Fatal Claw: All 51 Achievements Guide

A clean 100% in Fatal Claw takes several passes through the same save, and the order you do things in decides whether you get there. Curing sets the backbone. Finish a first run and Return through the Wheel of Fate, cure nobody on the second run, and cure Ain, Nia and Carbo on the third.

Those three runs are not the whole order. The End of the Black Calamity, The Light Has Faded and The King’s Shield set conditions that rule each other out, so no two of them can come from the same run, and each one needs a run played for it. Read those three sections before you decide what any run is for. The King’s Shield is also what puts Cain’s route and Sorron’s Archive within reach.

Whatever you are carrying survives a Return, so bank each Jibanam Tree Sap instead of spending it. Three saps in hand on the third run is what makes Leave No One Behind possible. Several sections below carry an ordering warning, and those are the ones that decide whether 100% is still open to you.

Fatal Claw has 51 achievements at the time of writing. Twenty-three of them need you to do something specific, and each of those gets its own section below, under the name the game uses. The other 28 arrive on their own and are listed in one table at the bottom.

One warning before you scroll. This page names bosses, endings and a late reveal about who a certain character really is. If you are on your first run and want the story to land clean, come back once you have finished it.

Before You Start: Blue Walls and the White Spirit Husk

Blue walls stop you until you upgrade one item. Equip the Black Spirit Husk, travel to White Mire and talk to White Spirit Kurtz there. That turns the husk into the White Spirit Husk, and from then on you can break blue walls. This is not an achievement by itself, but step 3 of This Settles My Debt below needs it done.

Curiosity Killed the Cat

Buy Adrian’s Tea from Lara in Aurora Village and drink it. While the tea is still working on you, go to the Mirror Chamber and kill yourself. That is the whole of Curiosity Killed the Cat.

Curiosity Killed the Cat: a blue cat's face reflected in a mirror breaking into white shards.

He Was an Excellent Assistant

Iedart is collecting Aisare’s Stone Shards for her research, and all ten of them have to reach her. Eight are marked as icons on your map. Two more are held by people: Isaac has one on the left side of The Wolf Gate and hands it over if you talk to him, and Sneak has the other at the station on the right side of the Transport Dock, and has to be beaten for it.

A blue oval seal in a stone frame, ringed with fine lines and lit by a small emblem at its centre. This one icon stands for He Was an Excellent Assistant and for Third Key of Hope.

The map below has those eight locations on it, one crop each, plus two crops for the NPC positions, Isaac at The Wolf Gate and Sneak at the Transport Dock. Between them you can find all ten.

Ten map crops from Fatal Claw. A pale blue crystal marks a shard on eight of them, and the two without one are The Wolf Gate and the Transport Dock, each carrying a pink marker where Isaac and Sneak stand. The place names on the crops are in Chinese only.

The End of the Illusion

The End of the Illusion waits on the shards. Once all ten are with Iedart, the locked red door in Black Spirit Spring, below The Wolf Gate, opens. Go through it and follow the story until Sorron is standing in front of you, then defeat him and put an end to the ambitions he has held for years.

The End of the Illusion: a red-horned beast slumped in shadow with one eye still lit.

What Remains

Head back to the Origin Laboratory and follow the story through. Grande left a brooch behind, and the brooch is what lets you repair the ruined Silver Claw at the Restoration Chamber.

What Remains: a bright blue crystal claw with a white core burning at its centre.

Where the Black Current Ends

Where the Black Current Ends wants you in the Aphotic Marsh, and that is all it wants. The path there stays shut until the Silver Claw is whole again, so What Remains has to come first.

Where the Black Current Ends: a small pink figure standing alone in a dark purple thicket.

The End of the Black Calamity

Beat Kurtz with the restored Silver Claw in hand. The claw seals him again and cuts the contamination off at its source. Both endings further down turn on whether Kurtz is still standing, so read those two sections before you take this one on a run you mean to finish.

The End of the Black Calamity: a purple face with three pairs of glowing eyes, set in a gold frame.

