
44Crypts, mines, dens and keeps — a missed entrance is a missed piece of your build.
All Gates
6The thresholds between Fallgrim's major areas, and the measure of how much is still ahead.
All Weapons
8Shared across every Shell, so each one you find is a free choice rather than a commitment.
All Sidearms
8The ranged half of your kit, and the thing that decides how you open a fight.
All Shells
9Nine bodies with nine skill trees, and none of them can be bought or crafted.
All Seals
4The single biggest change you can make to how the game feels in your hands.
All Tarstones
77Ability, infusion, combat and support stones in one list — a stone you never found is a build you cannot run.
All Ovum
30Fixed caches, one at a time or a couple of dozen — a skipped one is a return trip.
All Glimpses
65What the Shellkeeper spends on Shell bonds, and the easiest thing in the game to miss.
All Journals
32Notes, pages and torn scraps — most of what the game says out loud about Fallgrim.
All Keys
35Each opens exactly one thing, and almost none are near the thing they open.
All Maps
15The cloth maps that pin a weapon on your own map, mostly Merrick's stock.