Death's Door Walkthrough Guide
Death's Door Walkthrough Guide
Death's Door Walkthrough Guide
1
Walkthrough overview
2
General hints and tips
3
Grove of Spirits and Lost Cemetery Part 1
4
Estate of the Urn Witch and Ceramic Mansion
5
Overgrown Ruins and Mushroom Dungeon
6
The Stranded Sailor and Castle Lockstone
7
Lost Cemetery Part 2: Upgrades
8
The Urn Witch
9
The Frog King
10
The Monster
11
The Lord of Doors
12
The Chamber of Knowledge
The game is divided into three major lands connected by a hub. Each of these lands
contains an ability and a boss. There are two ways to attack the game. You can either head
straight for all of the abilities and then go back to each land and tackle the boss, or you
can go straight through each land and then return with all of your abilities to do clean-up. I
personally chose the first method to minimize the amount of time spent backtracking, but
if you prefer to follow a more traditional route then check out my walkthrough for the
Windows version of the game.
Despite ostensibly being an open world, your path through the world of Death's Door is
largely linear. The secrets aren't all that secret to anyone who's played similar games.
Explore your surroundings and break all the things. Mostly just enjoy the ride.
A quick note about combat. The game lacks any sort of block or parry. Your only defensive
ability is a dodge roll. For that reason, the primary rhythm of combat is to be at range and
fire a couple shots while the enemy executes their attack. Then roll in and get in a couple
strikes, before rolling out to dodge their next attack sequence. You'll sometimes be
overwhelmed by a number of enemies, all of whom are at different stages in their attack,
so you'll also spend a bit of time just rolling around for position looking for openings. With
the exception of bombs and arrows, you can also parry the enemy projectiles in this game.
You should get the hang of it pretty quickly with the combat being mostly fair and
predictable.
Controls
The controls are explained throughout the game, or for you to find out yourself. But see
below for a short overview of the controls:
- Move
- Interact
- Dodge/Roll
+ - Roll attack
- Melee Attack
*= Bow/Magic attack need to be recharged. They are recharged with successful melee hits.
Alright, let's preen our feathers, sharpen our umbrella, and get to reaping.
As the game begins, you will arrive at the bus platform for the Hall of Doors. Head north
through security and up a couple flights of stairs north-east to the office, where you will
speak with Chandler the Handler. Chandler will give you a brief rundown of your first
assignment and drop in a door. Instead of heading for the elevator and the door, go to the
stairs to the west where you will find your first collectible weapon against the lamppost,
the Discarded Umbrella.
Immediately enter the menu , go to the weapon section and equip the umbrella. The
umbrella does half the damage of your starter weapon, and so effectively doubles the
combat difficulty. However, with this walkthrough it won't be too difficult as you can still
use alternative methods like magic to damage your opponents. This is the weapon that
you will be stuck with for the vast majority of the game, in order to unlock 'Academy of
Umbrellas'. There is a quick way to check if you are still eligible to unlock the Umbrella
Achievement; if in the weapon menu the background of the Umbrella is Pink, you're good.
If the background is white, it means the game has registered you using another weapon
and that thus the achievement will not unlock, see the image below for a reference (credits
to enzon19).
Now head back to the door and enter the basic tutorial area; The Grove of Spirits. Make
your way through the area and gather up a few of the little Forest Spirits, who will follow
you until you reach your first reaping target, Demonic Forest Spirit.
This battle is simple. The boss has four phases. In the first, they will rotate and slap a
couple of tentacles at you at a time. Attack while avoiding the tentacles. In the second
phase, they will put all four on the ground and rotate. You must simply walk around the
boss and then may continue attacking. In the third phase, they will pull in their tentacles
and spin and bounce around the room. You can get some hits in during this phase, just
don't stand in their path. And finally they'll rise up on two tentacles and spit projectiles at
you. Attack both tentacles and they will return to the first phase.
After beating the Forest Spirit, you will be attacked by the Grey Crow and your soul bounty
stolen. Rather than entering the new door that has spawned, head back to the entrance of
the boss arena with the new group of Forest Spirits that are following you. This joins them
with the ones that followed you previously, and you will unlock:
Conga Line
3 guides
Head through the newly spawned portal to reach the Lost Cemetery. This area will serve as
the central hub for the game (outside of the Hall of Doors). Head north-east and before
climbing the first set of ladders, go through the passage to the north-west to acquire Life
Seed #1. There are 50 of these to collect and plant in the game, so you'll being seeing
these a lot.
Go back and up the ladder, down the path to the first locked gate and then south-west
down the stairs. Activate the door and you can head through. Darwin the Vault Keeper will
talk to you about exchanging soul energy for upgrades, but you can't afford anything yet.
Head back through the door to the Lost Cemetery. Enter the doorway immediately to your
west for a ball of Soul Energy. Back outside and up the ladder you'll find Life Seed #2.
Drop down the ladder and follow the past down and defeat the bats in the first area to
unlock a gate. Defeat the three enemies in the second area and then go to the North
corner where you'll reach Planter #1. This is where you can plant your first Life Seed.
When the plant is fully grown, you can consume the flower to heal yourself.
Defeat the enemies in the third area to unlock the Key. Before grabbing it, go to the south
of this third area to the small tower with a green roof and some poles protruding from it.
Head towards it and the camera will shift, revealing a concealed entrance. Inside you'll find
your first collectible, Undying Blossom.
Back outside, grab the key and hit the switch. Then, head up the ladder and grab the Soul
Energy. Go north-west back to the locked gate that you can now unlock. Defeat the waves
of enemies that spawn in and then use Planter #2.
Go up the ladder and stairs to the north-west and you'll meet Steadhone The Gravedigger,
who will give you a little more combat training when you attack. Continue along the path
that Steadhone was blocking. When the path splits, head north-west into the cavern,
behind the roof of the green-roofed tower, to reach the Soul Energy above you. Now go
south to the four-way crossing. Go south-east and collect Life Seed #3 after you defeat
the enemies.
Continue on the path to the south-west, over the long bridge, and pull the lever to unlock
a shortcut back to the central area where the door is. Don't worry about that for now and
continue south-west and down the wooden elevator. At the bottom of the elevator, head
north behind the building and the camera angle will rotate to reveal a pair of ladders
leading down to Vitality Shrine #1. Pray at the shrine.
Go back up the ladders, then down the path on the other side. Defeat the enemies and go
down a small ladder, at the end Life Seed #4 will be hard to miss.
Drop down the small ladder on the east. After you defeat the enemies here, go up the
ladder to the east where you'll face more waves of enemies, and use Planter #3.
Head up the small ladder on the north-east and follow the path to the next lever, which
will unlock another shortcut back to the Door. This would be a good time to head back
and grab your first upgrade. What you choose is up to your individual playstyle, but you
likely won't collect enough soul energy before the end of your playthrough to unlock
everything. Try to focus on a path or two at least until you unlock 'Specialist' (maxing out a
stat) and then start dividing your points to unlock 'Big Spender' (12 stat upgrades), or vice
versa.
Head back to Lost Cemetery and through the gate you just unlocked. Moving onward from
this point you will face the second boss in the game, The Guardian of the Door. During the
first phase, your strategy is just to roll in with a heavy strike and then roll out before it can
retaliate with a punch. Keep this up until he hovers to the back of the arena. You should
have time to unload a volley of arrows before the laser charges up. Dodge around the
arena until the laser disengages and then go back to roll-hit-dodge. Halfway through the
fight, it'll begin firing random rockets out into the arena, but that doesn't really alter the
strategy beyond 'don't stand in the fire'.
After defeating the Guardian, head up the elevator to the north and pull the lever to the
west. This will open up another shortcut. The ladder that just became accessible is over a
type of manhole (or crowhole in our case). If you run off the edge and press you will
ground pound through the hole, which will lead to some more Soul Energy. Drop down
and a little further north-west you'll encounter Planter #4.
Go north-east and you'll reach the pinnacle and catch the Grey Crow that you've been
chasing. He'll introduce you to Death's Door and the three bosses you'll need to track
down to get it open. After your conversation, grab the now unlocked key and down the
north stairs, but instead of heading to the gate, go south and down the ladder to the roof
of the mausoleum to grab your second collectible; Incense.
