Looking to max out your character with some vitality and magic crystals? Here are all the shrines that have them!

Death’s Door is rife with items to collect. This guide will focus on the 16 crystals found at the vitality crystal shrines and magic crystal shrines. Each one will give you one crystal of its respective type, four of which can be cashed in to upgrade either your health or magic.

This means that with all crystals collected, you are able to upgrade both your health and magic to the maximum twice.

If you’re an achievement hunter, you’re in luck: collecting all of these crystals will earn you a 50G achievement called "Zen," on top of buffing your character to the max.

All Shrine Locations in Death’s Door

Lost Cemetery

From the entrance, head up the ladder on the building just south of you and follow the area left until you reach an elevator. Ride it down and walk behind the building. Drop down the ladders to find a doorway to a shrine.

Estate of the Urn Witch

In the northwest garden, phase through the fake hedge into a secret tunnel. Follow it around, then go through the second section of fake hedges to find a shrine.

Ceramic Mansion

In the bathroom in the west wing of the mansion, destroy the two invisible vases (one is on the shelf and the other is at the foot of the bathtub). You can then walk through the fake wall to the left of the tub to find the shrine.

Estate of the Urn Witch

Head to the southeast garden, where you should find some unlit braziers on the ground. There are four garden areas connected in a square, each with a brazier. Light each one with the Flame spell to raise a bridge. Cross the bridge and drop down the trapdoor to find the shrine.

Inner Furnace

Take the northeast moving platform from the four-way intersection. Head up the ladder and walk across the pipes to find this very easy shrine.

Overgrown Ruins

Head to the west side of the Forest People settlement and drop down off the ledge. To your right will be a shrine.

Still in the Overgrown Ruins, head to the northeast corner of the area and work your way up the platforms. When you reach a large orange flower right next to a break in the wall, do a rolling ground pound off of this ledge to enter a secret tunnel underground. Follow the tunnel and it will take you to the shrine.

Mushroom Dungeon

When you reach the Western Crow soul room shortly after climbing some vines, there will be a bombable wall in the north corner. Destroy it to unveil the room with the shrine.

Flooded Castle

Follow the wooden bridges towards the south until you reach a fork in the path. Take the north path and shoot an arrow through the archway to open a path. Take this path to the shrine.

Lost Cemetery

Head to the northern area of the map and follow the stairs and ladders along their path around the mountain, until you reach a bombable wall at the base of the mountain. Blow it up, then defeat the miniboss inside. Continue on to find the shrine at the top of the mountain.

The Stranded Sailor

Follow the stairs up the map until you reach some crystals blocking your path. Break through them and drop off the ledge. Do a rolling ground pound off this next ledge to enter a secret tunnel that will lead to the shrine.

Castle Lockstone

When you reach the room where you need to hookshot from platform to platform, you can hookshot through a hole in the northwest wall from the first platform. Hit the switch in here, then go through the door on the other side of the room that opens. Outside, you’ll find the shrine.

The Grove of Spirits

Immediately to the left of the entrance, hookshot across the platforms to reach a hidden cemetery. Drop down and you’ll find the shrine amongst the tombstones.

Overgrown Ruins

Find the area with the two wooden structures with curved red, yellow, and green rooves. Walk under the northwest one, then follow the grapples around the pond. Once you reach the last one, shoot the switch in the wall with an arrow to unveil a path. Follow it to reach the shrine.

The Stranded Sailor

Head to the wooden docks with the hookshot anchors, and grapple to the northwest stone platform from the docks. Defeat a wave of enemies up here, then advance up some ladders to find the shrine.

Camp of the Free Crows

Follow the path from the spawn until you reach a new area. Grapple over some gaps and complete the ice path gauntlet by activating switches to lower platforms, and running over them because they reset. Some of these can be pretty tricky, but once you’re through them, you’ll find the last shrine.

With all of the shrines located and crystals collected, you’re set to fully maximize your magic and health. With a buffed up character like this, mixed with a full set of weapons and ability upgrades, Death’s Doorwill become a breeze and you can tackle night mode with little to no resistance.

Another quirky gem from Devolver Digital, this tale of a crow in Death’s employ is a fascinating and entertaining journey.

Devolver Digital has made quite the name for itself in recent years by publishing some of the most distinctive, clever, and fun indie games around. Their bent toward quirky, strange, and darkly humorous has served the company well, and all those qualities are on full display in Death’s Door, developed by Acid Nerve.

An isometric action/adventure in the land of the dead with a crow as its lead, this is a delightful mix of oppressive workplace comedy alongside gorgeous flights of fancy to landscapes that would feel very much at home in a Tim Burton creation.

