★ ELDORIA POWER ★ OFFICIAL PLAYER'S GUIDE ★

THE
SHATTERED
CROWN

COMPLETE WALKTHROUGH  •  ALL MAPS  •  EVERY SECRET
ALL 12 GOLDEN ACORNS REVEALED INSIDE!!
4 DUNGEON MAPS • BEASTIARY •
BOSS TACTICS THAT REALLY WORK
— YOUR FOES AWAIT —
VOL. 1 — COLLECTOR'S EDITION — NOT FOR RESALE — PLAYER'S FUND EDITION $0.00
CHAPTER ZERO

THE LEGEND OF ELDORIA

Long, long ago — before the meadow paths were walked, before the first lantern was lit — the land of Eldoria was wild and dark. It was the Crown of Eldoria, forged by the first heroes from three sacred jewels, that brought the balance: the Emerald of the deep forests, the Ruby of the burning sands, and the Sapphire of the frozen peaks. While the Crown sat whole upon its pedestal, crops grew tall, monsters kept to the shadows, and kids could chase fireflies long after bedtime.

Then came Morgrath.

Once the royal court's cleverest sorcerer, Morgrath grew jealous of a power he could study but never own. One starless night he split the Crown with a single forbidden word, scattering its three shards to temples at the far corners of the realm, each guarded by a monstrous general of his own twisted making. Then he raised the Dark Citadel in the Ashen Wastes and sealed himself behind a barrier no blade, bomb, or battering ram can break.

The land dimmed. Slimes oozed into the meadows. Skeletons climbed out of the desert. Wolves of living ice came down from the mountains. And in the little village of Willow, the elder Rowan looked at one brave kid — you — and saw the only hope Eldoria had left.

TALES OF ELDORIA "Three shards, three temples, three generals. Reunite the shards and the barrier falls. Then it is you and Morgrath... and may your sword arm be steady, little one." — Elder Rowan
YOUR QUEST BEGINS! Press ENTER to read the prologue.

Your mission, hero:

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TRAINING GROUNDS

GETTING STARTED

CONTROLS OF A CHAMPION

KEYWHAT IT DOES
Arrows / WASDMove your hero
SPACE (or Z)Swing sword — also talk, read signs, open chests, buy
XUse equipped item (bow, bombs, lantern, potion)
C (or TAB)Switch equipped item
ENTER (or ESC)Pause — inventory, equip and SAVE
MMute the music (but why would you?)
PRO TIP Talking, reading, opening and buying are all on SPACE — when something is in front of you, SPACE interacts instead of swinging. Walk up close and face it!

SAVING YOUR QUEST

Three save slots live on the title screen. The game auto-saves every time you enter or leave an area, find a treasure, or defeat a boss — and you can save anytime: press ENTER, then S. Falling in battle never erases your progress. Continue from your last save and march right back in!

WATCH OUT! Pressing E twice on the title screen ERASES a save slot forever. Guard your slot like you guard your hearts!

READING YOUR HUD

Top of the screen, left to right: your hearts (lose them all and it's Game Over), gems, arrows and bombs (once you own their launchers), potions, dungeon keys, your three shard slots, and the item bound to X in the far corner box.

FIRST THINGS FIRST

WILLOW VILLAGE — home sweet home. The journey of 80 screens begins with screen one!
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FRIENDS OF THE REALM

PEOPLE OF ELDORIA

ELDER ROWAN

Willow Village's wise leader. Gives you 30 gems and your marching orders. Report to him after every shard!

MIRA THE SHOPKEEP

Runs the village shop. Potion 40, ten arrows 20, five bombs 25, lantern 60. The lantern is the best 60 gems you will ever spend.

PIP

Willow's resident expert in being seven years old. Surprisingly useful rumors. Mostly jokes.

GUARD TOMAS

Watches the north road. Warns you about the mountain pass — listen to him, then go anyway. You're the hero.

FARMER JOSS

Tends the southern fields. Knows which way the desert lies, and exactly how many crops the slimes have eaten.