The Beginning of Everything

The Beginning of Everything is your first Return, the one that ends the first run and starts the second. The Wheel of Fate is in the Shrine of Ancestors. Inspect it and take the Return it offers. What the game wants from you before it will offer a Return is not given here, so if the wheel is not offering yet, play the run out.

The Beginning of Everything: a white winged shape inside a pale teal capsule.

Memory Collector

Memory Collector wants a total of 20 Memory Fragments, and it is one of the achievements that only becomes possible after your first Return. Where the fragments are is not given here.

Memory Collector: an amber teardrop crystal glowing on black.

The End of a Long Mission

The End of a Long Mission asks for one infected hero purified with the Silver Claw. Four of them qualify: Mirkam, Irbes, Sommar and Saemo. Beat any one of them and purify it afterwards. Doing all four inside one run is Heroes’ Repose, further down, and that section says what state the claw has to be in.

The End of a Long Mission: the pale blue outline of one horned hero's head.

The Light Has Faded

An ending. Beat Odz on a run where you have not beaten Kurtz and have not beaten Cain in the Hydraulic Engine Room. Kisha is left with nothing to hope for.

The Light Has Faded: magenta chevrons above a tiny silhouette lit by pink rays.

Two things to know before you take it. It does not Return you, it drops you back at the main menu. And the King’s Shield ending below wants the opposite on the Cain fight, so one run cannot hand you both.

The King’s Shield

Same as the ending above with one change. Beat Cain in the Hydraulic Engine Room during the run, then beat Odz with Kurtz still alive. Ortrinde stands over the fallen Kisha and keeps the infected off her.

The King's Shield: a winged spear figure crossing a bright cyan crescent.

This ending drops you into an easter-egg mode and Returns you automatically at the end of it. You get no chance to pick anything up on the way through, so collect what you want before you trigger it.

Time to Rise Again

Time to Rise Again wants one person cured. Once you are past your first Return, beating Murant seals him rather than killing him, which leaves the machine in the room to his left usable. That machine is in the Origin Laboratory. Feed it Jibanam Tree Sap to make AZSR-01, then cure someone with a dose of it: Ain, Nia or Carbo, whichever of them you get to first.

Time to Rise Again: a metal-capped vial of glowing teal liquid.

Heroes’ Repose

All four purifications inside a single run: Mirkam, Irbes, Sommar and Saemo. You need the restored Silver Claw in hand before any of them count, then beat each one and purify it.

Heroes' Repose: several pale blue hero heads overlapping in one glow.

If you don’t remember where the four of them are, there is one crop below for each, with the markers already placed. None of them says which hero it belongs to, so you will still be matching rooms against your own map.

Four crops of the Fatal Claw map, one for each infected hero you purify. A pink starburst marks Mirkam, Irbes, Sommar and Saemo, and the room names on them are in Chinese only.

Recalibration

Recalibration is the claw reset. Pay Skyle in Aurora Village 20 Memory Fragments and you get back every Kannium you have already sunk into the claw.

Recalibration: a gold crown above a green node tree on a dark grid.

Gatorware Rookie

Gatorware Rookie takes four deliveries of Archive information to Max. Purifying Mirkam, Irbes, Sommar and Saemo fills in the gaps in their files, and working out that Iedart is really Enma completes hers. Beyond that, kill every enemy type you meet, and keep killing them until the analysis finishes.

Gatorware Rookie: a green cartoon alligator in a headset giving a thumbs up.

This Settles My Debt

Six steps, and one of them is a whole ending. Cain has to be freed and his route played out before the path to Sorron’s Archive opens, and it runs like this:

This Settles My Debt: a black cat swordsman leaping over cyan lightning on deep red.
  1. Beat Cain in the Hydraulic Engine Room during your run.
  2. Get the shards delivered and learn that Iedart is Enma, then go to Black Spirit Spring for the scene of Enma locking Cain away.
  3. With the White Spirit Husk upgraded, go to Black Mire and break the blue wall overhead to free him.
  4. Finish the King’s Shield ending, the one with both Ortrinde and Cain in it.
  5. Talk to Cain at the front gate once you are outside, then travel to Sorron’s Archive to start his story.
  6. Play his route to the end, then go and see Kisha again.

