Crow Country Walkthrough: Keys, Underground Route and Finale

Screenshots (official Steam images)
Advertising disclosure: This page includes affiliate links and Google ads. We may earn a commission on purchases through these links. Commissions do not affect our editorial opinions.

Use this chart to connect your current room, inventory and next locked destination. Its nineteen stages are navigation aids, not chapter counts or the only fastest route. You can leave the finale disclosure closed until its story context is needed.

Before starting

When the save-room return is long, check whether a new door connects to a corridor. Record the locations of maps, letters and dates so you can reread them. On a first run, secure a clear rather than refusing healing or saves to chase a rank.

3 entries
Before starting
ModeExperienceNote
Survival HorrorStandard experience with combat and resource managementLearn routes around enemies, ammunition, healing and puzzles together. A first clear does not require forcing an S rank.
ExplorationMode focused on exploration, story and puzzlesThe official description allows exploration without monster attacks. This guide has not checked whether combat achievements and rank rewards are available under identical conditions.
Murder of CrowsAdditional hard modeAvailable immediately. Resources are scarcer, enemies more aggressive and serious injury prevents running. Rank requirements differ, so do not reuse standard-mode thresholds.

Preparation at the entrance

  1. Check the car and entrance for ammunition, your Handgun and Flashlight. Shoot the entrance lock, but do not treat every box or door as a shooting target.
  2. Help Arthur back to the car and finish the conversation. Read the number where he sat and the book in the Lounge before approaching Fairy Pond.
  3. Find the map and first save interaction, noting locked doors. Count the Med Kit used for Arthur separately from your own healing supplies.

Main-route answers before central access

Open answers or major spoilers
14 entries
Main-route answers before central access
StagePrerequisiteActionNext goal
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

For the graves: Estelle east, Solomon Weselby southwest, Norbert Easley northeast and Soulina south. Match names and the compass rather than applying a memorized sequence to the wrong grave.

The Submarine Shotgun puzzle targets a total of 21. Source target-sequence transcriptions differ, so use the displayed target values to verify the total rather than a fixed shooting sequence.

Golden Key to the final approach

Open answers or major spoilers
5 entries
Golden Key to the final approach
StagePrerequisiteActionNext goal
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

Sources agree on a total of 50 at Root THU but disagree on the allocation among rooms. No single distribution, such as 9/11/10/20, is certified here; compare the terminal with the in-game room targets.

Diagnosing a blocked route

Open answers or major spoilers
  1. With Bronze Key but no progress, check the Crypt lever, safe’s crank and Swan Boats gemstone. The crank alone does not yield the mask; Chain and Gasoline are also required.
  2. If underground access is blocked after Silver Key, check Tolman’s keyboard and lever. If you have the disk but no acid bottle, check the Mermaid body counts at the Dungeon terminal.
  3. Electricity, gas and battery power are separate problems after Golden Key. Mark Root SUN for the generator, THU for gas, TUE for charging and FRI for acid.
  4. If central access remains closed, separately check control-room progress and battery charging, installation and orientation. Lantern counts beyond the entrance belong to a different gate puzzle.

Final preparations

Open answers or major spoilers
  1. After Golden Key, separate the Seven Seas, Root SUN and Crow’s Office objectives and retrieve Battery. Record opening a room and collecting its item as separate tasks.
  2. Charge the battery in Root TUE and operate the central crow. If it remains rotated, recheck the panel, installed battery, orientation and walk-cycle control in order.
  3. Read the lantern count for each central-underground gate. Rather than firing at unrelated lamps, identify the gate you need and its required lit count.
  4. Save in the Lab, check the medicine, documents and dialogue, then continue to the finale. Check the medicine and note before entering the final fight.
  5. Keep room to move and attack with available firearms when there is a clear line. A fixed three-stage HP script, instant-kill timer and required ammunition counts are unverified.

Achievement and replay goals

After clearing, plan secrets, upgrades, optional bosses and ranks separately. Identify unfinished conditions before deciding which parts of the route to repeat.

5 entries
Achievement and replay goals
GoalWhat to checkKeep separate
Secret HunterCollect fifteen secretsFinding the map alone is insufficient
Wishes GrantedUpgrade all four main weaponsMore than picking up weapons
ThoroughDefeat all four optional mini-bossesNot every ordinary enemy
QuizmasterScore at least five at Mermaid QuizSeparate from the disk’s one-point setting
B/A/S ranksCheck the mode and results screenHard-mode conditions differ

Check progress before time estimates

A first run varies with reading, exploration, puzzles, combat and difficulty. This revision does not retain unmeasured six-to-eight-hour claims, minute-by-area estimates or comparisons with other games. Use items and opened routes above to judge progress.

Frequently asked questions

Where do I go after finding a key?

Revisit Crypt and Dig Site for Bronze; Tolman’s Office, shops and parking for Silver; Seven Seas and Crow’s Office for Golden. Open the stage table for exact answers.

Is Data Disk used only once?

It is reused at multiple terminals. After collecting it from the Arcade, track its roles in Dungeon, Train Room and Root THU separately.

Should I kill every enemy?

Prioritize safe movement and a clear on a first run. Thorough’s four encounters are separate from ordinary enemies. Hard-mode evaluation differs, so do not blindly reuse standard-mode resource rules.

What should I keep before the finale?

Save in the Lab and check health, usable firearms, ammunition and healing. Fixed ammunition requirements or a mandatory equipment sequence have not been measured.

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.

🛒 Related gear on Amazon JapanAmazon Associates
📕 Books and merchandise on Rakuten JapanRakuten Affiliate
🔥Popular guides
  1. 1Brotato Character Tier Comparison: First Clear and Danger 5 Picks
  2. 2Dungeon Clawler Builds: 4 Early Choices and 6 Character Builds
  3. 3Brotato Build Guide: Weapons, Upgrades and Pitfalls for 8 Characters
  4. 4Everything is Crab Walkthrough — Early Decisions to Higher Pressure
  5. 5Mouthwashing Walkthrough and Collectibles Guide

Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).