FISHER FINN

Lives on the lake's edge. The fairy pond to the northeast? He found it. Ask him about the water.

HERMIT ALDOUS

Lives in a cave in the Frostpeaks (enter at the stairs on the high pass). Knows what the cracked boulder at Glacier Hollow needs. BOOM.

NOMAD ZARA

Camps in the desert. The eye above the ruins' door? She knows what it's waiting for. (It's an arrow. Bring a bow.)

WITCH MORLA

Her hut sits at the swamp's edge. Speaks in riddles about a sunken shrine and a blade that "cuts twice as deep." She is not kidding.

FAIRY ARIA

Guardian of the healing ponds. Step into her waters and every heart refills. Completely free. Visit often!

NUTWICK, THE SQUIRREL KING

Rules a hidden grove in the western forest behind a wall of bushes. Obsessed with Golden Acorns. Pays ROYALLY for them — see the Classified Section, page 15!

TALES OF ELDORIA Nutwick claims his great-great-grandsquirrel helped forge the Crown by fetching the wood for the bellows. Historians are skeptical. Nutwick is not.

MIRA'S GENERAL STORE — PRICE LIST

WARESPRICEOUR VERDICT
Red Potion40Buy before EVERY boss. No exceptions.
10 Arrows20Cheap. Eye switches don't shoot themselves.
5 Bombs25Walls fear you now.
Lantern60The best gems you'll ever spend. Period.
PRO TIP Mira won't sell arrows or bombs until you own the bow or bag — and she won't oversell past your carrying caps. Honest shopkeeping!
THE SHOP — walk up to a pedestal and press SPACE to buy.
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POSTER PAGE — TAPE THIS TO YOUR WALL

THE WORLD OF ELDORIA

1
2
3
4
5
6
7
8
9
10
11
12
13
1Willow Village — start here!
2Vinewood Temple (Dungeon 1)
3Sandstone Ruins (Dungeon 2)
4Glacier Hollow (Dungeon 3)
5The Dark Citadel (Final!)
6Sunken Shrine (secret dungeon)
7Fairy Pond — free full heal
8Oasis Fairy Pond — free heal
9Witch Morla's Hut
10Hermit's Cave
11Nomad Zara's Tent
12Nutwick's Hidden Grove
13The Barrier — 3 shards open it
PRO TIP The world is 10 screens wide and 8 screens tall. Region borders are sealed by terrain except at the road gateways — if you're walled in, you're missing a path, not a glitch. Follow the dirt roads!

REGION FIELD REPORT

REGIONDANGERWHAT'S OUT THERE
Meadows★Home turf. Slimes, the village, the crossroads, a bombable gem cave.
Forest★★Dungeon 1, Nutwick's grove, 3 acorns, two gem chests.
Lake★★Fairy pond, the bridge island, a bush hiding a Heart Container cave.
Swamp★★Slow wading, the witch's hut, and the Sunken Shrine below the mire.
Desert★★★Dungeon 2, the oasis pond, mummies, a Heart Container boulder.
Frostpeaks★★★Dungeon 3 (bombs required!), the hermit, ice wolves, HC boulder.
Ashen Wastes★★★★★Behind the barrier. Knights, wizards, lava — and the Citadel.
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GEAR UP, HERO

ITEMS & EQUIPMENT

WEAPONS OF LEGEND

WOODEN SWORD

Your trusty starter. 1 damage. Also cuts grass, bushes and pots — Eldoria's economy runs on landscaping.

HERO'S BLADE ★SECRET★

DOUBLE DAMAGE on everything. Sleeps beneath the swamp in the Sunken Shrine (page 16). Get it before the Citadel and thank us later.

HUNTING BOW

Found in Vinewood Temple. Fires arrows with X. Comes loaded with 10. The only thing that can hit an eye switch!

BOMB BAG

Found in the Sandstone Ruins. Drops a bomb with X (comes with 5). Blows up cracked walls and cracked boulders. Stand back!

LANTERN

Buy it from Mira (60 gems) or find one early in the Sandstone Ruins. Lights torches with X and brightens dark rooms. Required for torch puzzles!