Death’s Door Review: Worth Crowing About

It’s a shame the game is only currently available on PC, Xbox One, and Xbox Series X|S. Death’s Door is the kind of indie gem that would have shined during Sony’s grand PS3 era, a time when they still made quirky, inventive indie and experimental-minded games.

Death’s Door blends wonderfully the tone and character design found in The Nightmare Before Christmas and Beetlejuice with the gameplay template of the Twinsen’s Odyssey/Little Big Adventures from the height of 90s-era PC gaming (which, if you’re unaware, is a very high compliment indeed).

Players take the role of a soul-reaping crow, employed by the offices of the great beyond to, well, reap souls and enable the departed to pass on to wherever they might go next. As it turns out, this job (while dutifully mystical) is also a bureaucratic hell all its own.

The game opens in the dull gray expanse of the crow’s office grounds. There’s a rigid, depressing nerve laid bare as other agents slave away at desks, strange characters lurk on the outskirts, and almost no one is helpful in the least. In short, it’s just like a real-life government job!

Your immediate task is to capture a large and powerful soul that needs to be brought back for processing. This means going out to locations in the material plane and dealing with a range of obstacles, characters, puzzles, and deadly situations. The contrast between the office and the rest of the universe is immediately striking.

There’s color out there and life, even if much of it wants to end yours. Of course, simple tasks get complicated, and soon our stalwart worker bird is on a grand and grim adventure.

The slanted overhead camera view of the 3D landscapes lets you enjoy the surprisingly detailed, yet fairly simple architecture and character designs. The visual style isn’t quite claymation-like, but it still has that sort of panache. The score works exceptionally well with the game’s visuals, action, and themes, moving from mysterious, moody passages to exciting combat music with soothing exploration tunes in between.

As the crow, you’ll have access to a number of tools for survival. For one thing, this reaper is well-armed for their journey with a sword and bow to start. As the adventure continues, new weapons and spells are discovered, such as speedy dual daggers, a hefty smashing hammer, and, oddly, an umbrella.

The bow can be changed out with other distance attacks like fireballs, and using the right tool for the job is key to solving puzzles.

The crow can roll to dodge, but otherwise can’t jump or fly, which seems odd given its general birdness. There are switches to hit, keys to find, moving platforms to ride, narrow ledges to cross, and other mainstays of platforming and adventure games.

There’s also a heavy focus on combat. Frequently, you’ll have to battle a slew of spawning enemies to unlock gates, and these sequences can be incredibly challenging.

The game will throw cloddish, lunging zombie-like fodder at you, while range-based enemies fire at you beyond them. Some enemies can teleport, others are heavily armored tank-like beings that can crush your limited hit points easily.

Enemies that launch explosive attacks can be used against other baddies if you’re quick enough, and the variety of different monster types ensures you’ll always change up attack strategies.

One area of frustration is the game’s stingy placement of waypoints. Magical doors will appear at a few spots in each different world, which allow you return to the office to buy ability upgrades (using collected souls as currency). If you die, the game starts you back at the last door you found and there are some passages (especially when moving toward each of the three main end bosses) where dying results in a lot of repeated backtracking.

That aside, boss fights are quirky and entertaining, the overall combat is fun and frantic, and general exploration is made worthwhile with plenty of treasures to find.

One of the best aspects of Death’s Door, however, is the slyly-written story. The farther you go into this world, the more layers are revealed — and things are much more complex than the typical binary morality of most action games.

The characters are fascinating, too, as is the story of how the crow’s own organization helped enable the main bosses to thrive and amass power and immortality. The game’s writing, like the visuals, manages to successfully move between the darkly tragic and the humorously absurd in measured, thoughtful ways.

Death’s Door Review — The Bottom Line


  • Lovely visuals and soundtrack create a fascinating world to explore
  • Fun and challenging combat is fun and challenging
  • Entertaining puzzles and exploration
  • Thoughtful, well-written story and characters


  • Sometimes stingy with waypoints leading to frustrating back-tracking
  • Combat rooms can be a bit overwhelming at times

Taking somewhere around 8-10 hours to finish, Death’s Door is a macabre journey well worth taking. The combat is generally simple but excellent, the world is fascinating, and the characters are memorable.

[Note: Devolver Digital provided the copy of Death’s Door used for this review.]

Another quirky gem from Devolver Digital, this tale of a crow in Death’s employ is a fascinating and entertaining journey.

After beating the final boss in Death’s Door, it turns out there’s still more to do. Here’s how to get the secret ending.

So, you’ve beaten the last lord and thought that was the end? As it turns out, the big boss’ death is really just another door. A door that leads to the true, super-secret ending. In this guide we will go over how to get the Death’s Door secret ending.