Head back up the ladder and open the gate. Pull the west-side lever to unlock another
shortcut and then go north-west into the building with the urns. Head down the stairs and
into the next room, where you'll first take the south-west exit just to grab the Soul Energy
and then back through the other exit to the north-east. Kill the spider, pull the two levers,
and hop on the elevator to reach the next segment of the game, The Estate of the Urn
Witch.
4. Death's Door Estate of the Urn Witch
and Ceramic Mansion
Estate of the Urn Witch
Head down the two stairs and loop back south for Life Seed #5.
Go north-west until you reach the closed gate. The primary mechanic for this section will
be using your arrows to light fires. Line up behind the lit fire and fire an arrow into the unlit
brazier, which will open the gate. As a reminder, you can refresh arrows with successful
melee hits, so hit some boxes/mushrooms if you're out of arrows. Do this again in the next
area and then follow the path, until you reach and activate the door for this zone. You'll
also find Planter #5 here.
Continue north-east for your first meeting with Pothead, who will enlist your help in
getting to the mansion, so that he may confront the witch which has cursed him. There are
two paths branching north-west and south-east from here. Before taking the north-west
path, go north-east towards the locked gate and to the west through a path through the
bushes; you'll find Life Seed #6.
Now take the north-west path from the crossroad and near the first lit fire you'll see
another obscured path through the bushes, Here you can head down a ladder near the
water and up another to grab some soul energy. There's another 'secret' area to the north-
west, but we can't access that yet, so just continue through this area lighting fires and
killing the enemies that spawn until you reach Planter #6.
Moving on you'll encounter a smoking purple pot, which is the eponymous exploding
barrel of this game. Shoot it to break the weak wall and get access to the fire. After lighting
all of the fires and unlocking the last gate, you'll reach a T-junction. Go north-west for Life
Seed #7.
Heading back to the south-east, pull the lever and unlock the first lock for the main gate.
Go back to the intersection where we met Pothead and now take the south-east path.
Clear out the enemies and blow up walls to open the way forward and then use Planter
#7.
Fight your way to the lever and you'll unlock the gate leading to the second half of the
gardens. Pothead will pull you aside for a little conversation. After your short heart to
heart, continue north-east and you'll see a planter we can't use yet, so let's go get that
seed. First of all, kill the archers on the platform above and then drop down onto the
walkway by the water. Follow it around the backside of this platform and the camera will
rotate to reveal some soul energy. Pull the lever to get back up and then take the first path
to the north-west. Follow the patterned path around the garden to the left to find Life
Seed #8 sitting in front of a bench.
Now head back to where we entered this half of the garden to officially 'collect' Planter
#8.
There are two more areas in this zone to explore, but at the moment there's not much
reason to do so. We need some additional abilities to clear them out and they're not
needed to move on. Just head north-east straight through this area to the Ceramic Manor.
Ceramic Manor
Once inside, break the soul jars to unlock the door. In the next room, activate the door. At
this point, you should have enough souls to upgrade an ability, so you might as well do so.
At the top of the stairs in this foyer, you'll find both Life Seed #9 and Planter #9.
Our goal for this zone is to open that Ancient Door in the middle of the foyer. If you speak
to it, you'll learn that it "...hunger(s) for souls". Fortunately we're a reaper crow, so let's go
find some! The only open path here leads south-east. This sitting area has a locked combat
gate, but no apparent enemies. Hit the vase on the right and it'll come to life with the
same idea in the next hallway. The green pot is actually an enemy. In the next room, climb
on top of the cupboards for Life Seed #10.
Ignite the braziers to unlock and collect the key, then climb the ladder forward. Break the
four soul jars in the next room to open the door and then fire a lit arrow at the webbed-
over door in the following room. Planter #10 will be immediately through that door.
Light the fires. Burn the webs. Enter the next room and kill the golem to find your first lost
soul in this zone. One down and three to go. When you return to the prior room, The
Witch of Urns will be waiting for you. She's of no danger to you at this time, so you can
either hit her and she'll take off - or ignore her, it doesn't matter. Head through the newly
opened grate and you'll find yourself back in the foyer. With the key in hand, unlock and
head through the north-east door. Watch out for the exploding purple enemy when you
first enter the room. Go up the stairs and then on top of the south-west set of
bookshelves. If you look closely, you'll see some soul energy you can grab by carefully
sneaking over the edge and back onto the shelf. Break the two soul jars here and then go
back up the stairs to the north-east set of bookshelves. To the east you'll find Life Seed
#11.
Break the final two soul jars to open the door to the next room. Light the fires, pull the
lever, collect the key, and collect Planter #11.
The next room features another golem, but this time he's got infinitely spawning grunt
buddies. Try to focus on the golem (due to the infinite spawning thing). When you've taken
him down, you can free Lost Soul #2. Run back to the foyer and unlock the final door to
the north-west. After killing all of the enemies to unlock the gate, climb the shelves to pick
up Life Seed #12.
Nothing special in the next room. Light the fires, collect the key, climb the ladder. At the
top of the ladder, break the crates to find Life Seed #13.
There are three exits in this next hallway. First take the north-west exit which will appear to
be an empty bathroom, but if you look carefully at the reflection in the floor, you'll see two
soul jars and a door. Break them and enter the secret room for Magic Shrine #1.
Back in the hallway now, take the north-east entrance into a bedroom. Break the (not
invisible) soul jars and head through the door. Kill the four grunts here, hopefully without
blowing yourself up, and collect Planter #12 at the top of the ladder.
The next room features a now familiar golem with spawning magicians. Take them down to
recover Lost Soul #3. On your way back to the hallway, you'll have another brief encounter
with the witch. Take the final south-east exit in the hallway outside the bedroom and
bathroom, and you'll find yourself in the ballroom. A little south-west is a lever that will
open a grate, which is a shortcut back to the foyer. At the far south-west end of the
ballroom is Life Seed #14.
Talk to the giant urn for a mini-boss encounter and then take the ladder into the rafters.
There's a lot going on here. Break the two soul jars to open the door. Break the chandelier
to drop it down to the dance floor and make the soul energy accessible, but before
dropping down collect Life Seed #15, Planter #13, and Old Engagement Ring.
Drop down, collect the soul energy, climb the ladder again, and enter the next room.
Light ALL of the fires in this room to unlock a ladder on the west side of the room that
leads to some soul energy. Burn the webs blocking the ladder and then collect Planter
#14.
In the attic in the next room, you'll find the fourth and final lost soul for this zone. Head
back to the prior room for another quick brush with the witch. A previously blocked hole
has now opened in the south of this room, which will serve as our shortcut back to the
foyer. With all four lost souls collected (and a quick chat with Pothead), it's time to go
though the ominous ancient door where we'll then find ourselves...back in the Hall of
Doors.
Hall of Doors
A short distance to your north is a very conspicuous treasure chest. After a little surprise
and an arena battle you'll acquire your first new ability, the fire spell! No more plebian fire
arrow puzzles for you! Heading away from the chest, you'll use your new spell to light a
brazier and open the gate. Down the second flight of stairs you can go under, behind, and
around to collect the soul energy here. Down the next flight and straight across, you'll find
your first logbook. These aren't important for any achievements, but give a little plot. Grab
the unmissable soul energy and light the brazier to find yourself back at the central offices.
On a nearby bench you'll find that a Forest Spirit has made its way to the Hall of Doors. Get
it to follow you and bring it back through security. This was at the very start of the game,
go to the main office area, take the south-west stairs downwards. When your friend walks
through the security checkpoint, you'll unlock:
No Threat Detected
2 guides
Spend your souls for upgrades and then head through the door back to The Lost
Cemetery.
When you're there, take the stairs up and head due east to the stairs that shortcut us back
towards the pinnacle (where we had the first boss-fight). In the area behind the boss fight,
instead of turning north-west like last time, light the brazier below you with your fireball
and go south-east. Pull the lever to unlock the ladder, but instead of going down, head
back a little and drop off the bridge to the area below. There's a couple crowholes we can't
access yet, but there's also a soul energy to grab out in the open near the tree with the
rope line. Drop off the ledge below the tree and, rather than taking the elevator following
the rope line, go south-west to pull another lever and unlock another shortcut. Now go
back and take the elevator down. Light the fire to signal a gondola which will ferry you to
the next zone, the Overgrown Ruins.