POWER BOOTS

Found in Glacier Hollow. Run faster forever — and never slip on ice again. The puzzle-solver's best friend.

SUPPLIES

RED POTION

Press X to refill ALL hearts. Carry up to 4. Buy before every boss. This is the guide's number one commandment.

HEART CONTAINER

Your maximum hearts grow by one! Bosses drop them; three more hide in secret caves; one is buried in the Citadel; Nutwick holds another.

OAK CHARM ★SECRET★

Nutwick's final reward: ALL damage you take is halved. Forever. Worth every acorn.

SMALL KEY

Opens one locked door in the dungeon where you found it. Our maps mark every key so you never waste one.

BIG KEY

Opens the boss door. Guarded accordingly. No big key, no glory.

THE THREE SHARDS

Emerald, Ruby, Sapphire. Each dungeon's boss guards one. Collect all three and the Barrier in the Ashen Wastes dissolves on sight.

PRO TIP Carrying caps: 999 gems, 30 arrows, 12 bombs, 4 potions. Mira won't sell you what you can't carry — she's honest like that.
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KNOW YOUR ENEMY — PART ONE

BEASTIARY OF ELDORIA

HP = sword hits to defeat (Hero's Blade halves it!). DMG = hearts lost on contact.

FIELDS & FORESTS

SLIME HP 1 • DMG ½ • hops

Eldoria's welcome committee. One bonk. Practice your timing here.

RED SLIME HP 2 • DMG ½ • hops fast

Spicier cousin. Hops with less downtime — strike between bounces.

BAT HP 1 • DMG ½ • flies

Weaves over pits and water. Wait for the swoop, then swing.

SPITTER HP 2 • DMG ½ • shoots seeds

A rude plant. Sidestep its seeds and rush it — it barely moves.

BEETLE HP 2 • DMG 1 • charges

Flashes, then dashes in a straight line. Step aside like a matador, then poke it while it's dizzy.

SANDS & BONES

SCARAB HP 2 • DMG 1 • charges fast

The beetle's track-team cousin. Bigger sidestep. Same dizzy poke.

SKELETON HP 3 • DMG 1 • chases

Relentless walker. Backpedal and slash — your reach beats his bones.

SKELETON ARCHER HP 2 • DMG ½ • shoots bones

Keeps its distance and plinks at you. Zigzag in, or return fire with your own bow. Drops arrows!

MUMMY HP 5 • DMG 1 • slow tank

Slow, tough, and patient. Hit-and-run four times — never trade hits. Sometimes drops bombs!

FROZEN PEAKS

ICE SLIME HP 2 • DMG 1 • hops

A slime that learned winter. Hits harder than its meadow kin.

ICE WOLF HP 3 • DMG 1 • chases FAST

Fastest chaser in the game. Don't run — turn and meet it with steel.

FROST WISP HP 2 • DMG ½ • flies + shoots ice

Floaty and annoying. Its shards travel in straight lines. Strafe, close distance, swat.

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KNOW YOUR ENEMY — PART TWO

THE DARK LEGION & THE GENERALS' GUARDS

MORGRATH'S ELITE

DARK KNIGHT HP 6 • DMG 1 • chases • ARROW-PROOF

Armor shrugs off arrows entirely — you'll hear the clank. Sword and bombs only. Circle behind and chip away.

WIZARD HP 4 • DMG 1 • teleports + bolts

Blinks near you, fires, blinks away. The moment it appears is your moment — be swinging where it lands.

EYE SENTRY HP 3 • DMG 0 touch • turret

A stone eye that fires only when you line up with it. Approach diagonally and it never gets a shot. Harmless to touch!

MINIBOSSES — THE GENERALS' GUARDS

BIG SLIME HP 10 • DMG 1 • Vinewood Temple

A slime the size of a shed, guarding the Bow. Huge hops, huge landing lag. Punish every landing and keep your feet moving.

MUMMY KNIGHT HP 14 • DMG 1½ • Sandstone Ruins

Hits like a falling pyramid. It telegraphs its dash — bait it, dodge it, then carve while it recovers. Patience wins.