A tall four-step diagram for opening the path to Sorron's Archive, labelled in both Chinese and English, with map crops, red arrows, a red cross over the one fight that does not count, and a screenshot from the route.

Two things catch people here. Only the fight in the Hydraulic Engine Room counts for step one. Beating Cain anywhere else does not, and if that is the only win you have, beating Odz gives you The Light Has Faded instead. And step four is not a separate errand: the ending has both Ortrinde and Cain in it because you did step one on that same run.

The King’s Return

The Blue Clockhand Stone is in Sorron’s Archive. Carry it to the Wheel of Fate, inspect the wheel to slot it in, hit the new lever to change timelines, and Return into the one it opens.

The King's Return: a white winged shape blazing on a plain gold field.

This is a special ending rather than a run you have to sit through. You can drop into it purely to fill in the Another Name entry on the in-game Stone of Narrative, then take the main menu back out and carry on where you were.

Leave No One Behind

Leave No One Behind only opens up after two Returns, which is what makes the third run the one for it. It wants Ain, Nia and Carbo all treated inside a single playthrough, so cure nobody on the second run, Return again with your saps unspent, and do all three on the third. You need the machine on that run as well, which means Murant has to go down on it too.

Leave No One Behind: two cat silhouettes under green aurora light.

The sap you pick up on the second run and the one you pick up on the third are in the same spot, the top of the Jibanam Tree, where the map flags it as a treasure chest. Where the sap you carry in from the first run comes from is not given here.

Nia has a condition of her own, and it is the one that costs people this achievement. Two sanctuary seals have to be lifted before she can be treated. With one lifted she is fine and does not need you. With three lifted she dies. So the seal count is something to keep track of: before you go to Nia, know how many you have lifted, and stop at two.

Three crops of the Fatal Claw map, one each for Ain, Nia and Carbo, with a blue disc marking each of them. The area names on the crops are in Chinese only.

Each of the three seals has its own section below.

First Key of Hope

First Key of Hope is the seal in the Stone Sanctuary, and it will not break under normal attacks. Get the Golden Claw first, then charge an attack and release it into the golden seal.

First Key of Hope: a violet orb ringed in pink light sitting in a stone cradle.

Second Key of Hope

Second Key of Hope is the seal in the Kannir Sanctuary, lifted with the same charged attack as the one before it.

Second Key of Hope: a green gem glowing in a stone cradle.

Third Key of Hope

Third Key of Hope is the seal in the Water Sanctuary, and it takes the same charged attack again.

A blue oval seal in a stone frame, ringed with fine lines and lit by a small emblem at its centre. This one icon stands for He Was an Excellent Assistant and for Third Key of Hope.

This is the one that takes you from two lifted seals to three. If Nia still needs treating on this run, read the note under Leave No One Behind before you break it.

Remix Begins!

Jack’s Vault is the square box standing to Jack’s left, the one with two ring prints on the front. Open it and the Combinator is yours.

Remix Begins!: a character in headphones working a mixing desk beside a music note.

Remember Us

The record you want sits in the Memorial Chamber, at the bottom, dead centre. It is the Stone of Intelligence, and it holds the record of the Elord Kingdom’s last day.

Remember Us: a white animal head drawn on a blue oval tablet.

Achievements That Unlock as You Play

These come to you on a normal run. You clear bosses, reach new regions and pick up gear, and they land on their own, so the table is here for checking what you are still missing at the end.

A few rows need a word of context, and those carry a note in the table. The fight in the last row is the one whose ending is decided by The Light Has Faded and The King’s Shield above.

Weed Control, Fine-Tuned!, Claw Sharpening with Kannium, Let There Be Light, Destroyed Legacy for the damaged claw, Return through a Vanrion’s Gate, and Gale Warning.

Weed Control: a green plant beast with white spike petals and tusks.
Fine-Tuned!: a white and pink chevron gem set in a shield over red dots.
Claw Sharpening: a black cat throwing a blue claw swipe that leaves a white spark.
Let There Be Light: a lit orange bulb throwing rays across a dark teal field.
Destroyed Legacy: a cracked silver claw closed around a dark blue gem.
Return: a white winged shape hanging in a blue portal inside an ornate green and gold gate.
Gale Warning: a cat leaning into a blue wind vortex.

