PEAK’s The Final Ascent update adds 10 new badges: Hang Gliding, Last Resort, Jester, Well Rested, Bellringer, Exorcist, Wanderer, Medieval History, Archery, and Rule Zero.
The new badge set is split across GLOOM, THE CITADEL, new luggage/items, co-op sacrifice, and the secret NADIR route. Use the table first to check the requirement and cosmetic reward, then follow the badge sections for the parts that can actually cost you a run.
- Every Final Ascent badge and reward
- Before starting Final Ascent badge runs
- Hang Gliding Badge with the Glider
- Last Resort Badge with the Ritual Dagger
- Jester Badge from Clown Luggage
- Well Rested Badge with The Early Worm
- Bellringer Badge across GLOOM Belltowers
- Exorcist Badge by burning the Ghost
- Wanderer Badge after GLOOM
- Medieval History Badge in THE CITADEL
- Archery Badge from Citadel arrows
- Rule Zero Badge and the NADIR route
- Planning clean Final Ascent badge runs
- Frequently Asked Questions
Every Final Ascent badge and reward
| Badge | How to unlock | Reward |
|---|---|---|
| Hang Gliding | Fly 100m with the Glider without touching the ground. | Cargo Outfit |
| Last Resort | Heal over 75% damage at once with the Ritual Dagger. | Toga, Laurel Hat |
| Jester | Open 3 Clown Luggage in a single expedition. | Jester Outfit, Jester Hat |
| Well Rested | Consume The Early Worm. | Sleepy Guy Hat, Sleepy Guy Outfit |
| Bellringer | Ring 5 Belltowers in GLOOM in a single expedition. | Frog Hat |
| Exorcist | Burn up the Ghost. | Gothic Outfit, Gothic Hat |
| Wanderer | Climb past GLOOM. | Flapper Hat |
| Medieval History | Climb past THE CITADEL without being hit by traps. | Knight Outfit, Knight Hat |
| Archery | Remove 10 arrows from yourself in a single expedition. | Arrow Hat |
| Rule Zero | Free the Scoutmaster’s soul. | Starboy Outfit, Starboy Hat |
Treat this as a routing list, not just a cosmetic checklist. Some badges are quick item checks, while Bellringer, Archery, and Rule Zero need a run planned around them.
Before starting Final Ascent badge runs

The update’s badge set is built around GLOOM, THE CITADEL, new items like the Glider and Ritual Dagger, co-op interactions, and the hidden NADIR ending route. Several requirements must be finished inside one expedition, so partial progress from a failed climb will not carry those counters forward.
Scout Gems before spending your best supplies; Bellringer and Jester become much easier when the day’s Belltowers and Clown Luggage are close enough to route cleanly.
Hang Gliding Badge with the Glider
What you need first
Find a Glider

Keep opening Luggage until you get the Glider.
Fill your extra stamina

Start the attempt with a full extra stamina bar so the glide lasts long enough.
Jump from a high point

Leap from a high cliff or peak-facing ledge where you can glide without touching ground.
Hold the glide

Stay airborne until you cover 100m; the badge should trigger as the extra stamina bar gets close to empty.
Last Resort Badge with the Ritual Dagger
What you need first
Find the Ritual Dagger

Loot Ancient Luggage and check Ancient Statues until the Ritual Dagger appears.
Lower your health first

Drop yourself until more than 75% of your health is missing.
Use the dagger on a teammate

Sacrifice a co-op partner with the Ritual Dagger to receive the large heal.
Check the outcome

The badge triggers from the heal, and the sacrificed teammate becomes petrified.
Jester Badge from Clown Luggage
What you need first
Search for Clown Luggage

Look for the colorful Clown Luggage cases while moving through the climb.
Open the first case

Interact with the luggage when you find it.
Keep the same expedition alive

Continue searching without resetting or starting a new run.
Open the third case

The badge unlocks after you open 3 Clown Luggage in that one expedition.
Well Rested Badge with The Early Worm
What you need first
Find The Early Worm

Search GLOOM for The Early Worm, which is small and easy to miss.
Pick it up

Interact with The Early Worm once you spot it.
Eat it

Consuming The Early Worm clears drowsiness and unlocks the badge.
Duplicate it in co-op

If someone has Scout’s Generosity, duplicate the worm so teammates can eat one too.
Bellringer Badge across GLOOM Belltowers
What you need first
Start a dedicated GLOOM search

Enter GLOOM with enough food, healing, and stamina tools to roam instead of rushing the exit.
Ring every Belltower you reach

Interact with each Belltower as soon as you find it.
Use statues as loose hints only

Statues can point toward dead ends, so keep checking side paths, fenced areas, open ground, and terrain around glowing landmarks.
Stay in the same expedition