ALPHA WOLF HP 12 • DMG 1 • Glacier Hollow

Charges across the ice where YOU can't turn — stand near a wall, dodge late, and let it crash. Guards the Power Boots.

BOG LURKER HP 12 • DMG 1 • Sunken Shrine

Vanishes into the murk and pops up beside you spitting mud. Listen for the splash, swing where it surfaces. Guards the Hero's Blade!

WATCH OUT! Defeated minibosses stay defeated — but ordinary monsters return every time you re-enter a screen. Great for farming hearts and gems; less great when you're at half a heart. Know when to run!
PRO TIP Every enemy can drop hearts, gems, arrows or bombs. Tougher enemies drop better loot. A mummy hallway is a bomb shop with extra steps.
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WALKTHROUGH — CHAPTER ONE

FROM VILLAGE TO VINEWOOD

Step one: see Elder Rowan (30 free gems!), read every sign, and mow the village lawns for pocket change. When your courage is topped up, take the west road out of the village square.

Step two: the crossroads. South lie the farms; keep west through the meadows. Slimes and the odd red slime patrol here — perfect sword practice. Work toward the forest border two screens west.

Step three: the forest. Tall trees, winding paths, spitters lobbing seeds from the undergrowth, and bats in the canopy. Head for the north-west clearing where stone statues flank a mossy staircase: Vinewood Temple.

VINEWOOD TEMPLE — down the stairs and into Dungeon 1!
PRO TIP Before the temple: stock up! 20 gems buys 10 arrows — useless now (no bow yet), but a potion (40) in your pocket turns a scary first dungeon into a comfy one. Short on gems? There's a 20-gem chest behind bushes in the far north-west forest nook, and a 50-gem chest in the south-west woods.

SIDE QUEST: THE SQUIRREL KING

In the forest's western clearing, a suspicious wall of bushes hides a grove. Cut through and meet NUTWICK, KING OF SQUIRRELS, who pays out for Golden Acorns at 4, 8 and 12 collected. There's an acorn lying in his own grove. Take it. He won't notice. (He will absolutely notice. He counts them daily. Take it anyway.)

THE HIDDEN GROVE — His Royal Fluffiness awaits your tribute.
TALES OF ELDORIA Why are the acorns golden? Morgrath's barrier leaks raw magic on the wind. It lands on ordinary acorns. Nutwick considers this the one good thing the sorcerer ever did.
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WALKTHROUGH — CHAPTER TWO

DUNGEON 1: VINEWOOD TEMPLE

FULL TEMPLE MAP — entry at bottom-center. Boss waits top-center!
  1. Entry hall: push the stone block onto the floor plate to open the north door. Your first puzzle — the block slides one tile per shove.
  2. South-west room: clear every monster and a Small Key #1 chest appears. Sealed doors with monsters behind them work like this all game: clear the room, claim the prize.
  3. The hub: note the eye switch staring at you. It wants an arrow you don't have yet. East first!
  4. Locked door (key #1) east: the BIG SLIME miniboss guards a golden big chest — the HUNTING BOW (with 10 arrows). Dodge the hops, strike the landings.
  5. Supply room (north of the miniboss): plates + a fight open the way to spare arrows and gems. Stock up.
  6. Back to the hub: arrow the eye switch — the west door grinds open. Small Key #2 lives in the south-west wing.
  7. North-west vault: the BIG KEY. Now the ominous boss door in the hub's north wall will open.
SECRET The south-east bonus room has a cracked wall. You can't open it yet — remember it, and come back after Dungeon 2 with bombs for a 50-gem payday.

BOSS: BRAMBLEHORN

BRAMBLEHORN — 14 HP of angry beetle. Wait for the WALL CRASH!

The temple's general is a beetle the size of a wagon, and your sword bounces right off its shell. Here's the trick the temple priests carved into the walls: it can't steer. Stand in its line, wait for the telegraph flash, hop aside — and when it slams into the wall, it's stunned and soft for a full three seconds. That's your window. Slash, retreat, repeat. Reward: Heart Container + THE EMERALD SHARD!

