Crow Country is easiest to navigate when every trip answers one question: what object opens the next part of the park? The important chain is Bronze Key to Crank, Crank to Gemstone and Chain, those tools to the Woeful Mask and Trident, then Silver Key to Data Disk, Gold Key, Battery, and the central elevator. If you lose the chain, stop clearing random rooms and return to the last item in that sentence.
This walkthrough follows the story from the parking lot to the Lab while keeping the optional secrets and rank requirements visible. It contains puzzle answers, item locations, boss setup, and late-game spoilers. Exploration Mode can follow the same key-item route, but it does not produce the normal completion ranks. For an S-rank attempt, select Survival Horror before starting.

Keep a dependency card beside the map
The park invites broad exploration, but its story route is a lock-and-key network. Maps, fires, and shortcuts are not side activities: they reduce the cost of every required backtrack. Pick up each area map when you arrive, activate every fire you pass, and unlatch utility-corridor doors from the safe side.
| Current lock | Object or state that solves it | Where the route moves next |
|---|---|---|
| Great Fairy and dirty pond | 3184, the spoken phrase, then the pump | Bronze Key and Haunted Hilltop |
| Crypt and Haunted Manor | Grave directions, 1872, then the Crank | Gemstone, Chain, Woeful Mask |
| Witchwood and Neptune’s Palace | Woeful Mask, Trident, four singing displays | Silver Key |
| Arcade and utility access | Silver Key, scores 1-2-4-8, FACE | Data Disk and underground elevators |
| Theatre and Seven Seas | Filled Acid Bottle, Gold Key, gas shutoff | Battery |
| Central park elevator | Charged Battery plus office power | Central Underground and Lab |
Use separate save slots before the Fairy Pond pump, Crypt, Mush Room, the first visit to Ocean Kingdom, the Control Room, and the Lab. Saving does not lower the documented Survival Horror rank, so a clean rollback is more valuable than preserving a single file.
Fairytale Town: turn Arthur’s rescue into the Bronze Key

Open the car trunk for handgun ammunition, shoot the front-gate lock, and take the flashlight before entering the park. The central crow is your hub marker. The bathroom on the left contains an early handgun laser; the route itself continues straight into Fairytale Town.
- Find Arthur injured near the barrel. Give him a normal Med Kit, continue the conversation, and move him to Mara’s car.
- Return to the parking lot and speak to Arthur for Checking in on a friend. Back at the barrel, read the paper he left behind: 3184.
- Enter Crow’s Lounge through the nearby corridor. Take the Fairytale Town map, use the fire, and read the staff material that supplies the exact phrase: “Hear me, oh Great Fairy of Fairest Forest!”
- Enter 3184 beside the Great Fairy, assemble the phrase in the dialogue control, and walk into Fairy Pond.
At the pump, expose the mechanism by pulling the curtain. The gauge falls after pressure is added, so do not pull the switch immediately. Raise the needle past the white band, move to the switch, and activate it as the needle drops into white. A red result vents poison; use the override and antidote instead of spending a run fighting the mistake.
When the water clears, look at the target through its reflection and shoot it. Speak to the returning Fairy for the Bronze Key. Before leaving, inspect the rear room’s false panel for the first secret. The Bronze Key now opens the Train Room safe point, Haunted Hilltop’s gate, and the mailbox at the small Fairytale house, but the house puzzle still needs more equipment.
Haunted Hilltop: recover four parts before entering Witchwood

Take the Haunted Hilltop map and save before entering the Crypt. The room locks behind Mara. Each grave head points according to the initials and floor compass:
- Estelle: east.
- Solomon Weselby: southwest.
- Norbert Easley: northeast.
- Soulina: south.
The first optional mini-boss emerges after the puzzle. If ammunition is tight, draw it toward the grave nearest the metal gate, circle wide, and use the wall lever when the creature crosses the drop line. The falling barrier can finish the encounter and still count toward Thorough. Search the Crypt for Gasoline before leaving; missing it makes the later resin machine look broken.
Beyond the new opening, activate the utility fire and let Julie through the locked barrier. Soulina’s death year opens the nearby safe: 1872. Take the Crank. Speak to Julie until her dialogue repeats, because her later help at Seven Seas depends on the relationship continuing through subsequent meetings.
Gemstone and Chain
The Haunted Manor’s bird hoots five times; ring the entrance bell five times, then leave the bell control. Inside, fit the Crank to the clocks and set the left face to 10:20 and the right to 11:15. The demon painting yields the Gemstone.
Back in Fairytale Town, place the Gemstone at Swan Boats. Steer the boat to the broken section of fence and remove the Chain from its neck. Do not spend the Chain elsewhere; it belongs to the crane in the small house opened through its Bronze Key mailbox.