5. Death's Door Overgrown Ruins and
Mushroom Dungeon
Overgrown Ruins
Walk over to the north-west platform and push the lever inside to open the large gate.
Walk on through and activate the door for this zone. Continue along the path and hit the
glowing vine which will lift you up. Break the crates here to find Life Seed #16.
Follow the path north-west and down the ladder. Continue north-west where you'll come
across a large flower, which will spit bombs over long distances when you strike it with
your melee or ranged weapon. These bombs can be used to break the weak walls in this
zone. Break the wall to the south of the flower for a shortcut back to the door. Walk
around the large toad statue and you can use another flower to break two more walls.
Take the path onward north-west and Planter #15 is just on the other side of the wall.
Killing the enemies here will unlock the key, which you can then use to unlock the gate.
Walk under the vine just to your left and pick up the soul energy here. Go all the way
north-east past the fire flowers to find Life Seed #17.
Backtrack a tiny bit to the small set of stairs you just passed and Planter #16 is over on the
west.
Go back across to the east set of stairs and then use an arrow to hit the flower and bomb
the wall blocking your path. Now you'll have to hit multiple vines to make a path towards
the Forest Settlement. When you see the first Forest Child on your screen you've reached
the Forest Settlement. Before heading in, drop off the platform via a hole in the railing a
little to the north-west (in front of the platform that has the life seed). The camera will
rotate when you drop, revealing Magic Shrine #2.
Make you way back to the settlement and speak to Forest Mother to learn you need to
collect a horn in this zone. Next speak to Barb the Bard, who you will encounter a few
times in the game as she follows you around composing songs, ultimately unlocking
'Banging Tune'. Take the ladder behind Forest Mother's cart and go west for Life Seed
#18.
Now take the ladder south of Barb the bard and use the bomb plant and lever here to
open up a couple of shortcuts. Kill the three plants in the little enclosure to your east and
the glowing vine will drop down, allowing you to access the soul energy. Follow the path
south-east and you'll see Life Seed #19 in an alcove.
Battle your way along the path and through the waves of enemies that will spawn to
use Planter #17.
Go north-west and take the ladder down, then down the south-west set of stairs. If you go
to the south corner of this landing, the camera will rotate to reveal a ladder leading up to
some soul energy. Now head back to the intersection and take the north-west set of stairs.
Bomb the shortcut and then go north and take the glowing vine up to a large open area.
To your north-east will be the head of a ruined statue and behind it is Life Seed #20.
West of here, below the flower, is a bombable wall. Go through the opening and take the
south-east ladder to a lever which opens another shortcut to the settlement. Now head to
the south-east portion of the large open area and take the glowing vine up. Battle your
way past a handful of enemies to the next ladder, but instead of going up, take the path
south-west where you can bomb a wall and collect Life Seed #21.
Work your way back to the ladder and then take a glowing vine up to Planter #18.
Break the wall just to your north and then drop through the crowhole ( when you're over
the edge), which will lead you to Vitality Shrine #2.
Make your way north-west and fight off the ambush. Take the ladder that dropped down
and follow the path west, down the ladder, and finally west to the broken cart and
the Magical Forest Horn. Take the ladder to your south-west down, bomb the wall, and
collect Planter #19.
Pull the lever to open the way south-west and back to the settlement. Return the horn to
Forest Mother, who will open the path to our next zone. Speak to Barb if you'd like to hear
her first song. Head south-west and down a couple ladders, back towards the entrance of
this zone, and you'll see the newly opened entrance to the Mushroom Dungeon.
Mushroom Dungeon
Once inside, activate the door and (optionally) go spend your souls. Burn the webs
blocking the door and then follow the path north-east, until you have your first brief
encounter with The Frog King. After his bit of dialogue, you can't miss Life Seed #22 right
in front of you.
At the end of the path, you'll encounter a familiar ancient door. As you might expect, our
goal is now to hunt down the four lost souls in this zone to unlock the door and get our
next ability. Drop down and take the southern exit from this room. Immediately as you
walk in, Planter #20 is to your left.
Bomb your way around this room and burn the webs blocking the soul energy. Now burn
the webs blocking the doorway and go in. Battle your way through the waves of enemies
and then collect the first lost soul. Now take the south-west exit of the prior room. Bomb
the wall, light the fires, collect the key, and grab Life Seed #23 at the top of the landing.
Take the tunnel here back to the entrance and push the lever to open the shortcut. Now
head back and take the south-west exit. Go south-east and unlock the gate. Head in for
another battle arena. The Knights here are kind of a pain. They can react fast enough that
dodge-heavy-dodge doesn't really work. Try to time some quick strikes between hammer
blows, but mostly you'll just want to spam them with fireballs. Once defeated, take the
glowing vine up and use Planter #21.
Collect Lost Soul #2 and then go up the stairs for Life Seed #24.
Push the lever to open a shortcut back to the Overgrown Ruins, but then just drop back
and go out the way you came in. Take the stairs to the south-west, past a couple of
piranha plants, and then bomb the wall to open a small shortcut. Drop down the ladder
and take the stairs due south for another battle arena and Lost Soul #3. Back out of the
arena and then go down the south-west stairs; you'll find Planter #22.
You'll have another quick encounter with The Frog King. Now go up the ladder to your
north and through this passage to open another shortcut back to the door. Head back and
continue west, where you'll see three fires that must be lit. You need to light all three in
rapid succession or they'll go out. Getting them all lit will unlock the key. Grab the key and
head through the locked door to your north. After a little more ribbing (ribbiting?) by The
Frog King and a quick ride up a vine, go north-east and you'll find yourself in the final
arena with the fourth Lost Soul. After your harrowing battle, go back out of the west exit,
open the shortcut and grab Life Seed #25.
Now back through the arena, taking the north-east exit, and Planter #23 will be to your
left.
Bomb the wall and then light the fires to collect the key and Life Seed #26.
Take the east exit and then another quick east (ignore the hammer in here for now), and
you'll be back in the room with the now conveniently unlocked ancient door.
Hall of Doors
Head on through and interact with the chest. Due to the slightly non-standard way we're
attacking this game, you'll encounter a few unfamiliar enemies in the arena. Nothing
should be too particularly difficult here, but watch out for the Master Archer. They cannot
be interrupted. They'll fire three arrows in a row and then you'll have a small window to get
a hit or two in, before you have to dodge the next set of arrows. Become the master of the
arena and collect your prize.
With the bomb spell now in our arsenal, we can access all of those secret areas that have
been taunting us. Make your way out of the area by bombing a wall, but make sure you
don't stand too close to the explosion. Head north for some soul energy and another
reaper log. Now bomb the south wall, push the lever, and head down the elevator. Up the
stairs to the east is a couple of braziers to light, which will open the way to another log,
some soul energy, and the Ancient Reaper Door collectible.
Go north-west towards the main office, but at the intersection before, continue north-west
down the stairs, to reach another bombable wall. Here you'll find yet another log, soul
energy, and the Surveillance Device.
Lost Cemetery
Spend your souls and then we'll be off to the Lost Cemetery again. Make your way north-
west up the ladder and then the north-east ladder and head towards Steadhone and the
mausoleum. Then, go up the ladder behind Steadhone and head west to where you'll see
another tower with a green roof and poles sticking out. If you go inside, you'll get a clue to
help you find the Undying Blossom that we have already collected. Light the brazier
outside and go up the ladder. Before going through the keyhole shaped door, go down
the ladder and follow the path to find a breakable wall. Inside you'll have to fight a Guard.
Keep the Guard on the defensive. Heavy strike, move, repeat. If they go on the offensive,
their attacks are faster and more difficult to avoid. Once out of the cavern and up a couple
ladders, you'll be at Magic Shrine #3.
Make your way back to and through the large keyhole door which will take you to The
Stranded Sailor.
At the north end of this cavern, break the crates and collect Life Seed #27.
Make your way through and out of the caverns to The Stranded Sailor area proper. Go
down the long set of stairs and then loop back north-east and around an obscured path
through the mountain to collect the Adventure Journal.
Now go back to the west and activate the door. You'll find a drunk crow to the east, and if
you head into the diner you'll find the clearly human Jefferson. His purpose is to give you
clues to find any secrets in the world you might be missing. However the definition of
'secret' is pretty limited and doesn't include things like shinies and seeds, so luckily you
have this walkthrough instead. Regardless, have a bowl of soup to unlock:
Squid Soup?