PRO TIP Take the glowing portal home — and visit Elder Rowan. Everyone in the village has new things to say after each shard!
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WALKTHROUGH — CHAPTER THREE

DUNGEON 2: SANDSTONE RUINS

Getting in: cross the south meadows into the desert and head for the great ruin in the south-east. The door is sealed — but a stone eye watches from the facade. You have a bow now. You know what to do.

ONE ARROW OPENS THE WAY. Zara tried everything else for years.
  1. Entry: go WEST first — a lantern sits in a chest in plain sight. (Already bought one from Mira? The chest pays gems instead.)
  2. East kill room: clear it for Key #1, then light the two torches to unseal the north door.
  3. MUMMY KNIGHT miniboss: bait the dash, punish the recovery. Victory opens the vault — the golden chest holds the BOMB BAG (with 5 bombs).
  4. Key #1 unlocks the entry's north door — the hub. Twin eye switches here open a handy shortcut east.
  5. West wing: push-blocks onto plates plus a torch open the way to the BIG KEY vault. Key #2 is in this wing too, in a spike nook — careful feet!
  6. North wing (dark!): lantern up. A pit maze guards Key #3, and a cracked wall here must be bombed to push deeper.
  7. Gauntlet east, then the boss door. Potion check: got one?
SECRET FOUR more cracked walls hide bonus caches in this dungeon — west of the entry, in the big-key vault, in the gauntlet, and beside the bomb vault. When in doubt, bomb the suspicious wall. The ruins respect demolition.

BOSS: VESPER THE SAND WYRM

20 HP OF BURROWING NIGHTMARE. Only the surfaced wyrm can be hurt!

The arena floor churns. The wyrm is untouchable underground — watch the sand bulge, step away from the rising spot, and dodge the spit. Then it surfaces for five long seconds: attack! Sword if you're brave, arrows if you're sensible. Reward: Heart Container + THE RUBY SHARD!

WATCH OUT! Out of bombs mid-dungeon? Mummies drop them, and Mira sells five for 25. Never bomb your last wall without a plan, hero.
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WALKTHROUGH — CHAPTER FOUR

DUNGEON 3: GLACIER HOLLOW

Getting in: take the mountain pass north (Tomas will fret — wave cheerfully). On the high snowfield, a cracked boulder plugs a cave mouth. One bomb later, Glacier Hollow yawns open.

THE BOULDER. Hermit Aldous has been staring at it for 20 years. You brought bombs.

Ice rules: on blue ice you slide — steer gently, plan ahead. Blocks pushed on ice glide until they hit something. Every sokoban puzzle here is built on that. (Mess one up? Leave the room and return — blocks reset. The glacier is forgiving. The wolves are not.)

SOKOBAN ON ICE — line the block up so an ice block stops it ON the plate.
  1. West of entry: the ice-slide maze. Ride it to Key #1.
  2. East of entry: wolf den (clear-sealed) into the sokoban on ice — plates open a pocket holding Key #2.
  3. Hub (locked door #1): a cracked wall in the hub itself hides Key #3. Bombs again!
  4. West wing: triple-plate sokoban, then the sentinel vault — clear the eye sentries for the BIG KEY. Approach sentries diagonally!
  5. East wing: the three flames hall (lantern!) leads to the ALPHA WOLF arena. Let it crash into walls, then strike. The golden chest holds the POWER BOOTS — faster forever, and no more slipping on ice.
  6. North crevasse (optional): pits, sentries, treasure. Boots help.
  7. Hub north: the boss door.

BOSS: KARN THE FROST REVENANT

22 HP, TELEPORTS, SUMMONS. The busiest fight yet — stay moving!

A frozen sorcerer who blinks around the arena hurling fans of ice. Halfway down, he calls frost wisps to the fight — swat them fast or drown in shards. He's vulnerable whenever he's visible: chase the materialize, land two hits, dodge the barrage, repeat. Reward: Heart Container + THE SAPPHIRE SHARD!