Woeful Mask and Trident
Inside that house, prove all three inputs before operating the crane: attach the Crank to the pipe, attach the Chain to the lifting assembly, and fill the burner tank with Gasoline. Raise the resin-covered object and burn away its shell to collect the Woeful Mask. If the object rises but stays sealed, the fuel step—not another key—is missing.
Place the Mask at Witchwood. The glowing pedestals switch every pillar carrying the same symbol; use the newly lowered line to advance, then change symbols when that line ends. At the center, take the Trident. The maze collapses into an open combat space on the return trip, so clear optional pickups before touching the cauldron if health and ammunition permit.
The Mush Room is optional, dangerous, and rank-relevant because its reward is useful but its poisonous mushrooms can force healing. Save at Crow’s Lounge first. The solution requires eating all six mushrooms, not merely identifying the safe three. Separate the harmful choices with recovery and never consume two dangerous specimens while already injured.
Ocean Kingdom: make the Silver Key create the Data Disk

Use the Crank on the left hub gate and allow the spikes to retract completely before crossing. Take the Ocean Kingdom map. The Submarine is both a fire room and the location of the Shotgun puzzle. Its cabinet opens at a score of 21.
Read the scoring board in the current room and total the targets before firing. Captured guides disagree on the exact shortest target sequence while agreeing on 21, which makes a memorized shot list less reliable than the board. Save, calculate the displayed values, fire only the planned shots, and reload if the cabinet remains closed rather than wasting the park’s fixed ammunition.
Move through the Arcade with the flashlight off when speaking to Marvin, open the utility shortcuts, and enter Neptune’s Palace. Tap each tank so its creature faces the center and sings when Mara stands before the chest. The four lamps on the chest are the diagnostic: adjust only the creature whose lamp remains dark. Four green lamps release the Silver Key.
Use the Silver Key on the Arcade power panel. The change machine expects a binary-looking score pattern across the cabinets:
- Mermaid Quiz: 1
- Dolphin Dash: 2
- Speed Boat: 4
- Shark Shooter: 8
Collect the Data Disk from the change machine only after all four displays hold those values. This disk is not a one-room key; it is the bridge to the Flamethrower, Acid Bottle, and several secrets.
Use the Silver Key and Data Disk before committing underground
Open the Gift Shop from the central hub. The register puzzle adds the three prices named by its clue; the total is 19.75, entered as 1975. Take the Magnum, then inspect the nearby cold storage for its optional upgrade.
Across the hub, use the Data Disk in the Train Room. Match the car styles to the reference plaques: Engine B, first car D, second car A, caboose C—BDAC from top to bottom. The opened model train contains the Flamethrower. This is optional for story progress if acid is used at the Theatre, but it makes the Store Room, secret cleanup, and crowded fights much safer.
Return to the Dungeon beneath Haunted Hilltop and insert the disk at the covered terminal. A mermaid has 0 legs, 2 arms, 1 head, and 2 eyes; enter 0-2-1-2 and take the empty Acid Bottle. For the Crypt secret, change the terminal to a human body—2-2-1-2—then inspect the newly available tomb.
Tolman’s Office lies behind the Silver Key door in the staff route. The dated tapes determine the piano word FACE. Play it to expose the switch that powers the underground elevators. Before descending, open the DEAD passage in the Haunted Manor piano route, explore the Theatre corridor, and give Natalie an Antidote when the opportunity appears.
The Underground is a four-job loop, not a destination
Use the northeast elevator to reach the Break Room and enable root access. The third optional mini-boss seals the exit; its dropped plate gives 2663 for the gate. Once free, make one clockwise inspection of the day-labelled root rooms and complete four jobs:
- Root FRI: fill the Acid Bottle from the acid source.
- Root THU: use the environmental records to make the four gas values total 50, which clears access to Seven Seas.
- Root SUN: destroy the generator that keeps Crow’s Office inaccessible.
- Root WED: register the fire as the safe rollback point for the later Battery trip.
Do not copy a fixed four-number gas tuple without checking the room. Readable guides published different distributions that all claim a total of 50. The stable instruction is to identify the four labelled compounds from the nearby records, enter a combination accepted by the current terminal, and verify that the gas obstruction at Seven Seas has cleared. If it remains, re-read the local samples instead of forcing a disputed web code.
Reach the Theatre from the northeast side. Raise the curtain, shoot the Great Fairy head to expose the resin, pour the filled acid into the stage tank, and turn the valve. Return to the stage for the Gold Key. The Flamethrower can solve the resin problem only with a large fuel reserve; the filled Acid Bottle is the safer story route.
Use the Gold Key on Crow’s Office. The concealed room behind the picture frame is a save point and the projector notes resolve to 9218. Enter that value in the Control Room. After the fourth optional mini-boss, reset the floor panel if necessary and step on the dice in numerical order 1-2-3-4-5-6 to reopen the exit.
