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Kingdom Two Crowns Walkthrough: Start to Endgame

Step-by-step Kingdom Two Crowns walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

Researched and editorially reviewed. Updated .
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Kingdom Two Crowns arrived on 11 December 2018 from Raw Fury, and it is the entry that finally lets a reign continue across five islands instead of ending the moment you lose your crown. You ride left and right through a side scrolling pixel kingdom, drop coins to recruit vagrants from camps, hand out bows, hammers and scythes, and hold the walls when the Greed come for the crown at night. Two monarchs can share one save in local or online co-op. The campaign roster now runs Europe, the free Shogun and Dead Lands settings, the paid Norse Lands, and Call of Olympus, which launched on 8 October 2024.

This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.

Quick Progression Summary

PhaseAreaFocusBuildDuration
1. StartIsland ICoins, vagrants and tool assignment basicsShogun1-2 hours
2. EarlyIsland IIThe Greed and their portals masteryShogun3-5 hours
3. MidIsland IIIIsland hopping by boat + gearEurope or Shogun5-10 hours
4. LateIsland IVBuild optimizationEurope5-10 hours
5. EndgameIsland VMin-maxEurope or Call of OlympusOngoing

See our maps guide for detailed area breakdowns.


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Phase 1: Getting Started (Island I)

The starter island and the safest place in the campaign, with no small portals to worry about. It holds the Statue of Archery, the Griffin mount and the Ballista Hermit, and most monarchs return here repeatedly because the unlocks are strong and the nights are survivable. Gems are not available yet.

Level/Difficulty: First reign, days 1 to 30 Key Rewards: Statue of Archery, Ballista Hermit, Griffin mount, a safe economy base

What to Do in Island I

  1. Learn Coins, vagrants and tool assignment. Coins are the only currency and the only command you have. Spend your first session getting comfortable with this.
  2. Pick Shogun as your starting build. See our builds guide for why.
  3. Coins are the only order you can give. Everything from recruiting a vagrant to upgrading a wall runs through dropping coins, so the whole game reduces to deciding what your purse funds next.
  4. Acquire your first equipment upgrade: Builder or whatever's available.
  5. Clear all main content before moving on.

Phase 1 Checklist

  • Understand Coins, vagrants and tool assignment fundamentals
  • Shogun selected and functional
  • Island I main content cleared
  • Ready for Island II

Phase 2: Early Game (Island II)

Where gems finally appear, which makes it the first island that funds unlocks rather than just surviving them. The Stone Mine here opens the path to the Iron Mine later, and the Stable Hermit is the practical unlock because it moves mounts between islands with you.

Level/Difficulty: Second island, gems unlocked Key Rewards: Stone Mine, Statue of Scythe, Stag mount, Stable Hermit

What to Do in Island II

  1. Work on The Greed and their portals. The Greed attack at night, get stronger on blood moons and exist to take your crown. This system becomes critical from here on.
  2. Farm for Builder if you haven't already. It's the key upgrade for this phase.
  3. Farmers pay for archers, not the other way around. A kingdom that builds its farmland first can field a full archer line by day six, while an archer first kingdom is still short of coins on day ten.
  4. Complete all objectives before pushing to Island III.
  5. Consider whether Europe might suit your playstyle better than Shogun.

Phase 2 Checklist

  • The Greed and their portals integrated into gameplay
  • Builder acquired
  • Island II fully cleared
  • Ready for Island III

Phase 3: Mid Game (Island III)

The island where a secure camp stops being optional. The Statue of Building adds wall protection, the Warhorse and Drafthorse mounts appear here, and the Bakery Hermit is the pickup that carries into islands four and five because it drives recruitment and population growth.