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POSTER PAGE — THE CARTOGRAPHER'S SPREAD

DUNGEON MAPS: RUINS & HOLLOW

SANDSTONE RUINS — 11 ROOMS OF TOMB

Entry bottom row, second from left. Lantern chest LEFT of entry — grab it first! Boss arena: top-right. Dark rooms shown lit for your convenience. You're welcome.

GLACIER HOLLOW — 11 ROOMS OF ICE

Entry bottom row, second from left. Ice-slide maze to its LEFT, wolf den + sokoban RIGHT. Boss: top row, second from left. Spot the cracked hub wall hiding Key #3!
PRO TIP Reading our maps: gold dots = pots (smash!), small chests = keys and gems, GOLD chests = dungeon treasures, dark doorways = doors that need keys, switches and flames. If a wall looks cracked, it is. Bombs fix everything.
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WALKTHROUGH — CHAPTER FIVE

THE BARRIER & THE DARK CITADEL

Three shards sing in your pack. East of the mountain pass, the Ashen Wastes begin — dead trees, boiling lava, and Morgrath's shimmering Barrier. Walk up to it with all three shards and watch it dissolve like sugar in rain. No button needed. You earned this.

THE BARRIER FALLS — the Wastes are open. So is the worst place in the world.
WATCH OUT! The Wastes are end-game country: dark knights (ARROW-PROOF!), wizards, skeletons. Lava walls burn on touch. There's a 50-gem cache and a 5-bomb cache hidden out here for heroes who explore — see the Classified Section.

The Dark Citadel looms in the north-east. Checklist before the gates: Hero's Blade (page 16!), 4 potions, full bombs and arrows, and every Heart Container you can claim. This place is a fortress, a puzzle box and a final exam all at once.

THE DARK CITADEL — entry at bottom-center; Morgrath's throne crowns the top.

THE SAFE ROUTE (4 KEYS, ZERO REGRETS)

  1. Key #1: the gauntlet room east of the entry — seal yourself in, clear it out.
  2. Key #2: the crypt west of the entry. Dark room — lantern up.
  3. Key #1 opens the entry's north door — the hub.
  4. Key #3: west of the hub past the sokoban. Key #4: the war room east of the pre-boss hall.
  5. BIG KEY: the lava gallery (north-west) — eye switches across the lava open the path. Don't hug the lava walls; they burn.
  6. Hub north → sanctum → throne room.
PRO TIP Every key in the Citadel can be reached WITHOUT spending one — so you can never lock yourself out. The architect was evil, not cruel.
SECRET The torch room east of the hub hides a bombable alcove — inside is the Citadel's own HEART CONTAINER. Do not skip this.
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WALKTHROUGH — FINAL CHAPTER

MORGRATH: THE LAST BATTLE

PHASE ONE — THE SORCERER

PHASE 1 — the wizard duel. He blinks, he barrages, he gloats.

Morgrath fights like his wizards, only meaner: teleport, barrage, rest, repeat. The rhythm is your friend. When he materializes, he needs a moment to wind up — that moment belongs to your blade. Two clean hits per window, then break away before the bolts fan out. Keep your hearts above half: phase one is a warm-up, and you want to enter what's next strong.

PHASE TWO — THE DEMON

HE WASN'T KIDDING ABOUT THE FORBIDDEN MAGIC. 26 HP of doom.

Drop the sorcerer and the throne room shakes... and what stands up is no longer a man. Demon Morgrath fills the room: fireball fans, charging rushes that crack the floor, and bat swarms when his health runs low. The plan:

When the last hit lands, the darkness peels away, the Crown reforges, and Eldoria gets its sky back. You did that. Roll credits, hero — and yes, your save keeps going afterward, with every secret still out there to find.

