Wild Hearts' endgame and post-campaign explained

Wild Hearts kingtusk and wagasa hunter promotional shot
(Image credit: EA)

Wild Hearts endgame and post-story campaign allows players to battle new Volatile Kemono and earn special Keystones and Talismans, more powerful than the ones you've encountered so far. It's also a lot harder than the standard gameplay and campaign, with the toughest bosses that the game has to offer. For those who can beat the campaign Kemono, here's Wild Hearts' endgame content explained.

Endgame content in Wild Hearts

Wild Hearts minato hub town

(Image credit: EA)

Wild Hearts' endgame content was revealed in a post on the official website, where they discussed the two major additions to the game that'll kick in once the main campaign is completed.

Volatile Kemono. These are described as "stronger, even more fierce(,) berzerk" variations of regular Kemono who have absorbed too much Celestial Thread, "extremely powerful relatives of the beasts you encounter in the main story." Rather than new monsters altogether, this makes them sound like upgraded and enhanced versions of ones you'll find in-game, like the Wild Hearts Kingtusk.

Keystones. These are the apparent rewards for defeating Volatile Kemono, along with the creature-specific rewards you'd normally get for defeating monsters. Collecting Keystones will allow you to battle even stronger monsters…

Deeply Volatile Kemono. Yep, it sounds like Keystones are used to access Wild Hearts' equivalent of raid bosses, even more powerful versions of the Volatile Kemono, and EA specifically points out that "Only the most skilled hunters dare take them on alone." Definitely sounds like a time to engage in Wild Hearts multiplayer and work with other players. However, if you can beat them, the page says you'll get the best Talismans in the game - potentially making further encounters with the deeply volatile a lot easier.

Joel Franey
Guides Writer

Joel Franey is a writer, journalist, podcaster and raconteur with a Masters from Sussex University, none of which has actually equipped him for anything in real life. As a result he chooses to spend most of his time playing video games, reading old books and ingesting chemically-risky levels of caffeine. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at USgamer, Gfinity, Eurogamer and more besides.