The Wild at Heart

The Wild at Heart

Nedostatek hodnocení
The Wild At Heart Complete Walkthrough
Vytvořil: Celeste
https://celesteisobsessed.com/the-wild-at-heart-complete-walkthrough/

This is a complete walkthrough of The Wild At Heart. By following this guide, you will be able to complete the game as well as gather some of the collectibles scattered throughout.

Every section has a link to the corresponding post on my website, where there are pictures and/or maps.
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Where to Find the Guide
https://celesteisobsessed.com/the-wild-at-heart-complete-walkthrough/

as mentioned in the description, this will contain the full guide eventually.
Part One: Getting to The Grove
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-part-one/

Part one of The Wild At Heart Walkthrough. This guides the player through the first part of The Wild At Heart, helping them navigate The Undergrowth, Forgotten Path, and Heartlands to reach the hub of the forest, The Grove.

You’ll want to grab the plans (blueprints), the map, and the gaming system, then head upstairs. Once upstairs, you can open the toolbox left of the TV to get a bag of Chompz and grab the rations out of the fridge. Head outside the pick up the Gustbuster. Vacuum the pile of leaves on the left side of the yard to uncover the key that unlocks the back gate. Unlock the gate and walk north.

Follow the Spriteling, Brussel, to the gate and use the Gustbuster on the windmill to the right of it to open the gate. Walk forward until a path appears to the west. Follow it to the next windmill and use the Gustbuster on the windmill to open the next gate. Hop down on the right and continue forward, towards Brussel, to enter The Undergrowth.

THE UNDERGROWTH
Speak with Grey Coat and walk north, climbing up the vines. Vacuum up the leaf piles to uncover a Spriteling. Toss it at the poison mushrooms to clear a path. Continue forward until you can jump down. Take the path west or south (doesn’t matter since they both connect) of the campfire, gathering any Spritelings you encounter. You can choose whether or not to have them fight the Gloomcaps (mushroom guards) or simply walk past them. Return to the campfire with three Twiglings and head north to the boulder. Toss all of the Twiglings at the boulder to move it. Walk Forward to enter the Forgotten Path area.

FORGOTTEN PATH
Head west and follow the path until you see a signpost then jump down from the ledge slightly south of the signpost. Answer the ringing phone and speak with Scrap Heap. When asleep, follow the glowing leaves. Speak with Scrap Heap and he will tell you that the Gustbuster needs an upgrade. This requires 5 Loose Parts, which are scattered around the area. The parts can be gathered by tossing Spritelings near the Loose Parts, causing them to pick up the item, or by using the Gustbuster to pull the item close to Wake. (If your Spritelings bring the item to the Supplies box, don’t worry. It will still be accessible to Scrap Heap).

With your upgraded Gustbuster, head east of Scrap Heap to a log that is teetering across the water. Use the upgraded vacuuming power to pull the log down, creating a bridge. Cross the bridge, heading east. Use the powered suction to pull the Twigling across the water toward you. Walk south to uncover a hidden chestHead up north until you see the windmill on the right. Use the Gustbuster powered suction to spin the windmill, opening the gate to the north. Head past the newly opened gate in the north then head east. Again, pull the log down to create a bridge and continue heading east until you enter The Heartlands.

THE HEARTLANDS
Head north past the Gloomcap (again, your choice to fight or flee) and pull the log down. Follow the path until you find Scrap Heap in the campsite. Head east of the campsite until you see two piles of sticks. Use the Twiglings to build the bridge by tossing them at the pile of sticks. Cross the bridge and STOP. There is a red bush that rustles, south of the circle of standing stones. Use the powered vacuum at the bush to get the Bushback to flip on its back. While it’s on its back, throw the Twiglings to attack it. To the east is a path of Pip Squashes. Use the Twiglings to break open the Pip Squashes to reveal Pips. Pips can be used to hatch Spritelings. Head back to the campsite and hatch six Twiglings. Head east until you encounter the boulder that requires eight pips to move. Toss eight Twiglings at the boulder to move it and climb up the leaf ladder.

