Crow Country Areas and Puzzles: Map Routes and 15 Secrets

Screenshots (official Steam images)
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Identify a missing key, power source, terminal setting or tool. The twelve navigation groups are not a count of every room. Use actual map names to connect each district’s objectives and return conditions.

Using maps and corridors

After finding a key, revisit unresolved places on the map as well as the next obvious door. Bronze Key links to the graveyard and Dig Site; Silver Key to the office, shop and parking area; Golden Key to Seven Seas and Crow’s Office. Do not assume a key is finished after one use.

  1. Collect the Fairytale Town, Haunted Hilltop and Ocean Kingdom maps, learning their Utility Corridor exits. The ordinary maps and secrets map are separate items.
  2. Underground, connect outer and inner maps with compass quadrants and Root weekday labels. Travel by room function, such as taking the bottle to FRI and the battery to TUE.
  3. After opening a door, check whether it shortens the return to a save room. Update corridor shortcuts rather than repeating an unnecessarily long route.

District objectives and revisits

12 entries
District objectives and revisits
DistrictMain objectiveRevisit checksNext connection
Entrance and parkingArthur rescue and car ammunitionSpeak to Arthur after carrying him to the car. Revisit the other car’s trunk after obtaining Silver Key.Lounge and Fairytale Town
Crow’s LoungeFireplace, map and fairy bookUse it to save and review clues. The secrets-map case corresponds to the drinks clue in Neptune’s Palace.Return to Utility Corridor
Fairytale Town and Fairy PondBronze KeyResolve the pump and target in sequence. Recheck the fairy back room’s wall, Toilet and Mush Room as progression opens them.Haunted Hilltop
Dig Site and Swan BoatsChain and Woeful MaskMove the swan with Gemstone for the chain, then bring crank and Gasoline to the Dig Site. Check every prerequisite before repeating a failed interaction.Witchwood
Haunted Hilltop and The CryptGravestones, corridor and safeRead the gravestone names and compass, then check the lever in the opened passage. The death-year clue belongs to the crank’s safe.Utility Corridor
Haunted ManorClocks, painting and keyboardOpen the entrance with five bell rings and use the clocks for Gemstone. Distinguish the keyboard’s painting, exit and weapon-upgrade inputs.Staff Hallway
WitchwoodMask, maze and TridentToggle symbol pedestals and retrieve Trident from the central cauldron. On the way out, check enemies and the secret behind a lowered pedestal.Ocean Kingdom
Ocean Kingdom and SubmarineSave point and ShotgunThe Submarine shooting game opens the cabinet at a total of 21. Collect the district map and learn the return routes to Arcade and Seven Seas.Games Arcade
Neptune’s Palace and ArcadeSilver Key and Data DiskThe four tank lights and four arcade scores are separate puzzles. Silver Key opens the office, shop and power; reuse the disk at several terminals.Tolman’s Office
Gift Shop, Train Room and Store RoomMagnum, Flamethrower and upgradesRevisit after obtaining Silver Key and the disk. Once fire opens the Store Room, check its upgrade character, scale and bird clue separately.Check weapon improvements
Staff Hallway, Theatre and Crow’s OfficeConversations, acid and Golden KeyHelp people in the hallway and read the records. Track the Theatre resin step separately from the later return to the office with Golden Key.Control Room
Underground quadrants and Root roomsRoot Access and room functionsCollect maps and track room names: TUE charges the battery, FRI provides acid, THU controls gas and SUN contains the generator. Central access also needs the controls and battery.Central Underground

