List of final levels of the game FromSoftware Souls

As the developer who defined the genre and rose to prominence with the pioneering Soulslikes, FromSoftware has created one of the most impressive catalogs of action RPGs in contemporary gaming. Given that these titles are acclaimed as much for their nuanced storytelling as they are challenging gameplay, it's only natural that these elements often come together when trying to pick the best from a FromSoftware game's array of multiple endings.




There's enough narrative depth to each of FromSoftware's Soulslikes conclusions to allow them to stand on their own, but the studio has never been interested in stopping in one path for a story. While they mostly feature a consistent level of production quality, the overall meaning and weight of some endings have allowed them to rise above the others.

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S-level FromSoftware terminations

Endings that defined the mysterious tone of Soulslikes

  • The beginning of childhood (Blood)
  • Usurpation of Fire (Dark Souls 3)
  • Return (Sekiro: Shadows Die Twice)
  • The Age of Stars (Elden Ring)

In recent years, FromSoft has earned a reputation for featuring secret endings that reward discovering an elaborate series of steps needed to reach them. While the complexity involved in these tasks often relegates these conclusions to New Game Plus experiences, their deep narrative significance has allowed some of them to earn iconic status in gaming as a whole.


These often involve subverting the entire premise of a given game's world, whether this is done by esoterically becoming a child Great Being in Blood or completely end the Elden Ring's influence by joining Ranni. As the culmination of intense questlines, such as those around the Divine Dragon in Sekirothe best Soulslike endings offer unforgettable spectacle and emotional weight that's worth putting the effort around them.

Grade A software terminations

Conclusions on the common themes of Channel FromSoftware

  • Lord of the Raging Flame (Elden Ring)
  • Dark Lord (Dark souls)
  • Dawn of Yharnam (Blood)
  • Good ending (Demon Souls)
  • Leave the throne (Dark Souls 2)
  • The end of the fire/End not lit (Dark Souls 3)


In keeping with the nihilistic tone the studio has become known for, the most traditionally compelling endings of FromSoft titles tend to come from the player giving in to more sinister impulses. These have become highly recognizable in their own right, defining the ambiguity of their worlds in chilling ways that leave unanswered questions for the player to ponder.

Whether it is seeing many Primordial Serpents suddenly accompanying Darkstalker Kaathe Dark soulslooking at the world of Elden Ring burn in chaos, or awaken ominously in Yharnam Bloodthese endings create an unsettling atmosphere that encourages further playthroughs and deeper investigation into the plot.

Level B from the software endings

  • Shura (Sekiro: Shadows Die Twice)
  • Order age (Elden Ring)
  • Purification (Sekiro: Shadows Die Twice)
  • Blessing of Despair (Elden Ring)
  • Bad ending (Demon Souls)
  • Proceed to the throne (Dark Souls 2)
  • Connect the fire (Dark souls)


In most cases, directly following a path laid out by NPCs in a Soulslike title will not lead the player to the most impactful ending, potentially resulting in an anti-climax. While there is indisputably a greater meaning in the dark scenarios where the protagonist succumbs to hatred SekiroThe Shura ends or allows the success of Elden Ringof Dung Eater in achieving its goals of spreading the curse, these can all feel like incomplete images of a larger narrative in an initial run.

Level C FromSoftware terminations

Endings that will likely leave the player wanting more

  • Immortal severity (Sekiro: Shadows Die Twice)
  • Honoring wishes (Blood)
  • The Age of the Children of Twilight (Elden Ring)
  • Age of fracture (Elden Ring)
  • To connect the first flame (Dark Souls 3)


It can be good for a game's ending to encourage replayability through strengths like the context it provides, but many of FromSoft's games feature somewhat lackluster endings that may instead lead to player regret. Stay with the unlimited nature of Immortal Severance in Sekiro or the Gehrman mystery of Honoring Wishes Blood it can feel more like a punishment for not getting certain key elements instead of actual story paths, making them pale in comparison to their alternatives.

The convoluted missions and key elements certainly don't help in this regard either, as it can be incredibly difficult to pursue these endings or know them at all unless players have already ruined them themselves.

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