Crow Country Areas and Puzzles: Map Routes and 15 Secrets
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.
- Collect the Fairytale Town, Haunted Hilltop and Ocean Kingdom maps, learning their Utility Corridor exits. The ordinary maps and secrets map are separate items.
- 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.
- 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
| District | Main objective | Revisit checks | Next connection |
|---|---|---|---|
| Entrance and parking | Arthur rescue and car ammunition | Speak to Arthur after carrying him to the car. Revisit the other car’s trunk after obtaining Silver Key. | Lounge and Fairytale Town |
| Crow’s Lounge | Fireplace, map and fairy book | Use 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 Pond | Bronze Key | Resolve 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 Boats | Chain and Woeful Mask | Move 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 Crypt | Gravestones, corridor and safe | Read 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 Manor | Clocks, painting and keyboard | Open the entrance with five bell rings and use the clocks for Gemstone. Distinguish the keyboard’s painting, exit and weapon-upgrade inputs. | Staff Hallway |
| Witchwood | Mask, maze and Trident | Toggle 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 Submarine | Save point and Shotgun | The 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 Arcade | Silver Key and Data Disk | The 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 Room | Magnum, Flamethrower and upgrades | Revisit 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 Office | Conversations, acid and Golden Key | Help 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 rooms | Root Access and room functions | Collect 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
| Destination | Prerequisite | Procedure | Reward or next objective |
|---|---|---|---|
| Entrance and Arthur | Handgun and a Med Kit | Take 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 Pond | Entry code and passphrase | Enter 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 Crypt | Bronze Key | Enter 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 Room | Year on a gravestone | Use 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 Manor | Crank Handle | Listen 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 Boats | Gemstone | Use Gemstone on the swan mechanism, move the boat to the gap in the fence and examine it for Chain. | Chain |
| Fairytale Town Dig Site | Bronze Key, Crank Handle, Chain and Gasoline | Unlock 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 |
| Witchwood | Woeful Mask | Use 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 Kingdom | Crank Handle | Open 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 Palace | Trident | Progress 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 Hallway | Silver Key | Enter 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 Arcade | Silver Key | Restore 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 Dungeon | Data Disk | Use 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 FRI | Underground elevators and Acid Bottle | Enable 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 |
| Theatre | Filled Acid Bottle | Raise 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 Seas | Data Disk, Golden Key and Julie’s assistance | Use 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 Office | Golden Key | Destroy 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 crow | Battery | Charge 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 Lab | Central elevator | Shoot 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.
Revisit checklist by tool
| Tool | Return to | Common distinction |
|---|---|---|
| Bronze Key | Crypt, Dig Site and Train Room | Train Room also needs the disk for its firearm |
| Silver Key | Tolman’s Office, Gift Shop, parking and Arcade | Underground and Arcade power differ |
| Data Disk | Dungeon, Train Room and Root THU | Mermaid and Human settings serve different goals |
| Flamethrower | Store Room | Check entry, upgrade, ammo and bird separately |
| Acid Bottle | Root FRI, Theatre and Toilet | Fill the empty bottle before using it |
| Golden Key | Seven Seas and Crow’s Office | Gas, 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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