YOU CAN IGNORE THE CRUMBLING WALL FOR NOW, but if you choose not to, toss the Twiglings at the crumbling wall directly north of the leaf ladder to remove it. Toss all of your 10 Twiglings at the pillar on the other side of the wall to move the pillar. Follow the path that is now available to get to the pile of sticks. (ignore the leaf ladder for now, as you cannot harvest the resource at the top at this time). Toss the Twiglings at the sticks to build the first half of the bridge then head back down and toss the Twiglings at the pile of sticks behind the mushrooms.

Head east of the leaf ladder and follow the path past the cracked boulder. Use the Twiglings on the mushroom the clear the path and continue south. Toss all your Twiglings at the Gumblop and once it is defeated, head slightly east to the pile of sticks. Use the Twiglings to build the bridge. Then toss them on the other side of the bridge at the pile of sticks to complete the bridge. Use three Twiglings to grab the cog and have Wake open the gate with the windmill.

Head back up the leaf ladder and head west. STOP! There is a Bushback under the birch tree. Defeat it and head past the windmill to the spikey roadblock. Use the Twiglings to destroy it. Then use the Gustbuster on the windmill to open the gate below. Head to the newly opened passage below and speak with Scrap Heap. Then RUN! You don’t have to destroy the mushrooms, just run around them. Use the Gustbuster on the windmill to open the gate ahead. Speak with Grey Coat, then head north of the warp pad to the treehouse and go to sleep.
Part Two: Track Down the Wayward Greenshields
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-part-two/

After making it to The Grove, Grey Coat tells you about the Green Witch and asks you to meet him at the Catafalque. Grey Coat then informs you that he and Scrap Heap are not the only members of the Greenshields and asks you to track down the others.

Track Down The Wayward Greenshields
Supplies Needed: 10-12 Twiglings.

Grey Coat wants to meet you at the Catafalque, so grab your Twiglings (At this point, you want 10-12) and head south to The Grove’s entrance/exit. (Optional: craft some food if you have some Ooples or Poop Fruit. You can also craft some honey from three Honeycombs). Head south, down the ramp, then head east until you come across a crumbling wall. Toss your Twiglings at the wall so they can break it down and head up the ramp on the western side. Before you head into the cave, activate the gate with the windmill on the left of the cave opening. Enter the cave into the Catafalque.

Once in the Catafalque, head east and keep heading east, even if it looks like the edge of the map. This is where a chest and cat are hiding! Toss the Twiglings at the cat box to free it and open the chest. Walk back west to the ramp right outside of the hidden area.

Climb the ramp and hop down. There is a page just slightly out of reach, ignore it for now. Head north past the campfire to find Grey Coat. After speaking with Grey Coat, head south to the water’s edge and use the Twiglings on the green flower to activate it. You can now grab your first page! Toss the Twiglings at the next flower and head out of the Catafalque. (if you drop any Twiglings in the water, vacuum them up towards you).

Use the Twiglings on the green flower located outside of the Catafalque. Head down the newly spawned leaf ladder and head northeast until you come across another green flower. Use the Twiglings on the green flower and cross the new Lilypad bridge, then head north until you see a Spriteling well clogged with junk. Use the Gustbuster to clear the debris. You will now notice a page lying on the ground in the camp. Sleep to reset the day.
Tracking Down The Twins
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-tracking-down-the-twins/

The first of The Greenshields that needs to be tracked down is The Twins, Can Dance, and Can’t Dance. Grab your Twiglings and get ready to expand your herd with Emberlings to keep you warm in the new area, Frostfields.

