Fatekeeper is a first-person fantasy RPG in Early Access that blends melee combat, magic, and exploration across a dark, mysterious world. Three major areas make up the current content: Haven, the Ancient Haulways, and Mar Guran, each with its own enemy groups, hidden loot, and progression gates. This walkthrough covers all three from start to finish, so you know exactly what to grab, what fights to expect, and how to push through to the Forgotten Halls.
Haven: where does the journey begin?
The opening stretch of Fatekeeper is lighter on combat and heavier on setup. As you make your way toward Haven, the path rewards you for paying attention. Crafting materials are scattered along the route, and picking them up now saves you backtracking later.
Once inside Haven, your first stop should be the blacksmith. Starter gear here is free to grab and makes a noticeable difference heading into the Portal Room. The Portal Room is where the game introduces its combat properly: you face several waves of enemies back to back, and surviving all of them earns your first level.
Back at the lodge, the map table is how you move between areas. Before using it, visit the Alchemy Lab to pick up basic crafting recipes and learn how potion-making works. You will rely on consumables throughout the Haulways, so understanding the system here costs nothing and pays off immediately.
Ancient Haulways: what loot should you prioritize?
The Ruins Tunnels inside the Ancient Haulways are the first real test. Orc groups patrol the area in clusters, and the corridors give them a defensive advantage if you rush. Work through them methodically.
Three items stand out as must-grabs in this section:
- Darkguard Blade — a significant melee upgrade over starter weapons
- Ring of Life — passive survivability that compounds across longer fights
- Ornate Copper Key — required to unlock the gate that leads deeper into the ruins
Do not skip the key. Without it, the path forward is blocked entirely. Crafting materials and additional treasure fill the tunnels beyond the gate, so clearing thoroughly before pushing on is worth the time.
After the horde clears, the Hatchet of Swiftness drops alongside other loot near the arena exit. Grab everything before the final orc ambush triggers on the path out. That ambush is manageable but catches players off guard if they are already running low on resources.

Ruins Tunnels arena horde fight
Mar Guran: how do you reach the Forgotten Halls?
Leaving the tunnels puts you at the base of Mar Guran, and the climb is longer than it looks. The first obstacle is a locked gate that requires telekinesis to open. If you have not used the ability before, this is the game forcing you to learn it.
Sundweller warriors replace orcs as the primary enemy type here. They are more aggressive and hit harder in groups, so engaging them one or two at a time whenever the terrain allows is the smarter approach.
Loot worth collecting on the ascent includes:
- Everkin mushrooms (crafting material)
- Crimson Wardbloom (crafting material)
- Ornate Dagger (weapon upgrade)
The Courtyard unlocks as you clear enemy encounters on the way up. Keep ascending after clearing it. More Sundwellers guard the upper ruins, and the path through them leads directly to the entrance of the Forgotten Halls, which is where the current Early Access content ends.

Mar Guran Sundweller combat
Quick reference: area breakdown
For players who want to go deeper into specific sections, the full strategy guides collection covers individual areas in more detail. Fatekeeper sits comfortably among the more demanding adventure games in the current indie space, and its Early Access state means the best time to learn the systems is now, before more content layers on top.

Path to the Forgotten Halls
The full Early Access content is completable in a focused session if you know what to pick up and where the difficulty spikes hit. Use this walkthrough as your reference, and check back on the Fatekeeper guides hub as new areas release.