Main puzzle answers

Open answers or major spoilers
19 entries
Main puzzle answers
DestinationPrerequisiteProcedureReward or next objective
Entrance and ArthurHandgun and a Med KitTake ammunition from the car and shoot the entrance lock. Help injured Arthur back to the car; examine the note where he sat and the book in Crow’s Lounge.Toward Fairy Pond
Fairy PondEntry code and passphraseEnter with 3184 and the fairy passphrase from the Lounge. Operate the pump while its gauge is in the white band, clear the water, then shoot the target indicated by the reflection and collect Bronze Key.Bronze Key
The CryptBronze KeyEnter Haunted Hilltop and match the gravestones’ names to directions. Handle or evade the optional mini-boss, then use the lever in its broken wall to reach the Utility Corridor.Corridor and safe
Utility Corridor and Machine RoomYear on a gravestoneUse Soulina’s death year, 1872, at the safe for Crank Handle. Check the map and Gasoline, and open the door for Julie.Crank Handle
Haunted ManorCrank HandleListen to the bird and ring the entrance bell five times. Set the left clock to 10:20 and right to 11:15, then collect Gemstone from the painting.Gemstone
Swan BoatsGemstoneUse Gemstone on the swan mechanism, move the boat to the gap in the fence and examine it for Chain.Chain
Fairytale Town Dig SiteBronze Key, Crank Handle, Chain and GasolineUnlock the house’s mailbox with Bronze Key. Use the crank and chain to raise the resin block, fuel the installed burner and retrieve Woeful Mask.Woeful Mask
WitchwoodWoeful MaskUse the mask at the door and switch matching-symbol pedestals to reach the center. Take Trident from the cauldron; after the pedestals lower, check behind them before leaving.Trident
Ocean KingdomCrank HandleOpen the gate with the crank, find the Submarine save room and collect the map. Speak to Marvin in the Arcade with the flashlight off to clear the way to Neptune’s Palace.Explore the ocean-themed district
Neptune’s PalaceTridentProgress with Trident and turn the four tank heads toward the center so they sing. Stand centrally and confirm all four chest lights are green, then collect Silver Key.Silver Key
Tolman’s Office and Staff HallwaySilver KeyEnter the office and match the tapes to the calendar to read the keyboard order. Play FACE, then pull the exposed panel’s lever to enable the underground elevators.Underground access
Games ArcadeSilver KeyRestore power and set Mermaid Quiz to 1, Dolphin Dash to 2, Speed Boat to 4 and Shark Shooter to 8. Take Data Disk from the Change Machine. Quizmaster is a separate goal requiring a score of at least 5.Data Disk
The DungeonData DiskUse the disk at the covered terminal. Open the Mermaid cell with 0 legs, 2 arms, 1 head and 2 eyes, then take Acid Bottle.Acid Bottle
Underground and Root FRIUnderground elevators and Acid BottleEnable Root Access in the Break Room. After its optional mini-boss, read 2663 on the dropped number plate for the exit. Fill the bottle at the drip in Root FRI.Carry acid
TheatreFilled Acid BottleRaise the curtain and shoot the fairy’s head to expose the resin. Add acid to the audience-side tank, operate the mechanism and collect Golden Key.Golden Key
Root THU and The Seven SeasData Disk, Golden Key and Julie’s assistanceUse the Root THU terminal to reach a gas-pressure total of 50 and stop the gas. Unlock the Seven Seas control room with Golden Key, inspect the console and ask Julie to help. At the ride’s end, take Battery from the third mermaid from the left.Battery
Root SUN and Crow’s OfficeGolden KeyDestroy the Root SUN generator to remove the office’s electrical obstruction. Find 9218 in Crow’s Office, enter it at the Control Room and pull the exposed lever to power the central elevator. Handle the optional mini-boss and the floor-die exit sequence, 1 through 6, separately.Central access controls
Root TUE and central crowBatteryCharge Battery in Root TUE. Open and rotate the central crow, install the battery, turn it back and start its walk cycle. Use the revealed central elevator.Central Underground
Lantern gates and LabCentral elevatorShoot lanterns to match each gate’s required count and create a route. Save at the Lab beyond the final ladder, then check dialogue, vials and notes before the last fight.Main finale

Use purple, green, orange and red at the Neptune’s Palace drinks puzzle to reveal 8891, then open the Lounge case for the secrets map. These colors are separate from the Arcade score puzzle.

Record the keyboard location as well as its letters: FACE in Tolman’s Office; DEAD for the Haunted Manor exit and CAGE for its upgrade. Similar inputs serve different purposes.

Root THU’s total of fifty is corroborated, while per-gas allocations conflict between records. Check the screen and notes, then operate the lever opposite the terminal.