For a Great Cause, Knowledge Is Power for the Archive report to Max, Too Slow… for Irbes, Golden Castle, Dimension Walker for the gate upgrade, Sacrifice for Carbo, and Something Precious.

For a Great Cause: a gloved hand holding up a pale blue stone shard.
Knowledge Is Power: a grinning green alligator face with two white star sparkles for eyes.
Too Slow...: a red-maned beast charging with pink eyes and motion streaks behind it.
Golden Castle: a cat silhouette dwarfed by a golden castle skyline.
Dimension Walker: two white portal ovals on black, each holding half of one figure, with nothing in the gap between them.
Sacrifice: a tan reptile head in profile with a red mane and one magenta eye.
Something Precious: a grey portrait of a small creature inside a gold oval frame.

Did It Work?, Pull Yourself Together, 1-on-1 Lesson, Into the Darkness, The End of the Prophecy, Frozen Boundary, and Fulfill the Calling.

Did It Work?: a cracked gold machine with a red core and white lightning running across it.
Pull Yourself Together: a gold helmet with red eyes and a green brow gem.
1-on-1 Lesson: a hooded figure in a teal mortarboard with wide cyan eyes.
Into the Darkness: a small figure at the mouth of a canyon lined with pale rock teeth.
The End of the Prophecy: a glowing cyan giant flanked by dark hooded watchers.
Frozen Boundary: a red gate carrying a sun emblem, standing in blue snow.
Fulfill the Calling: a dark navy blob creature with small red eyes on a bright blue swirl.

Bridging the Past, King’s Authority for the Golden Claw, Faster Than Lightning, Prison of the Forbidden, Sea of Energy, Water Cat, and The Last King’s End.

Bridging the Past: a pale medallion split down the middle, one half on red and one on blue.
King's Authority: a jagged gold claw with a green gem at its heart.
Faster Than Lightning: a hooded figure in a wide-brimmed hat holding two cyan blades.
Prison of the Forbidden: a lone figure standing under a huge magenta dome of light.
Sea of Energy: a figure beside machinery cut through by a green energy beam.
Water Cat: a white cat sitting cross-legged on a glowing pool.
The Last King's End: a horned king in gold and magenta armour with red eyes, framed in gold.
AchievementHow it unlocks
Weed ControlKill Saitin.
Fine-Tuned!Equip a Cabitz.
Claw SharpeningSpend Kannium on a claw upgrade.
Let There Be LightKill Mirkam and the village gets its power back.
Destroyed LegacyPick up the Damaged Silver Claw.
ReturnTake a single trip through a Vanrion’s Gate. This is the gate trip, not a Return through the Wheel of Fate.
Gale WarningArrive at the Strigine Quarry.
For a Great CauseHand Iedart your first Aisare’s Stone Shard.
Knowledge Is PowerReport Archive findings to Max once.
Too Slow…Kill Irbes.
Golden CastleArrive at Elord Castle.
Dimension WalkerUpgrade a Vanrion’s Gate.
SacrificeKill Infected Carbo. Curing him instead is Leave No One Behind above.
Something PreciousAgree to what Rotri asks of you.
Did It Work?Shut the Giant Guardian down with the wave discharger.
Pull Yourself TogetherKill Ortrinde.
1-on-1 LessonLearn an Inherited Skill.
Into the DarknessArrive at the Black Canyon.
The End of the ProphecyClear the Trial of the Imprinter.
Frozen BoundaryArrive at the Higasha Tundra.
Fulfill the CallingKill Sommar.
Bridging the PastJoin both halves into one Sorr Medallion.
King’s AuthorityPick up the Golden Claw.
Faster Than LightningWin your duel against Cain.
Prison of the ForbiddenArrive at Jayma’s Dungeon.
Sea of EnergyArrive at the Kannir Belt.
Water CatGain the Meditation of Jibanam mutation and lose the fear of water.
The Last King’s EndOpen the sealed spire gates and beat the infected King Odz behind them.