1 guide
Make your way back outside and behind the diner, go north up the wooden stairs for
another run-in with Barb, who will warn you of a scary monster and point out the obvious
wall that needs bombing. Do so and go north and you'll find Life Seed #28 resting on a
box.
Take the south-west path from this intersection, then make your way up the building here.
Break the ice crystals and cross the bridge to the entrance of Castle Lockstone.
Castle Lockstone
Hit the four switches inside and pull the lever. Activate the Door and then use Planter #24.
Go through the large keyhole door and you'll notice that Barb has followed you inside and
she'll talk for a bit. A couple of rooms to the north-west of here is our familiar Ancient
Door awaiting four lost souls. You should know the drill by now, so no reason to head up
there. Instead, take the elevated south-west exit of the main hall. Go across the collapsing
platforms and then in the next room, ignore the switches and take the south exit. You'll
need to hit these switches while dodging the lasers and not falling through the collapsing
platforms.
With the switches hit, pull the lever to unlock the gate and go to the next room, where
you'll find a familiar battle arena and Lost Soul. Head through the north-east door and
you'll be back at the castle entrance. Go north-west again to the central area of the castle
and take the north exit. Climb the ladder and from the second little platform, you can drop
into the crowhole for some soul energy. Go through the crowhole again, and there's a
branch in the tunnel that you can take south-east to the Ancient Crown.
Head back to the area with the crowhole and continue on to the west for a laser puzzle.
Complete the puzzle and pull the lever to open the gate and collect the key. Return to the
main hall and take the only exit we have left, due west. Use the key we just collected on the
door to reach Planter #25.
The next room has another battle arena for you to beat. Collect Lost Soul #2 after the
battle and back out the door we just unlocked with the key. Break the ice next to the door
and climb the ladder. Head east and break the crates for Life Seed #30, and Planter #26 is
right above you.
Take the north exit near the planter for a battle arena and Lost Soul #3. Back outside, hop
down the smaller ladder to the east and dive through the crowhole for some soul energy.
Head back to the smaller ladder and follow the path to the upper east exit of this room.
Push the lever here and the gate blocking the north-east exit will open. Head there now.
Cross the room with the falling platforms and into the next with another platform/laser
puzzle. On the north-east side of this room is Life Seed #31.
Pull the lever and head through the gate, facing more lasers, switches, and another gate.
Eventually you'll reach Planter #27.
Through the door is, predictably, your final battle arena and Lost Soul. After you've
completed the battle, first collect Lost Soul #4, then drop down and take the north-west
ladders. Once at the top, take the west exit and before dropping down, break the crates
for Life Seed #32.
With all four lost souls gathered, we're ready to go fetch our last ability. Head for the
Ancient Door north-west from the central room and fetch your prize.
Hall of Doors
During the battle, you'll once again see some unfamiliar enemies, but nothing too
challenging. After the battle, with hookshot in hand, all roads are now open to us. Head
down the path and hookshot over to a log and some soul energy, and then over to the bus
platform. Head up towards the crossroads, north of security. To the east you'll see a series
of poles that you can hookshot across. At the end of the path you'll find a log, soul energy,
and the Reaper Door collectible.
And with that, we've cleaned up all of the collectibles in the Hall of Doors and are about a
third through the game. Time to head back to the Grove of Spirits to clean up and grab
some upgrades.
Leave this area through the portal, by where you fought the Demonic Forest Spirit.
Lost Cemetery
Once in the Lost Cemetery, go west and you'll see some more anchors. Hook your way
down this path for Vitality Shrine #3.
Proceed east and you'll be in front of a large door we can't access yet, so just head up the
ladders and then west towards the first elevator we came across. At the base of this
building is a weak wall. Pop inside for some soul energy. Head up the elevator and then
drop down from the next platform with the ladder, towards the door. Head into the door
to get back to the Hall of Doors. Once there, make your way to the Estate of the Urn Witch
(Door is on the north-west side).
You'll also see a doorway with a fire symbol above it, which means it's time for an
upgrade. Enter the portal and defeat the mini boss here. The strategy I'd recommend is to
use the roll-attack ( & ) and roll away. Once he put's his weapon in the air to stun you,
immediately start charging your bomb attack (if you're safe) to do a heavy hit. The more
damage you do, the more fireballs will surround the boss (max 3 fireballs) so make sure to
time your roll-attack well so that you can also safely roll away. For this boss you specifically
do not want to sit back and try to spam fireball (unless he charges the stun-attack), as he'll
immediately retaliate with a jump slam, unless he's in the middle of another attack. When
you're stunned, just spam any button to get free.
Once you've defeated the Silent Servant, you're fireball will be upgraded to do damage-
over-time. This means, if you hit an enemy they will continue to get damaged several more
times by fire. You'll also get:
Cremation
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This fight will be mostly the same as the Fire Silent Servant; luckily, this one won't have the
fireballs orbiting around it. Unfortunately, it will start spitting bombs at you (which can be
fairly easy to dodge). When you're ready, enter the portal and kick some ethereal butt to
upgrade your bomb so that it doesn't hurt you, and you'll be awarded:
Demo Crow
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Once you're back outside, drop down the ledge in the south so that you can climb the
ladder to get back on the bridge. At the intersection, head south-west to get back to the
starting area. Head to the door of Lost Cemetery, which should now be a bit to your
east/north-east.
First off, this is a good moment to spend your souls. If you've been dumping all of your
souls into a single stat, then at this point you'll have enough to unlock:
Specialist
Now you have a choice to make, regarding your playthrough (won't impact achievements).
You should now have the best two upgrades already unlocked. However, we've still got
two upgrades left, the hookshot and the bow. The Silent Servant for the bow is definitely
the most difficult one of them all; the hookshot servant is not too difficult, but the upgrade
isn't too great either in my opinion. It is possible to defeat the Silent Servants after you've
gotten the Umbrella achievement, it would also be easier as you'd be able to use better
weapons by then. However, if you'd like the upgrades now, just keep on reading this page
as it's detailed how you can reach both from the Lost Cemetery doorway. I'd recommend
that you give them a shot to see if it's doable for you now, if they are too difficult you can
always leave them for later. There are also two Planters and two Collectibles on your
way towards the Silent Servants, you can also choose to get those now and leave the
Silent Servants for later.
If you choose to leave the Silent Servants for later, go to the Hall of Doors and then to The
Estate of the Urn Witch, as we begin our assault on the first giant soul.
You should now be at the door of the Lost Cemetery. Head up the stairs and the ladder to
your north, the head north-west up the ladder and small stairs until you reach Steadhone.
Keep heading north-west towards the tower with the green roof. Climb the ladder next to
it and enter the cavern of the Stranded Sailor. After dropping down the first ladder in the
cave, hookshot east to get the Token of Death.
In the next cavern, hookshot to the lever which will open the path to Planter #31 and the
third Silent Servant portal.
Enter the portal and beat the servant, use the same tactic as for the previous ones. Roll
attacks and bombs when he is charging his stun attack. The specialty of this Silent Servant
is a hookshot attack (duhhh), just make sure you're not in it's line of sight and you're good.
Once you've defeated the Silent Servant, you'll get the upgrade for your hookshot, whcih
means that from now on you can attack while you're pulled to something. You'll also
unlock:
2 guides
Afterwards, head back the way we came, all the way to the Lost Cemetery Door.
Once you're in front of the Lost Cemetery doorway, head a bit south-west and go through
the doorway in the eastside building, to where you collected your very first mass of soul
energy. Burn the webs blocking the path and then drop down into the cavern.
I hope you like spiders, because there's a ton here. You can avoid many of them by not
disturbing the eggs, but we'll need to carve a path through. Work your way around to the
stairs on the east side of this room. Hack through the spiders and then light the brazier
from the wooden platform. Drop down and collect the soul energy and then make your
way to the gate that just opened. Collect more soul energy just to your left through the
door and then make you way up the ladder to the right. Light the brazier on top of the
column to open the gate out of this room. Grab Planter #28 before heading out.
Clear an easy battle arena with a spider mini-boss, then light the brazier on the west side
which will drop a ladder on the east. Climb up and out. Enter the wide passage to the
north-east and you'll be faced with a little puzzle that requires all three of your abilities.