Tracking Down The Twins
Supplies Needed: 10-12 Twiglings, Meals (Optional)
Head east from the campsite in the Central Deep Woods to the stepping stones blocked with poison mushrooms. Use the Twiglings to clear the poison mushrooms and keep heading east until you come across an unfinished bridge. Slightly north of the bridge is a place to hop down to the other side. Head north to the boulder blocking a path until you are near a pile of sticks, avoiding the Gumblop for now, and STOP! Before you toss you Twiglings, there is a Bushback in their path. Clear the Bushback and then toss the Twiglings onto the pile. Now it’s time to fight the Gumblop. Toss all of your Twiglings at it to overwhelm it (you can help your Twiglings by kicking the Gumblop). Now that there is no longer a Gumblop blocking the Twigling’s path, clear the poison mushrooms next to the pile of sticks and finish the bridge. You should see a cutscene with an Emberling. If it is still daytime, head southeast past another Gumblop (you can choose to fight or flee) and up the ramp the Emberling took.

You will see some brown bubbling liquid to the east of the ramp with a signpost stating that only humans can walk through The Crud. So, toss the Twiglings on the platform in the middle of The Crud, and walk across to the other side. Once on the other side, vacuum the Twiglings towards Wake. (CAREFUL! Use full power suction and do not let go until the Twiglings land on the other side. If this is not followed, you can easily lose all your Twiglings by pulling them through The Crud). Head up the ramp and toss your Twiglings down to the cardboard box to have the Twiglings free the cat from the box. Then toss four Twiglings on the windmill head to repair the windmill. Use the Gustbuster on the windmill to open the gate that the Emberlings are behind. Head down the ramp and using the same technique you used to get across The Crud, then head up the ramp towards the Emberlings. Grab the two Emberlings and head back to camp and sleep.

In the morning, grab your two Emberlings and 10-12 Twiglings and head northeast of the warp pad to the Pip Squash. Use only your Emberlings and throw them at the Pip Squash to get three Emberling Pips (Pip Squashes drop the same type of Pip as the Spriteling that attacked it). Hatch the Emberling Pips at the Spriteling well in the cap to have a total of 5 Emberling Pips. Head east back to where you originally found the Emberlings.

Use the Emberlings on the gear located to the right of the ramp, the same area where you discovered the Emberlings. Clear away the Blister Roots by tossing Emberlings at them and pick up any Fever Shards that are dropped. Then, use only the Twiglings to clear away the Gloomcaps. (Using the Emberlings may result in losing one and you want at least five at any given time). Now that the area is cleared, quickly toss all five Emberlings in the same spot, on top of the dried brambles, to ignite and clear them. Use three Spritelings to grab the gear. Once the gear is in place, use the Emberlings to clear the Blister Roots near the windmills and newly placed gear. Grab the three additional Emberlings and use five to clear the brambles around the windmill head. Use four of either Spriteling to carry the windmill head and use the Gustbuster on the newly fixed windmill to open the gate ahead. Head north and use the lift to enter the Frostfields.

FROSTFIELDS
Head west and use the Emberlings to clear the brambles. Walk forward to trigger the cutscene with The Twins. Ignore the rest of the are for now, and, when you are finished talking to the twins, take the lift back down into the Central Deep Woods.

head west and clear the brambles with Emberlings to gain access to a chest and a page. CAREFUL! This chest is not an ordinary chest, but a Lootback. Use the Gustbuster to turn it on its back and have the Spritelings attack it. Then toss your Spritelings at the crystal-flecked rocks to get Mesmerite. Also, grab the page located north of the chest.


CENTRAL DEEP WOODS
Head down the ramp and go southwest until you come across a pillar that requires 15 Spritelings. Toss 15 Spritelings at the pillar.

To the left of the pillar is a secret area. Open the chest and use five Spritelings to grab the Woodland Blade. It is recommended to clear the path north of the two Gumblops and to let the Spritelings carrying the relic get ahead some distance before having the Spritelings carry the shell. Otherwise, the Spritelings may go south, and you’ll have to clear both ways.