Fifteen secrets: locations and prerequisites

Open answers or major spoilers
15 entries
Fifteen secrets: locations and prerequisites
No.LocationPrerequisiteHow to collectReward
01Fairy PondFairy back room after Bronze KeyExamine the wall for Cyber Crow’s room and accept its gift. Check the map separately from the ordinary fairy/key interaction.Magnum Laser
02The DungeonPassage and iron maidenInspect the wall behind the iron maiden. Close the shortcut door if it prevents you reaching the wall.Ammunition
03Dig SiteBlue bucket inside the houseAfter using the mask mechanism, inspect the blue bucket rather than leaving immediately.Shotgun Laser
04Mush RoomSix mushrooms and healing suppliesEat all six mushrooms and speak to the Mushroom King. Poison causes damage, so heal between them rather than continuing at critical health.Handgun power upgrade
05WitchwoodAfter retrieving TridentOnce pedestals lower, inspect behind them before rushing back. Secure an escape path around enemies before collecting the reward.Magnum Ammo
06Gift ShopSilver Key and cash registerEnter the shop and input 1975 at the register for the .44 Magnum. Distinguish the register’s weapon from the cabinet upgrade..44 Magnum
07Gift ShopShop cabinet or refrigeratorFind and speak to the Mushroom character in the cabinet for the Shotgun capacity upgrade. This is not a step that requires destroying shop goods.Shotgun capacity upgrade
08Train RoomData DiskUse the disk at the terminal, set the train arrangement to BDAC and collect Flamethrower. Keep the disk for other terminals.Flamethrower
09Other car in the parking areaSilver KeyReturn to the entrance and use Silver Key at the other car’s trunk. This is separate from talking to Arthur at his car.Running Shoes
10Store RoomFlamethrowerBurn the obstruction at the door and speak to the Mushroom character inside. Merely obtaining the flamethrower does not automatically grant this upgrade.Magnum power upgrade
11Store RoomOctopus scaleRead the weight clue and enter 1825 at the scale for ammunition. Check the upgrade character and bird clue separately in this room.Magnum Ammo
12The Dungeon → The CryptData DiskSet the terminal to a human: 2 legs, 2 arms, 1 head and 2 eyes. Return to Ophelia’s tomb in the Crypt and collect Med Kit Pro from the opened space.Med Kit Pro
13Haunted ManorBird clue in Store RoomRing the entrance bell eight times for the separate reward, rather than the five-ring entrance solution. Check the interaction state and start a fresh sequence instead of adding to a partial one.Magnum Ammo
14Haunted ManorKeyboard and painting cluePlay CAGE at the Haunted Manor keyboard for the Flamethrower range upgrade. This is separate from Tolman’s FACE; compare the letters with the local painting.Flamethrower range upgrade
15ToiletAcid BottleUse acid on the bones blocking the toilet, then flush for the ammunition. Needing acid explains why this cannot be completed on the first visit.Magnum Ammo

A map marker does not itself mean the reward has been collected. Check each pickup separately; repeated Magnum Ammo rewards count as different secrets in different places.

Mush Room deliberately involves poison. Check health between mushrooms and prepare healing. On a first run, do not refuse a necessary heal for a rank and die instead.

Revisit checklist by tool

6 entries
Revisit checklist by tool
ToolReturn toCommon distinction
Bronze KeyCrypt, Dig Site and Train RoomTrain Room also needs the disk for its firearm
Silver KeyTolman’s Office, Gift Shop, parking and ArcadeUnderground and Arcade power differ
Data DiskDungeon, Train Room and Root THUMermaid and Human settings serve different goals
FlamethrowerStore RoomCheck entry, upgrade, ammo and bird separately
Acid BottleRoot FRI, Theatre and ToiletFill the empty bottle before using it
Golden KeySeven Seas and Crow’s OfficeGas, generator and conversations also matter

Map coverage and limits

This textual map guide organizes tools and connections. Its twelve navigation groups are not a verified count of every room or puzzle. Check doors, corridors and collected items on your current map.

Frequently asked questions

Where is the secrets map?

Connect the drinks clue in Neptune’s Palace with the case in the Lounge. The exact input is inside the main-puzzle disclosure.

Why is the secret goal unfinished after finding map markers?

Check collection, not just markers. Match location and reward across the fifteen-row table, counting separate ammunition pickups individually.

What if I have no acid?

Get Acid Bottle through the Dungeon Mermaid setting, then fill it in Root FRI. An empty bottle alone does not finish the Theatre or Toilet tasks.

How do I navigate the underground?

Record compass quadrants with Root weekday names. Use FRI for acid, TUE for charging, THU for gas and SUN for the generator, checking outer and inner maps.

Version scope and verification limits

Scope: the main Crow Country game. Official information is cross-checked with firsthand play records; this is not a hands-on full clear or verification on every platform. Controls vary by version and platform. All Murder of Crows values, rank thresholds and individual gas allocations remain unchecked.

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