Once you've beaten the puzzle, enter the door that just opened and you'll see the final
portal, this time with an arrow symbol above it. The bow Silver Servant will have all the
specialties that the other three also head. Meaning, you'll see the Fireballs orbiting around
as protection, have bombs be shot at you and even the hookshot attack. It's definitely the
hardest one, even more so if you're still using the umbrella. Just use the tactic we've used
before, roll-attacks and bombs when it's charging the stun attack.
Hawk Eye
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Go back past the ability puzzle to the spider cavern, but instead of dropping down, clear
out the spiders to the east and head through the upper east exit to find the Old Compass.
That's it for the Lost Cemetery and our upgrades, so make your way to the Hall of Doors
and then to The Estate of the Urn Witch, as we begin our assault on the first giant soul.
From the fountain next to the door, follow the path north-west. Go south-west to the
'secret' path through the bushes, where we once collected some soul energy. This time
head north-west and up the ladder. Hookshot to the platform across from you and then
dive into the crowhole. This will lead you to some soul energy and another platform.
Hookshot once again and dive into the next hole. This will lead to two more platforms and
a third and final hole. Follow the path, collect the soul energy and then prepare for an
ambush. The end of the path will lead to a little cellar containing the Sludge Filled Urn.
Push the lever and leave the cellar through the north exit and you'll be back at the door.
Take the south-east path from the fountain and bomb the wall here for the obvious soul
energy. Now go north-east through the gate to the second half of the estate that we
completely skipped over before. When you've defeated the enemies at the intersection,
take the north-west path and circle around to the north of the Garden of Love with the
obvious urn puzzle (still skipping this for now). Collect the soul energy through the
breakable wall and then follow the path to the north, up the stairs, and around. When you
reach the mansion, head north-west through the path in the bushes and around the side
of the building. The camera will rotate and you'll find Magic Shrine #4 and your first
magic upgrade.
Go back towards the mansion entrance, push the lever, and then go south-west to the
intersection. Take the south-east path and collect the soul energy just to the south-west,
behind the breakable wall. Then go up to the platform on the east and kill the big guard
here, your fireball upgrade should make it a lot easier. After defeating the guard, take the
east path to find Planter #32.
Work you way around this area and light the four fires to raise a bridge to a little island to
the west. Pull the lever in the fourth area and then head to the island, which will drop you
down to Vitality Shrine #4 and your first vitality upgrade.
Now go back to where you pushed the lever and a little to the south-east is an anchor.
Hookshot along this path for some soul energy. Go through the gate to the north that the
lever opened, and up the ladder. Down this path, eliminate the ambushers and then just
north of here, you'll find the Rogue Daggers!...which we can't use (if you still need the
umbrella achievement).
Push the lever to exit this area and then go into the Ceramic Mansion.
Ceramic Mansion
Go up the first set of stairs and take the path to the east, into the sitting room. In the next
hallway, light the brazier to reveal a secret ladder. Carefully make your way across the
rafters to collect an Old Photograph.
That's the only clean-up we have in here, so go back towards the reaper door, light the two
braziers, and take the elevator down to the Furcenace Observation Rooms.
Hop down the ladders, and stand on the platform with the bullheads. Hit the bullhead
aiming at the other side, to cross the gap and head into the next room. Break the crates
for Life Seed #33.
In the next room, take the moving platform. Climb the ladder to the north-east and then
dive through the crowhole for some soul energy. Now take the second moving platform to
the south-west, and then a third to the south-east. Climb the ladder and take a final
moving platform to an unlit brazier. Light it up to open the gate beneath you, which will
lead to some more soul energy. Take the south-west exit back in the main hall and then
take the moving platform here, while lighting the braziers to either side. Take the now
open path back to the soul energy.
Exit this room to the north-west, where you'll see Pothead being transported in a specimen
jar. In the next room you'll come to a four-way intersection of moving platforms. Bring the
platform to the north-east to you by hitting it with arrows. Now take that platform across
and follow the path across the pipes to reach Vitality Shrine #5.
Now hop down off this platform to the south-east and break the crates for Life Seed #34.
Now hop back across to the intersection and take the north-west platform out of this
room. After another quick encounter with the witch, light the furnace to open the door to
the Inner Furnace zone.
Inner Furnace
Activate the reaper door, and spend some of your souls if you'd like. Light the furnace in
the next room to start the pistons and take the path around and out. Travel directly to the
following room, where you'll light another furnace and be ambushed. Once the enemies
are toast, use Planter #33.
Exit though the now open gate, back to the room you just came from. Light the furnace to
get things moving and then follow the path (past the planter) until you reach a treadmill
you can hop on, which is moving towards you. Run/dodge your way up the treadmill and
then onto the pistons, which will lead you to Life Seed #35 with Planter #34 right below
it.
Now take the exit in the north-east and light the furnace in this room. Take the path now
made by the pistons, light another furnace in the following room. Fight your way to, and
light a second furnace in this room, then make your way to the end (hopefully without
getting pushed off the ledge by the pistons). Before leaving the room, grab Life Seed
#36 near the bombardier you just killed.
And plant it in Planter #35 in the next room, just before crossing the gap with the moving
platform.
Battle your way out of this room and then step down on to the conveyer in the next,
lighting furnaces to open the path. Kill the bombardier here and collect Life Seed
#37 nearby.
You will find yourself back in the room with the reaper door, where you'll light a furnace to
access the area above for Planter #36.
Enter the room to your north and make your way through by riding the pistons up and
then lighting the furnaces. Take the moving platform across in the next room to
find Planter #37.
Finally, the path to the north will lead you to The Urn Witch's Laboratory.
Activate the reaper door here and prepare to fight. The Urn Witch has three phases. During
the first phase, she will warp around the room, throwing purple and green pots at you.
These are generally easy to avoid and you can focus on closing distance and getting some
damage in. In the second phase, she will partially retreat into her urn and hop around.
After five hops, she'll fully retreat into the urn and tip over. She'll start spamming a wave of
fireballs in a circle from the opening of the urn. While she's tipped over, you need to
interrupt her by getting your own fireball into the mouth of the urn to unlock:
Hot Pot
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As you can see, this is missable. If you get through a couple of rotations of her phases and
still haven't got it, you may just want to die and start again. After defeating her, Steadhone
and Pothead will show up to mourn her passing. After a few words from Steadhone, make
your way out of here by way of the reaper door. However, rather than finding yourself back
in the Hall of Doors, you'll instead meet your boss, The Lord of Doors. He will give you your
'reward' for collecting a Giant Soul. After you're dismissed, go to the door for the
Overgrown Ruins and we'll begin our assault on The Frog King.
9. Death's Door The Frog King
Overgrown Ruins
Time to do a little clean-up. First, head south-west towards the entrance with the gondola.
To the north-west are some anchors you can hookshot around. Fire an arrow at the red
glow to the north-east, which will materialize a hidden path. Hookshot to the final anchor
and defeat the ambush. The poison guard here is kind of a pain. You can use the nearby
bomb plant to assist. Roll in and attack the guard, then roll out and hit the bomb plant.
Stay on the offensive so you don't get clobbered. Now take the glowing vines up and go
north to reach Magic Shrine #5.
Go back towards the entrance, picking up the soul energy along the way. Now go due
north/north-east from the reaper door towards the Forest Settlement and up the ladder.
You can access the nearby soul energy by going a little north-west and then dropping
down by the glowing vine and finally hookshotting across. Go to the Forest Settlement in
the north-east and take the east shortcut out through the gate. Go up the small ladder and
follow the trail of pavers north-east. Go up this ladder and then work your way a little west
past the Planter and bomb plant to a break in the wall, where you can access the anchor to
the south-west. Use the two anchors to reach the soul energy on the stump.
Go south-east from here, past the large round paved area, and then take the glowing vine
up. Due north of here is an opening in the wall, where you can hookshot to an anchor and
hop down to some soul energy behind the statue head. Drop down by the glowing vine
south of the round paved area and then up the two flights of stairs to the south-east. You
want to access the hidden ladder a little south of here that leads up above the Mushroom
Dungeon shortcut. Hookshot to the series of anchors that will lead you to the Malformed
Seed.