Go south of the pillar to the Soul Shell and have 10 Spritelings carry the shell. Run ahead of the Spritelings and clear the two Gumblops (If you have to pull the Spritelings off the shell to do so, then have them clear the Gumblops and toss them back on the shell). Follow the Spritelings and clear the poison mushrooms with Twiglings if needed. Use the warp pad to warp to The Grove.
Tracking Down Paper Planes
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-tracking-down-paper-planes/

Meet Paper Planes, who is a man that lost his voice and now uses only notes written on paper planes to communicate, in The Wild At Heart Walkthrough: Tracking Down Paper Planes. Enter a new area, Wispwagon, and pick up two grove upgrades, the Iron Cauldron and the Grove Trove.

Tracking Down Paper Planes
Supplies: 10 Spritelings, 5 Emberlings, 5 Twiglings, 1 Kettle Bomb (Optional)
Warp to The Grove and head south to enter the Central Deep Woods. Walk southwest to the camper surrounded by brambles. Clear the brambles with Emberlings and use 15 Spritelings to carry the camper. Follow your Spritelings back to the warp pad and use it to go back to The Grove. Head south, continuing south into the Central Deep Woods until you enter The Heartlands. Keep heading south until you reach the middle of The Heartlands. Then head northeast to the leaf ladder and climb up. If you have not done so already, clear the crumbling wall with your Spritelings.

Toss 10 Spritelings at the pillar on the other side of the wall to move the pillar. Follow the path that you are now able to complete with the moved pillar to get to a pile of sticks, and toss your Spritelings at it. You can choose to climb the leaf ladder and use your Spritelings to clear the crumbling wall and to have your Emberlings harvest the three Mesmerite. Toss the Twiglings at the sticks to build the first half of the bridge then head back down the leaf ladder and toss the Twiglings at the pile of sticks behind the poison mushrooms. Now that the bridge is built, cross it into Wispwagon.

WISPWAGON
Use the Emberlings to clear the Blister Roots and run north, past the Blazeblops, to the brambles. Use the Emberlings to clear the brambles and walk south until you encounter a windmill. Vacuum the windmill to open the gate and walk southwest until you see a roadblock with spikes on one side. Use the Spritelings to clear the roadblock so you can completely avoid the Blazeblops in the future. Head northeast until you come across a ramp and a cracked boulder.

Toss one of the kettle bombs at the boulder and either use Wake to kick it or toss a Spriteling at it to kick the bomb. This will blow up the cracked boulder and give you access to a cat. Toss your Spritelings at the box to free the cat.

Head up the ramp and walk west to a wooden ramp surrounded by brambles and clear them with Emberlings. Use 10 Spritelings to move the wooden ramp and follow it down. After the cutscene with the first paper plane, walk on the pressure plate to open the gate south from your position, then continue northeast following the paper-plane trail. Continue north and speak with Paper Planes. Then head west to a trail that leads you back to the Central Deep Woods.

CENTRAL DEEP WOODS
Keep heading west and use the Spritelings to lower the wooden ramp and, before hopping down from the ledge, walk west to the group of poison mushrooms. Use the Twiglings to clear the mushrooms and to open the green flower to make a leaf ladder. Head back to the wooden ramp and hop down from the spot marked south of the wooden ramp. Toss your Spritelings behind the spikey roadblock, in front of the Iron Cauldron, to clear the roadblock, and then clear away the Gloomcaps. Now that the way is clear, head back to the cauldron and STOP! This chest is another Lootback. Defeat the Lootback and claim your loot, then use 15 of your Spritelings to carry the Iron Cauldron and follow them back to the warp pad. Warp to The Grove and sleep.
Reuniting with Kirby
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-reuniting-with-kirby/

Before heading off to track down the last member of The Greenshields, you’re going to need the power of friendship to continue! Head to Rattlebrook Gulch and reunite with your best friend, Kirby.

