Tainted Grail: The Fall of Avalon Choices and Endings Guide

Every major decision and how the grail finale resolves into its endings.

By BrokenBuilds Wiki7 min readUpdated

Tainted Grail Choices and Endings

The Fall of Avalon is built on grey decisions. There is rarely a clean good answer, and the consequences run from cosmetic loot to locked questlines to which faction leaders survive to shape the finale. The ending itself comes down to one choice at the Charred Conclave, how you dispose of King Arthur's soul, but the world state you bring to that moment is set by the calls you make across all three regions. This hub maps the major decisions and how the grail finale resolves into its ending families.

The major branching decisions

Galahad or One-Eye (Shadow of the Horns)

The headline Act 1 choice. Kill entity:galahad to back the Southern rebellion, freeing the South, earning Galahad's Mace and the Royal Butcher's Armor, and opening Sewal's Tomb, at the cost of harder combat and lost Kamelot support. Or kill entity:one-eye to side with Kamelot for easier combat, leaving the tribes divided. Both paths reach entity:excalibur. The full breakdown is in the Galahad or One-Eye guide.

Drest or Iona (Black Tar Prophecies)

During the ritual at the Ancient Cromlech, entity:drest's estranged daughter entity:iona interrupts seeking revenge, and the ritual demands a sacrifice. Side with Drest and Iona dies while Drest survives for his future quests. Side with Iona and Drest dies, dropping the Druid's Talisman but locking you out of his later content. See the Black Tar Prophecies guide for the details.

Save Vidar or turn him in (Spread Your Wings)

You choose whether to protect entity:vidar or hand him to the Crows. Side with Vidar and you kill the Crow leader Self, advancing to A Crow Left of a Murder where you keep dismantling the Crows or part ways. Turn him in and the Crows take Vidar while Self initiates you as a Hatchling with a Crow armor set, sending you on assassination contracts. A later twist reveals Vidar was a Children of Morrigan operative using you to wipe out his rivals, so neither side is clean.

Let Abhartach bite you (I See a Darkness)

In a dream dimension, the chained Fore-Dweller Abhartach offers to cure afflicted refugees in exchange for biting you. Allow the bite and Arthur's blood instantly poisons him, killing him with no fight. Refuse and a trivial boss fight starts instead. Both give the same rewards, including the Fore-Dweller's Bauble, and either way one afflicted Keeper recovers while another stays catatonic, setting up a later decision.

Kill, convert, or release Yorath (Dead as Dreams)

The necromancer entity:yorath is not raising an army, he is researching making the dead useful to the living. Kill him for the best loot, including necromancer armor and the Skull Staff. Convince him to embrace undeath and he transforms himself, resolving the problem. Or convince him to abandon necromancy and leave, which rewards the Hexbounce Wand. Afterward you can lie to Quartermaster Fearghas about killing him or tell the truth.

Spare or kill Frail (When Gods Speak)

Frail was the voice driving Helmi's husband Tyge mad. The immediate reward is the same either way, but sparing Frail keeps her available as a future Matron candidate while killing her removes her from that pool.

Help Karla or Lemuel (Stink and Burn)

Help Karla by reciting her spell and returning her barrel for a lightning staff, or kill Karla and her followers for Lemuel to earn the Amulet of the Fearful Man. Pure loot and roleplay, with no impact on the world either way.

Kill or spare Rowan (The Crooked Trail)

After learning Rowan set you up to be killed by deserters, you confront him and choose to kill or spare him. The consequences do not reach beyond the moment, and you get the same experience either way.

The Menhir tablets (Menhir Rites)

A main-quest choice over who lights the Menhir. Give the tablets to Maggot to light it in Cuanacht, the hopeful outcome that keeps the Menhir out of Kamelot's hands. Or give them to Denholm for Kamelot, after which Lord Yvain blocks the seizure by declaring a Holy Grail expedition. The broad outcome is similar, but the implications differ.

The Heart That Defies and other questline forks

Smaller decisions thread through the rest of the game. The Heart That Defies has you power the blacksmith entity:beor's new heart by killing 15 enemies or sacrificing 30 of your max health, with a final choice that can lock Beor as a merchant and ties into romancing him. The Forked Path lets you bring the Matron's Insignia to Bridei or Angsvar first, opening different follow-up content. None of these single-handedly steers the ending, but they color the world you finish in.

How the grail finale resolves

Everything converges at the Charred Conclave, where you interact with the grail holding King Arthur's soul. The dialogue option you pick there decides your ending and which final bosses you fight. There are around 12 endings, and three figures lobby you before the choice: entity:caradoc the pragmatist, entity:orrin, and Arthur himself speaking through Hob.

The major ending families

  • Use the Life Spindle is the true, best, and secret ending, sometimes called Beyond the Veil. Choosing "I want to use the Life Spindle" and defeating Caradoc lets you tame the Wyrdness. It is the only unambiguously positive outcome for Avalon and is treated as canon.
  • Follow Orrin resurrects Arthur to rule Avalon, breaking his cycle, with your journey ending in sacrifice. You defeat Caradoc to get here.
  • Follow Caradoc ends Arthur's resurrection cycle with Caradoc fighting at your side against Arthur. The throne is left empty and the citizens shape their own future with no king.
  • Rule Yourself has you claim the power and defeat both Caradoc and Arthur, ascending as Avalon's new ruler with the kingdom's future uncertain under your ambition.

Giving the soul to an NPC

Choosing "I want to give the soul to somebody else" hands Arthur's soul to a character, each producing its own epilogue. Captain Breandan builds a secular Avalon focused on independence and trade with weakened spiritual roots. Erfyr creates a leaderless system of equals. One-Eye dissolves the Round Table and unites Avalon under the tribal laws of the Dal Riata. Fionola lets the Wyrdness take hold so anyone may merge with it, peace at the cost of freedom. Handing a little gold to the Beggar in Cuanacht passes the soul to someone with no purpose at all, widely flagged as the worst ending.

Unlocking the Life Spindle

The "Use the Life Spindle" option only appears after a hidden checklist: three secret Weaver areas across the regions and five knight tombs opened with main-story artifacts. The final Weaver area, the Weaver's Sanctum behind a waterfall in Forlorn Swords, grants the Life Spindle when you clear its boss. With every area and tomb done, the Charred Conclave offers the path to the best ending.

How your decisions steer the finale

The grail choice is the lever, but the mid-game faction decisions shape which NPCs survive to receive the soul and the state of Avalon's factions in each epilogue. Giving the soul to One-Eye or Breandan only works if those characters lived through your earlier choices. So the calls you make in Shadow of the Horns and across the regions are the upstream branches that decide what the Conclave can offer you. Build toward the world state you want long before you reach Arthur's grail.

The Use the Life Spindle path means defeating Caradoc, and several other endings put a final boss in front of you, so the run into the Charred Conclave is also a combat check. Tune your skills for those fights before you commit to a finale.