The 5 Belltowers must be rung before the run ends.
Finish the fifth ring

The badge unlocks when the fifth Belltower has been rung in that GLOOM expedition.
Exorcist Badge by burning the Ghost
What you need first
Wait for the Ghost

Stay alert in GLOOM until a Ghost starts hunting you.
Lead it to a burn source

Use a Belltower, Gloom Candle, or Faerie Lantern as your burn method.
Burn it fully

Keep the Ghost in the effect until it is burned up, not merely delayed or stunned.
Claim the badge

Exorcist triggers when the Ghost is defeated by the burn.
Wanderer Badge after GLOOM
Wanderer is the progression badge in this set. Once you climb through GLOOM and pass the biome transition beyond it, the badge unlocks naturally.
Do not over-route this one. If you are already doing Bellringer, Well Rested, or Exorcist, keep climbing afterward and Wanderer should come from finishing the biome.
Medieval History Badge in THE CITADEL
What you need first
Enter THE CITADEL cleanly

Start the biome ready to slow down around every trap corridor.
Watch arrow traps

Stop before suspicious floor and wall lines, then move only when you understand the shot angle.
Respect platform hazards

Cross moving platforms and swinging hazards one at a time instead of chasing momentum.
Avoid trap hits through the exit

The badge text requires climbing past THE CITADEL without being hit by traps; if a trap triggers near you, treat the attempt as compromised and keep the next run cleaner.
Reach the transition

Medieval History unlocks after you climb past THE CITADEL without taking a trap hit.
Archery Badge from Citadel arrows
What you need first
Bring healing first

Stock up before farming, because repeated arrow hits can kill the run quickly.
Take a controlled arrow hit

Use THE CITADEL arrow traps deliberately and avoid stacking extra hazard damage.
Remove the lodged arrow yourself

Look at the arrow stuck in your body and interact to pull it out manually.
Repeat in the same expedition

Remove 10 arrows from yourself before the expedition ends.
Stop after the tenth removal

The badge triggers from the tenth arrow removed in that run.
Rule Zero Badge and the NADIR route
Rule Zero is the longest badge route in The Final Ascent because it spans the climb before sending you into NADIR. The four collectibles may be called Scout Gems, Scout Amulets, or stones by players, but the named artifacts to track are Scout’s Tenacity, Scout’s Initiative, Scout’s Generosity, and Scout’s Ambition.
Each artifact is powerful but risky because carrying one adds a petrification bar. Use the effects when they help: Scout’s Tenacity clears debuffs and grants brief invisibility, Scout’s Initiative gives temporary floatness, Scout’s Generosity duplicates items, and Scout’s Ambition grants brief infinite stamina.
What you need first
Follow the blue lights

During the climb, follow blue light beams when you see them because they lead to Scout artifacts.
Collect Scout’s Tenacity

Pick up Scout’s Tenacity, the blue artifact tied to debuff clearing and brief invisibility.
Collect Scout’s Initiative

Find Scout’s Initiative, the red artifact that gives temporary floatness.
Collect Scout’s Generosity

Pick up Scout’s Generosity, the green artifact used to duplicate items.
Collect Scout’s Ambition

Find Scout’s Ambition, the yellow artifact that grants brief infinite stamina.
Reach the peak

After carrying all four artifacts through the climb, go around behind the mountain.
Bestow the artifacts

Place all four at the Stone Scout to receive Scout’s Honor.
Use Scout’s Honor

Activate Scout’s Honor to enter the secret NADIR biome.
Free the Scoutmaster’s soul

Complete the final NADIR climb and enter the gate to unlock the true ending and Rule Zero.
Planning clean Final Ascent badge runs
| Run focus | Badges to target |
|---|---|
| Opportunistic Glider run | Hang Gliding |
| GLOOM exploration run | Jester, Well Rested, Bellringer, Exorcist, Wanderer |
| Clean Citadel run | Medieval History |
| Citadel arrow-farm run | Archery |
| Co-op dagger run | Last Resort |
| Full secret-route run | Rule Zero |
Key Do not try to force every badge into one climb. The cleanest plan is to pair badges with the kind of run they naturally want: exploration in GLOOM, precision in THE CITADEL, controlled damage for Archery, co-op setup for Last Resort, and a full-route commitment for Rule Zero.
The biggest split is in THE CITADEL. Medieval History wants a no-hit route, while Archery asks you to take arrow hits on purpose, so separating them saves a lot of frustration.
Related PEAK guides
Frequently Asked Questions
Can you unlock The Final Ascent badges on Custom difficulty?
No. The Final Ascent badges can be earned on any difficulty except Custom.
Do Bellringer, Jester, and Archery have to be completed in one expedition?
Yes. Bellringer, Jester, and Archery each require their full counter inside a single expedition.
Can Last Resort be unlocked solo?
No. Last Resort requires co-op because the Ritual Dagger badge method needs a teammate to sacrifice.
Video help







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