Reuniting with Kirby
Supplies needed: 15 Spritelings, 5 Twiglings, Meals (Optional), 1 Kettle Bomb (Optional).
Warp to The Grove. Make sure you have 20 Spritelings, at least 5 of them being Twiglings, then head south out of The Grove and down the ramp. Head west until you come across a boulder that requires 20 Spritelings. Use the Spritelings to move it and head west. (Optional: Toss a bomb across the river in front of the cracked boulder to clear it. You will have to toss a Spriteling at the bomb to activate it.) You will come across a fork in the road. Ignore the teetering log for now and take the southwestern fork into Rattlebrook Gulch.

RATTLEBROOK GULCH
Toss the Spritelings on the piles of sticks on either side of the river and cross the Spriteling-built bridge to activate a cutscene with Kirby. After the cutscene with Kirby, have Kirby head back across the Spriteling-built bridge to a hollow log and have her squeeze through it. Then switch to Wake and use the Gustbuster on the windmill to open the gate on Kirby’s side of the river. Toss 5 Twiglings across the river to Kirby and switch back to Kirby. Clear the poison mushrooms in the path and take the western fork, running past the Gumblop. Step on the pressure plate to open the gate northeast of it and walk towards the green lantern to get the Warden’s Way.

Now that you have the Warden’s Way, head northeast and clear the corruption to get to the chest. Head back to the Gumblop you ignored earlier, and either fight or flee. This time, take the southern fork and STOP! That bush is a Bushback. Clear the Bushback and use Wake on the windmill to open the gate to the right of it. Pull the log down with the Gustbuster and use the Twiglings to clear the poison mushrooms to the west. Have Kirby go squeeze through the northern log and switch to Wake. As Wake, toss five Twiglings to Kirby. Switch to Kirby and throw the Twiglings up on the ledge. Squeeze back through the hollow log and squeeze through the southern log. Use the five Twiglings on the green flower. Toss the Twiglings off the ledge on the right, as close as possible to the bridge to avoid aggro-ing the Gumblop. Squeeze through the log again to get back to Wake.

Directly south from the Lilypad bridge is a hidden area on the edge of the map where you can hop down. Hop down and head east, clear the junk piles and garbage bags, then use your Twiglings to clear the giant poison mushroom. Walk a bit further north to see the cat in the box. Free it with your Spritelings.

Head north across the Lilypad bridge, defeat the Gumblop, and open the chest. Head up the leaf ladders and use Wake to pull the teetering log down then switch to Kirby to remove the corruption. Fight or flee from the Gloomcaps and use Kirby again to remove the corruption. Then use wake on the windmill to open the gate to the east and keep heading east, to the same place you entered, to leave the gulch. Head east and go back to The Grove.
Tracking Down Toothpicks
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-tracking-down-toothpicks/

You’ve tracked down the first two Greenshields, The Twins and Paper Planes, you’ve reunited with your BFF, and now it’s time to find the final Greenshields’ member and bounty hunter, Toothpicks. Stock up on Spritelings and re-supply, for this adventure, is a long one. Prepare for the trek through the Sunken Grotto before discovering the craggy Crystalfall Coast.


Tracking Down Toothpicks
Supplies needed: 10 Spritelings, 5 Emberlings, 5 Twiglings, 1 Kettle Bomb (Optional)
Head back to the entrance of Rattlebrook Gulch, but do not enter. Instead, use Wake to pull down the teetering log, walk across it and switch to Kirby. Use Kirby to clear the corruption and toss the Spritelings at both piles of sticks to build the bridge. Fight or flee from the Gumblops and clear the heavy debris with either Wake or Kirby. Walk forward to enter the Sunken Grotto.

SUNKEN GROTTO
Head south and use Kirby to clear the corruption. Follow the path until you come across a campsite. Grab the page and clear the Spriteling Well to set up camp. It is recommended that you sleep to reset the day for the next part.