Seven Seas supplies the Battery; Tuesday makes it useful
Open the Seven Seas control room with the Gold Key, then return to Julie and exhaust the new conversation. Board the middle position on the ride. At the stopped whale display, use one control to bring a mermaid forward and the other to raise it. The third mermaid carries the Battery; the second contains shotgun ammunition.
Take the Battery to Root TUE. Place it between the contacts and hold the charge control until the process fully completes. A partial animation is not enough. If the hub crow refuses the item later, return here and repeat the hold while watching the Battery.
At the central crow, reveal the rear controls, rotate the figure, insert the charged Battery, rotate it back, and start its walking cycle. Crow’s Office power and the charged crow are separate prerequisites: if the elevator does not appear, confirm both the SUN generator and the 9218 Control Room state.
Central Underground and the Lab
The first chamber below the crow is an escape problem, not a mandatory extermination. Reach the switches on both sides and open the route while preserving heavy ammunition. At the lantern gates, each lit lantern counts as one. Shoot lights until the number of active lamps matches the Roman numeral on the next gate; lights can be shot again to turn them off. The last gate requires seven lit lamps, so count the room rather than firing by position.
After Tolman’s scene, help Julie, use the cleansing water if needed, and descend to the Lab. The burner in the first room is the final save. Bring the Magnum, Shotgun, grenades, and Flamethrower fuel you actually have; leave enough healing margin to stay mobile.
Use the intercom, take the vials when instructed, and continue through the opened door. During the final fight, shoot visible bear traps before they cut off a lane. Sustained damage changes the pool’s appearance, giving a clearer progress signal than counting shots. A red flash with an alarm marks an incoming rockfall: leave the highlighted ground first, then resume fire. Do not trade a heal for one extra shot when the arena has already announced the impact.
Run the S-rank attempt as a four-column ledger
Survival Horror’s result ignores elapsed time and save count in the captured walkthrough evidence. The four scored fields are heals, hints, secrets, and lives. Check them as independent budgets:
| Field | S-rank target | Practical control |
|---|---|---|
| Healing | 10 or fewer uses | Antidotes and ordinary Med Kits each add one; Large Med Kits add two in the captured route. Reload after avoidable trap damage. |
| Hints | 0 spent | Do not buy help from Fortune Tellers. Reading notes and using this route does not spend the counter. |
| Secrets | All 15 | Use the Map of Secrets from Crow’s Lounge and clear by dependency before the Lab. |
| Lives | 0 used | Leave Extra Lives disabled and reload a save after death. |
Helping Arthur, Julie, Natalie, and the other characters is good route hygiene and covers missable conversations, but do not confuse those interactions with the four visible rank counters. For Murder of Crows, the official update explicitly introduced new grade rules; the Survival Horror numbers above are not a promise of S+ on hard mode.
Clear all 15 secrets by dependency, not by park zone
Open the case beside Crow’s Lounge couch with 8891 after solving the Neptune’s Palace drink clue. The Map of Secrets turns optional cleanup into a live checklist. Use this dependency order before the Lab:
- Fairy Pond rear room: inspect the false wall after earning pond access.
- Dungeon: pass through the Iron Maiden and search the side recess.
- Dig Site house: inspect the bucket after operating the crane.
- Mush Room: eat all six mushrooms safely and speak to the new character.
- Witchwood: search behind the lowered pedestals after taking the Trident.
- Gift Shop register: enter 1975 for the Magnum.
- Gift Shop cold storage: speak to the hidden mushroom after opening the shop.
- Train Room: solve BDAC with the Data Disk for the Flamethrower.
- Parking lot red car: use the Silver Key on its trunk.
- Ocean Store Room: burn the sealed door, then speak to the mushroom inside.
- Ocean Store Room scale: derive the octopus weight, then enter 1825.
- Dungeon and Crypt: set the terminal to 2-2-1-2, then search the released tomb.
- Haunted Manor exterior: count the later bird’s eight calls and ring eight times.
- Haunted Manor piano: play CAGE after reading the relevant painting.
- Hub bathroom: use the filled Acid Bottle on the bones, then finish the interaction.
If the map still shows a secret after this list, compare its marker with the dependency, not just the room name. A marker can be visible long before the Data Disk, Silver Key, Flamethrower, or acid makes the interaction possible. Clear it on the first return trip after acquiring that tool.
Sources and credits
Identity, release metadata, update boundaries, and all images were checked against the official Steam page, official Steam announcements, and the Crow Country website. Route and puzzle details were cross-checked against readable community guides and verified walkthrough references. Images are original Steam store JPG assets supplied for Crow Country.