Now drop down south of here by the glowing vine. Grab the soul energy behind the weak
wall and then finally bomb open the Mushroom Dungeon shortcut by the Forest Child.
Make your way though here, grab the soul energy, and then drop down into the dungeon.
Mushroom Dungeon
Go all the way to the west end of this area, where you'll find a ladder in the corner. Take
the ladder up and then exit this room to the south-east. Grab the soul energy to the north-
east and climb the ladder up. You can carefully drop down onto the bookshelves in the
prior room from the broken ceiling to access some more soul energy on the shelf.
Back out and up, follow the path north-east from the broken ceiling. This will lead you to a
lever that drops a ladder and opens the nearby gate. Go through the gate and the
subsequent passage. Break the crates and drop down to obtain the Thunder
Hammer! (Which we still can't use. Stupid umbrella.)
Take the south-west exit and bomb the wall in front of you that is obscured by the camera
angle, inside is soul energy. Leave via the south-west exit and into the next room. To the
north-west is a weak wall which will lead to a quick fire puzzle and then Vitality Shrine #6.
Back out to the hammer room (south-east, north-east, north-east) and now take the south-
east exit to the room with the ancient door. Go under the bridge to the south-east exit and
then immediately take the south-west exit from this room. To your north-west is a weak
wall. Bomb it and then use your key to open the way to the Corrupted Antler.
Back out and then, go up the ladder in the room to take the shortcut back to the room
with the reaper door. Bomb the wall to free the Clever Grunt from his imprisonment. Go
back through the shortcut and then south-west to the main large area of Mushroom
Dungeon. Finally, we're going to take the east exit up the small stairs, towards the Frog
King. Drop down and bomb the wall for a little more ribbitting by the Frog King, then head
out to find yourself in the Flooded Fortress zone.
Flooded Fortress
Break the first set of crates you come across for Life Seed #38.
Follow the path, hit the red switch, and continue down the walkway until you reach an
intersection framed by two close arches. To your north-west there appears to be a dead
end. Fire an arrow through the stone arch in the water and you'll hit a switch that is off-
screen. This will materialize a path to Magic Shrine #6.
Follow the linear path until you reach an intersection near the first grunts in the zone and
past a couple of orbs you couldn't reach. Take the south-west fork and then shoot the
switch to the north-west. Push the lever, take the ladder up, push the second lever, and
then go up that ladder to the top, where hidden in the small crate is Life Seed #39.
Hop down and walk around the north-west side of this tower and the camera will rotate to
reveal a crowhole. Dive in and take the path to some soul energy. Collect the soul energy
on the wooden platform as well. Go back to the tower, and now instead of walking around
the back, drop down the ladder to the south-west. Bomb the wall here to grab some soul
energy. Now head back to the intersection near the lever and take the path onward to the
south-west. Follow this path until you reach a statue of the Frog King with a glowing
scepter. To the south-west of the statue, by a pillar, is Life Seed #40.
Now take the ladder north-east of the statue. Break the crates at the north-east end of the
rampart for Life Seed #41
Push the lever south-west on the rampart and then head back to the statue, hitting the
scepter to continue. While following the path, push the lever to open the gate. At the end
of this path, you'll have a run-in with the Frog King and will finally find and activate the
reaper door for this zone. This is a good moment to spend all those souls that we've just
collected.
The next segment can best be described as an assault on the fortress. It's a lot of spawning
enemies and planters and not much else. We'll be unlocking shortcuts as we go. Bomb the
wall, climb the ladder, and press the lever to open the gate. Kill the boomeranger, bomb
the walls up north for Planter #38.
Bomb the walls in the south-east and push the lever. Climb the ladder and fight along the
north-east rampart. Drop down and continue following the path until you reach the switch,
which will unlock your first shortcut. Bomb the wall to the north-west and then take the
south-west path. Follow this path to the south-west wall, where you'll hit one of those
annoying Master Archers. Then finally go up to the platform with Planter #39.
Head up the ladder to the east and press the lever for our next shortcut. Blast the wall and
battle along the path, shooting the archers and glowing scepters, to get to Planter #40.
Kill the archers along the north-east rampart and then press the lever to reach Planter
#41.
Drop off the tower and kill the grunts and archers. At the north point of the area, where
the archers were, you can find Life Seed #42.
A couple of red switches later, you'll find yourself near Planter #39 again, with a new path
forward.
Kill the enemies, press the lever and climb the ladder. Hit the switch at the end to open
another shortcut. Continue through the arch to the north-west, where you'll have an arena
battle on the four platforms, afterwards use Planter #42.
Shoot the switch and enter the Throne of the Frog King. Activate the reaper door and buy
some upgrades. It's likely that you'll now get the 'Big Spender' achievement; if not you
should be very close to unlocking:
Big Spender
1 guide
Throne of the Frog King
Return through to the throne room and it'll be time to take on the Frog King. In the first
phase, he'll pogo around a bit, knocking out blocks, and then perform a smash. When he
does, you need to hit him in his unarmored backside, which will knock him into the water.
Do that a few times and he will then perform a big butt stomp you need to dodge,
followed by lifting the platform and beginning to suck in blocks. When he opens his big
mouth you MUST toss in a bomb to unlock:
1 guide
Much like the Urn Witch achievement, this is missable. He'll be stunned after swallowing
the bomb and you can unload some damage. He'll hop to the north-west side and start
bombarding you, knocking out more floor tiles. If you start losing too many floor tiles, you
can respawn them by shooting his scepter with the bow when his back is aimed at you.
Wash, rinse, and repeat until he's done. Steadhone will appear to eulogize the dearly
departed frog king and a ladder will drop down to the north-west, which leads to a Giant
Arrowhead.
Leave via the reaper door and make your way to The Stranded Sailor (the door is in the
south-west of the Hall of Doors).
10. Death's Door The Monster
The Stranded Sailor
Immediately through the door, speak to the Clever Grunt that you previously rescued from
the Mushroom Dungeon to unlock:
Go east to the end of the dock. Hookshot across and kill the guard. Head up the ladder
and collect the Ink Covered Teddy Bear.
Return to the other dock, west of the diner (pop through the reaper door and back if you
need to heal). Hookshot your way across to the four platforms for a small arena battle with
boomerangers and ultimately, Vitality Shrine #7.
Back at the dock, if you hookshot to the north-east you'll encounter a locked gate, behind
which lies our final weapon. The plaque has a clue which reads "There are weaknesses in
the walls the eye can't see. Beneath a wooden walkway a secret waits for thee." So we need
to bomb a wall that doesn't overtly appear weak. Once you find the location, you'll have to
hit a switch and you'll also see the next clue. You can find the answer to the riddles inside
the spoiler tags.
Before heading back to the sword, drop down below and press both levers, collect the soul
energy, and then dive through the crowhole to reach Magic Shrine #7.
Climb the ladder and make your way back to the dock. You can now open the gate and
collect the Greatsword. Which we, once again, can't use yet due to the umbrella...
As the Greatsword should be your final weapon, this is where you'll unlock:
Weapon Master
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That's everything here, so shortcut through the reaper door back to Castle Lockstone.
Castle Lockstone
This time around, our goal is to activate the elevator in the main hall, where Barb is still
patiently waiting. Take the south-west exit and this time use the switches and platforms to
get up to the hookshot anchor and exit this room. Hookshot your way around the
platforms and hit the switches. Pull the lever to open the gate and head out. Light the
brazier to open the first lock on the elevator. Exit through the hole in the floor and go back
to the main hall via the north-east path.
Take the west exit in the main hall, climb the ladder, and use the anchors to reach the key.
Climb back up the ladder and take the west exit for another brazier and the second
elevator lock. Exit to the south-east. Take the first anchor and to your north-east is a small
keyhole alcove. You can hookshot into this hole where a hidden lever will open the gate in
the south-west of this room. Go through the now open gate for your final Magic Shrine
#8.
Back out to the prior room and take the south-east exit to find Life Seed #43
Go back a couple rooms to where we just grabbed the key, and take the upper east exit.
Hookshot over to the other balcony and push the lever. Now go through the nearby
passage. Solve the switch puzzle, open the gate, and go through the locked door to the
north-west. Hookshot your way around the room, hitting the switches without getting
lasered, and then head through the gate. Light the brazier, unlocking Elevator Lock #3. Go
back all the way we came, and keep heading south-east. You'll go through a room with
falling platforms to reach your fourth and final brazier/elevator lock. Drop through the hole
in the floor and then through the partially concealed exit to the north, which will lead you
to the Death Contract.