Head south from the campsite and defeat the Knightcap and Gloomcap. Use the Twiglings to clear the poison mushrooms in front of the hollow log and have Kirby squeeze through it. Step on the pressure plate and stay there. Switch to Wake and throw down 10 of the Spritelings to Kirby. Clear the Gloomcaps and head south. Defeat the Lotblop and then the three Lilblops. Use the Spritelings on the pile of sticks next to the two mounds of seaweed. Head up the ramp and clear the corruption, then hop down and head to the halfway-completed Spriteling Bridge. Head to the now corruption-free patch of land with, at least, 10 Spritelings. Toss the Spritelings across the way at the pillar to have them move it. Switch back to wake.

As Wake, head east across the new path created from the moved pillar and toss five Spritelings onto the pressure plate to the south. Then have Wake walk south and stand as close as possible to the pressure plate on top of the rocky pillar and toss five more Spritelings up onto the other pressure plate. Switch to Kirby and go through the hollow log southeast from where you tossed your Spritelings. Collect your Spritelings near the pillar and toss them back to the other side of the river then go back through the hollow log. Switch back to Wake and remove the Spritelings from the southern plate and head further south to find the second pile of sticks. Use the Spritelings to complete the bridge. Head down the ramp towards the bridge.

Go east, walking to the edge of the map to uncover a hidden area with a chest.

Switch to Kirby and walk across the Spriteling-built bridge. Head north past the gate and vacuum the Spritelings off the pressure plate.
Head north and use five Spritelings on the pressure plate to open the northern gate. Use Kirby to clear the corruption and put five Spritelings on the pressure plate where the corruption was. Head back south and collect the five Spritelings off the pressure plate on the southern side of the gate. Walk north and step on the pressure plate next to the signpost. Take the eastern path back to the camp and sleep to reset the day.

Grab 20 Spritelings, at least 10 of them being Twiglings, and head west from the campsite. Using the Twiglings, defeat the Crud Croaker to open the western gate. Head through the gate and use Kirby to squeeze through the hollow log then switch to Wake. As Wake, walk west to the gate and throw 10 Spritelings on the pressure plate to the North. Switch to Kirby and pull the Spritelings towards you. Put five Spritelings on the pressure plate to the west and put five back on the pressure plate north of Wake to open the gate in front of him. Gather the Spritelings and toss them down to Wake. Then go into the northern-most hollow log and reunite with Wake.

Head north and defeat the Lotblop and then the three Lilblops. Head further north until you see the windmill head across the water. Toss four Spritelings at the windmill head and, after the windmill is repaired, use Wake to activate the windmill. Leave the Spritelings on the other side and toss one more over the water to have a total of five Twiglings near the windmill. Then head back to where you reunited with Wake and have Kirby go through the hollow log again. Have Kirby collect the five Spritelings near the windmill and head north. Toss the Spritelings up on the ledge to clear the crumbling wall and squeeze through the hollow log. Once the wall is gone, clear the corruption, toss your Spritelings down, and squeeze back through the log. Head northwest and use five Twiglings on the green flower to make a Lilypad bridge. Cross the Lilypad bridge to reunite with Wake and cross back again, then head northeast. Defeat the Gloomcaps and Knightcap and head southeast to the wooden ramp. Use 10 Spritelings on the ramp to lower it. (Optional: While the Spritelings are lowering the ramp, toss a Kettle Bomb at the cracked boulder and then a Spriteling at the bomb to activate it.) Head down the wooden ramp and continue east back to the campsite to reset for the day.

Stock up with 20 Spritelings, at least five of them being Emberlings and 10 of them being Twiglings, and head back up the wooden ramp. (Optional: go north to a chest blocked by brambles. Clear the brambles and open the chest.) Head east and either fight or flee from the Crud Croaker and use your Spritelings to tear down the crumbling wall. Head east and fight or flee from the Lotblops and remove the corruption with Kirby. Head back past the Lotblops and go north.