Level/Difficulty: Third island, defensive base recommended Key Rewards: Statue of Building, Bakery Hermit, Warhorse and Drafthorse mounts

What to Do in Island III

  1. Master Island hopping by boat. The campaign runs across five islands, each harder and carrying more bosses than the last. This unlocks a new layer of gameplay.
  2. Start working toward Archer. It's the best equipment and becomes accessible around now.
  3. Squires and knights carry coins as a health buffer, up to five for squires and eleven for knights in Two Crowns. Loading them up before a portal assault is the difference between reaching the cave and losing the whole detachment.
  4. This area is the main skill check. If you can clear it, you're ready for late game.
  5. Start investing in Mounts and their abilities for the tactical depth you'll need going forward.

Phase 3 Checklist

  • Island hopping by boat mastered
  • Archer acquired or in progress
  • Island III fully cleared
  • Ready for Island IV

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Phase 4: Late Game (Island IV)

The resource island. The Iron Mine here supplies the strongest walls and the knight upgrades, which is why most monarchs raid it fast rather than settling in. The Lizard and Bear mounts and the Warrior Hermit are also here for anyone who does stay.

Level/Difficulty: Fourth island, iron rush Key Rewards: Iron Mine, Lizard mount, Bear mount, Warrior Hermit

What to Do in Island IV

  1. Finalize your build. You should be running Europe or Shogun with optimized gear.
  2. Archer should be your primary. If you don't have it yet, prioritize getting it.
  3. Each squire collects four archers behind them, so counting squires is a better measure of your attack force than counting individual units.
  4. Two monarch co-op optimization starts here. Small improvements compound into massive advantages.
  5. Farm this area for the resources needed to push into Island V.

Phase 4 Checklist

  • Build fully optimized
  • Archer upgraded to max
  • Island IV fully cleared
  • Ready for Island V

Phase 5: Endgame (Island V)

The hardest island and the end of the run. The Unicorn mount is the priority because it generates coins while you ride, which solves the money problem that island five otherwise creates. The Statue of Knights is here too, and the Horn Hermit is widely considered the weakest unlock in the game.

Level/Difficulty: Fifth island, final challenge Key Rewards: Unicorn mount, Statue of Knights, the final Greed cave

What to Do in Island V

  1. Island V tests everything. Come prepared with your best build and gear.
  2. Island one has no small portals, which is exactly why it works as a base to return to. Build your strongest economy there and sail out with what you can afford rather than trying to hold island four from scratch.
  3. The endgame loop: run Island V, optimize gear, push harder content.
  4. Experiment with Call of Olympus for a fresh take once you've mastered the standard builds.
  5. This is where Two monarch co-op mastery separates good players from great ones. See our tips guide for advanced strategies.

Phase 5 Checklist

  • Endgame content on farm
  • Best-in-slot gear acquired
  • Island V fully cleared
  • Ready for challenge content

Common Progression Mistakes

  • Recruiting archers before farmers, which produces a defence you cannot afford to maintain and a kingdom that never accumulates coins.
  • Riding into the night with a full purse, then losing every coin at once when the Greed catch the monarch away from the wall.
  • Attacking the big cave in the mountain before clearing the smaller portals feeding it, so reinforcements arrive faster than the detachment can advance.
  • Sailing to a new island with an empty boat, arriving with no builders and no archers and having to rebuild an entire kingdom from vagrants.
  • Treating Norse Lands as a reskin of Europe and relying on wall tier, when its walls are deliberately weaker and its shield wall is meant to carry the defence.

Key Tips for Smooth Progression

  1. Coins are the only order you can give. Everything from recruiting a vagrant to upgrading a wall runs through dropping coins, so the whole game reduces to deciding what your purse funds next.
  2. Farmers pay for archers, not the other way around. A kingdom that builds its farmland first can field a full archer line by day six, while an archer first kingdom is still short of coins on day ten.
  3. Squires and knights carry coins as a health buffer, up to five for squires and eleven for knights in Two Crowns. Loading them up before a portal assault is the difference between reaching the cave and losing the whole detachment.
  4. Each squire collects four archers behind them, so counting squires is a better measure of your attack force than counting individual units.
  5. Island one has no small portals, which is exactly why it works as a base to return to. Build your strongest economy there and sail out with what you can afford rather than trying to hold island four from scratch.

For more advanced strategies, see our tips & tricks guide.

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