TALES OF ELDORIA They say the throne room's carpet runs the exact path the first heroes walked to place the Crown. Morgrath kept it. Even monsters miss being part of a better story.
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★ CLASSIFIED ★ TOP SECRET ★ NO PEEKING ★

THE GOLDEN ACORN REGISTRY

Twelve Golden Acorns hide across Eldoria. NUTWICK PAYS: 4 acorns → 100 gems. 8 acorns → HEART CONTAINER. All 12 → the OAK CHARM (all damage halved, forever). Here is every single one. You're welcome.

#WHEREHOW
1North meadow bluffs (NW of the village)Tucked in a bush pocket — cut your way in
2South fields, far SE cornerBehind the farm rows
3Forest, NW alcoveBush-sealed nook by the gem chest
4Nutwick's own groveRight under his nose. He counts them. Do it anyway
5Forest gem caveBOMB the boulder in the SE forest, acorn inside the cave
6Lake NW shoreBush cluster near the reeds
7Lake bridge islandCross the bridge to the island's heart
8Frostpeaks, NW ledgeBush-sealed snowy shelf
9Frostpeaks, NE nookNear the 20-gem chest peak
10Deep swamp island (SW corner of the world)Wade the shallows south
11NE desertBehind the cactus line
12SW dunesPocket in the rocks near the desert road
PRO TIP The HUD doesn't track acorns — the PAUSE screen does (ENTER). Found one? It's saved forever the moment you grab it.

THE HEART CONTAINER TRAIL

Beyond the three boss hearts, FOUR more await:

Collect everything and your life bar hits 11 hearts. Morgrath will weep.

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★ CLASSIFIED ★ THE DEEPEST SECRET ★

THE SUNKEN SHRINE & THE HERO'S BLADE

Witch Morla's riddle is real. South-west through the swamp — wade the shallows, mind the deep water — ancient stones rise from the mire. The staircase between them sinks into the SUNKEN SHRINE, the one dungeon no quest requires... and the one every hero should finish.

OLD STONES DREAM BELOW THE MIRE. Bring your lantern — only its light wakes them.
ALL FOUR ROOMS — small dungeon, giant reward.
  1. Antechamber: block on the plate AND both torches lit (lantern!) opens the north door.
  2. Drowned cellar (east, optional): clear the fight for 50 gems.
  3. Hall of echoing lights: two block-plates, one torch. The east door grinds open.
  4. The arena: BOG LURKER. Swing where it surfaces. Its treasure: the HERO'S BLADE — double damage on every swing, forever.

MORE CLASSIFIED INTEL

FAIRY ARIA'S POND — "Rest, little hero. The water remembers you."
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FOR 100% HEROES ONLY

THE COMPLETIONIST'S CHECKLIST

✓DEED
☐Emerald Shard (Vinewood Temple)
☐Ruby Shard (Sandstone Ruins)
☐Sapphire Shard (Glacier Hollow)
☐Hunting Bow • Bomb Bag • Lantern • Power Boots
☐HERO'S BLADE from the Sunken Shrine
☐All 12 Golden Acorns
☐Oak Charm (Nutwick, 12 acorns)
☐All 7 bonus Heart Containers (11 hearts total)
☐Every cracked wall bombed (D1 revisit too!)
☐Both fairy ponds discovered
☐Talked to every single villager after the ending
☐MORGRATH DEFEATED — CROWN REFORGED
THE ENDING — your time, your acorns, your hearts. Frame it.
98% — "AN INSTANT CLASSIC" — ELDORIA WEEKLY

"I have reviewed kingdoms, festivals, and one unusually ambitious turnip. This quest outranks them all." — Pip, age 7, Willow Village Gazette

"The boulder. THE BOULDER. Twenty years!" — Hermit Aldous, five stars

"Chit-chit. CHIT-CHIT-CHIT!" — His Royal Fluffiness King Nutwick, translated from the original Squirrel

UNTIL NEXT TIME Some say that on quiet nights, the reforged Crown hums an old song — and that far beyond the eastern lake, something hums back. But that, brave hero, is a legend for another day...

THE SHATTERED CROWN — OFFICIAL PLAYER'S GUIDE • MADE WITH ❤ FOR ONE BRAVE HERO • PLAY MORE GAMES WITH YOUR DAD

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