Go back to the previous rooms and exit this area by pushing the lever. Head for the main
hall in which we'll make a quick detour through the north exit. Here we can grab some soul
energy that can be reached via the hookshot. Head back to the main hall, Barb has another
song for you if you'd like to hear it. When you're ready you can take the elevator. Break the
ice north of this room for some soul energy and then leave to the Camp of the Free
Crows. Planter #43 will be waiting for you just outside.
For this next segment you'll mostly use hookshot to cross gaps and head up a couple
ladders. Eventually you'll come across a couple enemy grunts in a small camp. Break the
crates here for Life Seed #44.
Across a long bridge and into the cavern, you can't miss Life Seed #45 up a ladder.
Hookshot across and activate the reaper door for this zone.
Enter the cave to your north-west and you'll be in the Camp. After speaking with Vaga,
grab the key and Life Seed #46 in the northern booth.
Leave the campand open the gate. Hookshot to the anchors west of camp for some soul
energy we saw earlier. Now drop down the ladder at the far west side of the cave. This
zone is a test of your agility, while also dealing with sliding around on the ice. You'll
probably fall off a few times, but once you've succeeded in reaching the end of the path,
you'll find yourself in front of Vitality Shrine #8.
Zen
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Go back to the cavern and now take the ladder to your north. Chat with Barb if you'd like
and then head for the elevator, but don't get on. There's a weak wall behind it, inside a
little keyhole door, you'll find the Shiny Medallion.
Now take the elevator up to the Old Watchtower's zone.
This zone is very similar to the Flooded Fortress assault. Climb the ladders and activate the
reaper door. Then follow the path until you have to drop off of a tower, in the crates to the
north is Life Seed #47.
Follow the path south-east and kill the enemies to unlock the gate. Up the ladder you can't
miss Planter #44 on the wooden scaffold.
Head north-west and kill the lancer to bring down a ladder, then take the wooden path
north-east to a large door and Life Seed #48.
Now head back south-west and kill the enemies that portal in, while dodging the laser.
Climb the ladder and kill the boomerangers to unlock the south gate. Hop down and push
the lever to unlock a shorcut. Just west is Barb waiting near an elevator, along with Planter
#45.
Take the elevator up, but then drop to the scaffolding below on the west side of this
building, which will lead you around back to some soul energy. Now head back up and
onward, and down the south-west path you'll come across a couple of archers on a tower.
Don't fireball them both. Use one to hookshot to their location, where you'll collect Life
Seed #49.
Continue to the west wall, where you'll have to fight off some lancers and magicians, while
avoiding a couple of lasers. To the north-west, just through the gate that opens, is Planter
#46.
A few battles and hookshots further up, you'll find yourself back at the central path. Go
south-east and press the lever to open the way forward, plus a shortcut. Hop down and
head north-east around the windmill and up the elevator. Battle your way around the ice.
Eventually, you'll reach a building with a lever. Just behind this building, still on the ice,
you'll see the final Life Seed [#50]!
Push the lever and drop down to Planter #47.
To the north-west, fight your way through a hectic, icy battle arena and then climb the
ladder to reach Planter #48, before heading into the beast's lair.
Betty's Lair
Activate the reaper door and have a quick chat with Barb if you'd like, but then hop down
into the arena to confront Betty the Yeti! There are no achievements associated with this
fight. Betty doesn't have discrete attack phases per se. She attacks quickly and often. Her
roll attack is particularly fun to dodge. The key to this fight is to really just keep moving.
Try not to get caught in the middle of an attack combo. Roll in and hit, toss fireballs when
you can, but just stay out of her way. Victory will award you your third and final Giant Soul.
As usual, Steadhone will arrive to eulogize her passing (with Barb in attendance). With your
task complete, it's time to head back to Death's Door. Go through the door the reaper
door, back to the Hall of Doors. Feel free to spend some of your well earned souls.
Head for the Lost Cemetery. We're going to make our way back to Death's Door. To get
there, head up the stairs to your north-east, then head south-east and go up the north-
east stairs where we had our early boss fight. Cross the bridge and take the northern
elevator, go up the stairs to the pinnacle and head north-east at the intersection. You've
arrived at Death's Door, where you can speak with Grey Crow who has been waiting for
your arrival. There is no need for me to go heavy with the plot spoilers here, but it's
sufficient to say that you will eventually be forced to battle the Grey Crow.
This fight is relatively easy. He has three attacks. The first is a simple charge, get out of the
way and when he turns around to make another pass, hit him with a fireball. This will
conveniently spawn a slow projectile that you can melee to regain the magic you just lost.
At some point, he'll spawn a bunch of chains. Just get out of the way and then dodge
when he dive attacks (look for the shadow). He will spawn a small gravity well at some
point. Just fireball it. He will also spawn a small flock of birds that you can just swipe away.
Fireball him until you are done.
With the Demon Crow vanquished, there will be a short conversation with Death. With
Death on our side, it's time to head back to the Hall of Doors and face down the final boss;
The Lord of Doors. So, just go back the way we came, until you reach the doorway back to
the Hall of Doors.
Hall of Doors
After a brief pep talk by Vaga, a door will spawn that leads to the boss. If you'd like you
can talk a bit with your fellow crows, but ultimately all hope is on you. No pressure.
When you go through the new door that leads to the Lord of Doors, you'll first have a
short conversation before the battle. The ensuing battle takes place across several stages.
As the fight starts, he'll simply do his most basic attack which is three slams. It's pretty easy
to work in some damage between slams. He'll at some point spawn in some bull doors that
you need to dodge. After a little damage he'll spawn a door that will serve as your first
checkpoint.
This area is kind of an old school platformer forced run. You'll need to run and hookshot
your way through the area, while dodging more bulls. When you reach the end, you'll pass
through a door into the witch's zone, where he'll add a fireball attack to his repertoire. A
new door will spawn after enough damage along with another hallway. At the end, you'll
be in the Frog King's domain (seeing a pattern?), where he'll add a shockwave slam. These
attacks don't radiate out in a straight line and I actually found it easier to aim for them and
roll through, rather than trying to avoid them. More damage, another door, another
hallway, and then in Betty's arena, he'll add a roll attack much like hers. One final hallway
and you'll be back in the Hall of Doors and reach your next checkpoint.
Travel up to the office area for the final showdown. This fight incorporates all of the attacks
you just experienced, along with a stun similar to the Silent Servants, and a laser attack like
the Guardian of the Door. One quick tip: during the laser phase just head all the way to the
north section of the room and then once the laser begins firing, dodge roll through it to
immediately end this phase. When the Lord of Doors is defeated, you'll immediately
unlock:
Academy of Umbrellas
Beat the game only ever using an umbrella as your melee weapon
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Then after a bit of epilogue, the credits will roll and you'll unlock:
Crow Gamer
Beat the game
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With the Lord of Doors vanquished and the world saved, you'll find yourself back at the
Camp of the Free Crows. Since we've completed the Umbrella Club challenge, feel free to
change to your weapon of choice. This will make the remainder of the combat hilariously
easy by comparison. At the north-east end of this cavern lies the Chamber of Knowledge.
That is our next target. You'll notice seven stones with a recess that looks like something
would fit there. We're going to collect some tablets to fill those gaps. So first, go back to
the Hall of Doors.
If you haven't beaten all of the Silent Servants yet, this would be the perfect moment to do
so as you can now use any other weapon and already have max health and magic.
Hall of Doors
You may notice that some of the doors are glowing red. These indicate that something is
still in that zone that contributes towards game completion. If you get to the end and
somehow missed a seed for instance, then that will help you track it down.
At the center of the office floor, collect the Rusty Belltower Key that was so conspicuously
dropped by the Last Lord of Doors.
The first stop is The Stranded Sailor (the door is in the south-west). Go a bit north-east and
talk to Barb, listen to her magnus opus for:
Banging Tune
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Head back to the Hall of Doors and this time take the door for the Lost Cemetery (door is
above the office floor).
Lost Cemetery
We're again going to the pinnacle where Death's Door was. So, when you're in Lost
Cemetery, go north-east and then south-east. Go up the stairs to the north east and after
the bridge take the northern elevator. Continue to go north-west passed the pinnacle.