How to Get the Secret Ending in Death’s Door

The Last Lord left something behind when they passed on: a key.

Go back to Reaper HQ (where you finally defeated them) and you’ll discover the Rusty Belltower Key. This is the start of a whole new quest to finish a few loose ends in the plot.

The Belltower resides in the Lost Cemetery (near the Summit) and its gate can finally be unlocked. Within the tower, you’ll discover the ability to ring in the night by hitting the bell.

Nighttime brings with it a quest to collect seven Ancient Tablets. You can collect the tablets in any order, but only when it’s night!

Here’s location and quests to collect all seven tablets:

Death’s Door Ancient Tablet 1: Guiding the Ghosts in the Lost Cemetery

Nighttime brings out the ghosts in the cemetery and seven of them need some assistance.

These pink ghosts bearing lock symbols need to get to their Lock Lord statues, so simply guide them there. Once they’re set, a door opens on the southern end of the map. Inside awaits a tablet.

Death’s Door Ancient Tablet 2: Digging the Gravedigger’s grave

Travel to Betty’s Lair, but don’t go in. To the right is a path up the mountain blocked by ice crystals. Smash those, follow the path up, and you’ll discover a door that appears only at night. This in turn will lead you to a mysterious locket.

Once acquired, go and visit the Gravedigger in the Lost Cemetery. His special door is now open, but to make it through, you’ll have to grant his final request—to finally be laid to rest himself. He doesn’t go down lightly, though, so expect a boss fight. Once defeated, he’ll leave the next tablet in his wake.

Death’s Door Ancient Tablet 3: The Garden of Love and a Secret Garden in the Urn Witch Estate

Elements of this tablet chase can actually be completed during the main quest.

You’ll need to have searched the witch’s manor for the old photograph (the room where you must carefully travel along the rafters), which provides the solution to the garden puzzle. This in turn, leads to the Secret Garden, where you’ll encounter Pothead again (as usual, only at night!).

Here, you’ll discover that saving those health seeds was entirely foolish, because Pothead needs you to make sure all 50 green pots spread through the game world have been planted in. Pothead will give you clues to any pots you’ve missed and portals marked with a pink light indicate there are still pots left in the area to seed as well.

Once that’s done, the door in the garden will open, enabling you to acquire the next tablet.

Death’s Door Ancient Tablet 4: The Overgrown Ruins

You may have noticed a flooded area south of the first doorway in the Overgrown Ruins. At night, the area is drained and you can finally access the Avarice chest that was just peeking out of the water before.

As expected, this Avarice fight is tough, but the reward is another tablet.

Death’s Door Ancient Tablet 5: Lighting the Way at the Old Watchtowers

There’s a very large door on the far right of the map (take the first path right to reach it). Unlocking the door requires the player to light six unlit braziers with the flame spell. Once done, go through and collect a tablet.

Death’s Door Ancient Tablet 6: The Flooded Fortress

Shocking as this will likely be to everyone, there really was something fishy about resident soup chef Jefferson!

Go back to the Stranded Sailor and talk to ol’ Jeff to reveal his secret, then let him climb aboard for a squidyback ride. Head back toward the Flooded Fortress and you’ll find ghostly platforms that lead to a secret area. Keeping Jefferson firmly in tow, follow this path to a shrine and pray at the moon symbol.

Death’s Door Ancient Tablet 7: Owls of the Forbidden Lands (and elsewhere)

Pesky owls, always dropping stuff. Like Ancient Tablets. Due to owlish clumsiness, this tablet was broken into three pieces, each held by an owl somewhere in the overall world.

The first owl can be find right of the Ceramic Mansion. The second owl is over the ice on the Old Watchtowers map. Go up the first lift along the main path, hookshot across the gap to another lift, and travel the path of ice to find them.

The third owl is conveniently waiting for you in the Overgrown Ruins, just above the Northern Settlement (also the same spot where the magic flute was found early on). Talk to each to get their tablet piece.

Death’s Door Secret Ending: Wrapping Things Up

Finally, armed with all seven tablets, return to the Camp of the Free Crows, where another massive stone door awaits… and your destiny.

If you found this guide helpful, take a look at our other Death’s Door guides here on GameSkinny.

Jason D’Aprile has been writing about games and technology for a very long time. His bylines have appeared on and in countless sites and magazines over the years, including Paste Magazine, Playboy, G4TV, Indie Game Website, UploadVR, Techhive, Lifewire, the Brick Moon Fiction podcast, United Front Gaming, and others he’s mostly forgotten about. Jason lives in a house in the woods and does not twit.