Head north-east at the next intersection to find the bell tower. Use your key to open the
gate and give the bell at the top a good ol' whack.
We've now moved the world to night time, which will allow us to collect the tablets of
knowledge. This also eliminates most of the enemies prowling the game, which will make
things go a bit smoother. In this walkthrough we're just going to tackle each zone in order,
so let's first head to the Estate of the Urn Witch nearby. Drop down from the bell tower
and head a bit south-west and then north-west towards the Estate of the Urn Witch. Don't
sweat the red ghost. He can't hurt you, he's just part of a different puzzle.
Our next destination is 'The Garden of Love', which contains the urn puzzle we've skipped
on a couple of occasions. The puzzle is located in the north-eastern end of the estate.
Head north-west at the fountain just before the entrance of the manor (with the big green
blob). To solve the urn puzzle, we'll need to hit five urns in a specific order. The solution
can be found by inspecting the backside of the Old Photograph in your collectibles (the
photograph rotates, if you hover over it, without focusing on it yet). Break the urns in the
order of the numbers.
Go through the tunnel-crypt and use both Planter #49 and Planter #50 to unlock:
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Plot Head
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Now go through the door that just opened above you to obtain Tablet of Knowledge #1.
You should hear some hooting in this area, so let's find out where it's coming from. Go
back to the fountain in front of the manor, this time go up the stairs towards the manor
and head south-east. Immediately passed the gate, go south-west and follow the path. A
bit further, you'll find an owl perched on the bridge. Interact with him for a piece of a
tablet.
Go back to the Hall of Doors (the nearest reaper door is inside the Ceramic Manor), you
should now notice that none of the doors for the Urn Witch are glowing red.
Our next destination is the Overgrown Ruins (the door is south-east of the office).
Overgrown Ruins
Once there, go south-west towards the entrance and the gondola. Further to the south-
west you'll notice that the moat has been drained. Lying in the center is a chest that was
previously submerged. Tackle the arena battle here for Tablet of Knowledge #2.
You should also hear another owl in this zone which is located at the northern-most point,
near where the horn was originally found. To get there, from the reaper door, go north and
up the ladder. Head north-east up the small ladder, and continue through the gate up
another ladder. Continue north-east up two more small ladders. Don't go up the bigger
ladder, instead head north-west and follow the path around. Go up the glowing vine
besides the bomb-plant, and go north-east through the bombable wall to find the next
owl (there is also another soul orb ahead).
That wraps up the Overgrown Ruins. Go back to the Hall of Doors and it should no longer
glow. For the Flooded Fortress, we first need to take a small detour to The Stranded Sailor
(Door is south-west).
The Stranded Sailor
Go inside the diner, find Jefferson and expose his ruse. He'll hop on your back, unlocking:
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You'll unfortunately need to go to the Flooded Fortress by foot. No reaper doors with
Jefferson. Leave the Stranded Sailor area by dropping down and then taking the long stone
stairs to the north-east. Go through the cave, to enter the Lost Cemetery again.
Lost Cemetery
Outside the cavern, go north-east and take the ladder down at the end. Go north-east at
the intersection and follow the path up the ladder. Head south-east from the red ghost
and you should now be at the pinnacle. Now continue all the way south-east passed the
two elevators, until you reach the gondola station. Light the brazier, to call the gondola
(hope he ain't sleeping). Once the gondola has arrived, take it towards the Overgrown
Ruins.
Overgrown Ruins
Once the gondola has arrived, take the path to the north-east, passed the reaper door and
enter the Mushroom Dungeon.
Mushroom Dungeon
In the room with the reaper door, take the shortcut in the north-east and go south-west in
the next room. Then head south-east and take the exit up the small stairs, go through the
next room to reach the Flooded Fortress.
Flooded Fortress
Once there, follow the path until you see the new moon path. Follow this path towards the
end, and pray at the moon shrine to receive Tablet of Knowledge #3. We're all done here
in the Frog King's Domain, so head towards the reaper door located in the south-east of
the Flooded Fortress.
Once in the Hall of Doors. head towards The Old Watchtowers (door is in the south west
again).
We'll be lighting the watchtower's braziers here. The first brazier is a bit south-east, down
the two ladders at the entrance, then to your north.
The second brazier is back up the ladders, just west of the reaper door.
Take the path east rather than the shortcut and the next brazier is near where we found a
life seed in some crates.
Follow the path south-west and eventually, near the next planter, you'll reach another
watchtower with a brazier to the east.
Follow the path again until you reach the hookshot area. Before dropping down to where
you pressed the lever to open the shortcut for this area, hookshot to the platform to your
north and at this end is another brazier.
The final brazier, can be reached from this same platform with a semi-tricky shot. Go a bit
south-west on this wooden platform and you'll see the final watchtower with the brazier at
the other side. You can light the brazier from the east side of the watchtower. If the angle
is too tricky, you can make it easier by making your way back to the central path, take the
elevator up, hookshot north-west and then take the north-east path. Hookshot to the
nearby anchor to the south-east and then drop down to be able to light the final
watchtower.
You'll see a short clip of the large door at the far east of of this zone opening up. Head
there now and collect Tablet of Knowledge #4. Go back to the central path until a bit
north-west you'll see the windmill. Go north-east around the windmill and follow the icy
path until you reach the third owl at the end.
In Caw-Hoots
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Lastly, all the way at the north-west end of this zone near the entrance to Betty's Lair, break
the ice blocking the stairs to the north and the camera will rotate, leading you to a moon
door containing the Mysterious Locket.
Ooh Shiny!
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Shortcut back to the Hall of Doors via the reaper door in Betty's Lair. Our final zone to
wrap up is the Lost Cemetery (before heading back to the Camp of the Free Crows); time
to deal with the ghosts.
Lost Cemetery
Heading up the stairs from the reaper door you'll hit Ghost #1. Scattered throughout this
zone are statues that sort of resemble the ghosts of the Lord of Doors. You need to guide
the ghost to their respective statue nearby. The statue for our first ghost is on the stairs to
our north-west.
Continue up the stairs to see Ghost #2 and have them follow you down the ladder. At the
bottom you'll probably pick up Ghost #3 without even trying, and there are statues to the
left and right of the ladder.
Go back to the top of the ladder and down the stairs towards the reaper door and then
continue south-east to the stairs leading to where our very first arena battle was. Collect
Ghost #4 here and have them follow you north-east. The statue is just at the other end of
the bridge.
Head north-west, passed the pinnacle, to the bell tower. Pick up Ghost #5, who we saw
earlier. The statue is just down the ladder and a bit south-east.
Go south-west like you're heading towards the entrance to the Stranded Sailor, and you'll
pick up Ghost #6 at the four-way intersection. Their statue is just a little further south-west.
Continue along this path and across the long bridge towards the area with the large door.
You'll encounter the last ghost in the middle of your path along the way. When you've got
Ghost #7, continue down the small ladder, then head to the end and drop down the long
ladder (making sure Ghost #7 is still following you. The statue is just east of this big ladder,
near the large door.
The nearby large door will open and inside is Tablet of Knowledge #6. For our final task
of the game, it's time to make a visit to Steadhone. Back outside, go up the big ladder, and
then drop down of the next small ladder. Follow the path north-east and then north-west
at the end. Go down the stairs and then north-west, taking the north-east ladder at the
intersection. Follow the path north towards Steadhone's area.
Arriving in his graveyard, you'll see that the mausoleum has been opened. With his locket
in your possession and Death's power restored, Steadhone will finally be vulnerable. This
means you'll have to fight the: Grave Digger. He'll do ground pounds that radiate towards
you and he'll occasionally summon mini Steadhones that can be one-shot by the
Greatsword.
He will thank you for helping him pass on and leave you the final Tablet of
Knowledge #7. With all tablets in your possession, head to the Camp of the Free Crows.
Once there, open the Chamber of Knowledge. There's no need to spoil the end, but you
will now unlock:
A True Ending
???
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Once you're back on the main menu, click 'Start'. You'll now see your golden save file that
states '100%'. Once this is on-screen, you'll unlock:
Lord of Chores
1 guide
Congratulations! You have completed Death's Door. I hope you enjoyed it as much as I did.