Use Kirby on the Warden Statue and as she is using her lantern, switch to Wake then head through the western-most gate. Use Wake on the eastern windmill and while using the Gustbuster on it, switch back to Kirby. Have Kirby walk to the western-most plate and stand on it. Switch back to Wake and throw five Spritelings on each pressure plate to the east. Now that the gate is open, have Wake walk through it and step on the north plate to permanently open the gates. Gather Kirby and your Spritelings and head north until you see some Knightcaps and Gloomcaps.

Toss some of your Spritelings at the glowing rock with tentacles coming out of it, called the Buff Puff fungi, to have them destroy it. Toss some more to help defend the Spritelings from the Knightcaps and Gloomcaps that approach. Then quickly gather your Spritelings and defeat the nearby Knightcaps while they are stunned. Finish off the Knightcaps and Gloomcaps. This will open the gate to the west. Head through the gate to the west and keep walking until you enter the Crystalfall Coast.

Head east to a roadblock that is barely visible and use the Spritelings destroy it. Head through the path and keep heading east until you come across and a Bushback in amber. At this point, you won’t have enough Spritelings to carry it, but clear the brambles and mark it on the map for now. Head further east to the wooden ramp and use 10 Spritelings to move the ramp. Then head back west to the Sunken Grotto.

CRYSTALFALL COAST
Head west until you get to the warp pad. (Optional: Use the Emberlings to clear away the brambles in front of the hollow log northwest of the warp pad. Have Kirby squeeze through, open the chest, then squeeze back through the hollow log.) Head northwest and defeat the Bloopcap, then clear the piles of seaweed, then walk north to find Toothpicks. Head southeast, back to the warp pad, and warp to The Grove. Sleep in The Grove. (This is important, as it is needed to complete the task of finding all of the members)
Part Three: Find The Greenshields’ Lost Artifacts
There are three artifacts, each located in a shrine. These shrines are in three separate locations: Crystalfall Coast, Frostfields, and Wispwagon. To access the Wispwagon shrine, you must first add Shiverlings or Barblings to your herd. It is recommended that you clear both the Crystalfall Coast Shrine and the Frostfields Shrine before heading to Wispwagon, but it is not required.

To add Barblings to your herd, go to the Crystalfall Coast.

To add Shiverlings to your herd, go to the Frostfields.
Crystalfall Coast: Setting up Camp
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-crystalfall-coast-camp/

Increase your herd to a sizeable 35 Spritelings then head to the craggy beach of Crystalfall Coast to discover a new, prickly Spriteling: Barblings. These Spritelings help you destroy crystals, weigh down netted barrels, and increase your max DPS when thrown at enemies. Expand your herd variety as well as meet a new friend, Cath, the Dracoon.

Setting up Camp
Supplies Needed: 35 Spritelings

Warp to Crystalfall Coast and head north of the warp pad to the boulder requiring 35 Spritelings. Toss your Spritelings at the boulder to remove it. Head north and clear the Spriteling well to set up the campsite. Head north from the campsite to a crumbling wall and use the Spritelings to remove it. Walk north to speak with Cath and toss your Spritelings onto the pile of sticks just left of Cath. Head south to the campsite and just east of the campsite is a bubbling geyser. Toss the Spritelings into it to reach the pile of sticks above. Cross the bridge and hop down.

Head west, following the coastline north, until you find a chest.

Head northwest and use Wake to remove the sea urchins from the barrel and head up the ramps, just before the opening of the shrine. Walk west to the hollow log and use Kirby to squeeze through and remove the corruption to the southwest. Have Kirby squeeze back through the log and head southwest to the end of the platform. From there, you can pull the Barblings towards you. Head east back to camp and destroy some Pip Squashes with your Barblings, then go to sleep.
Crystalfall Coast: Oyster Piles 1-4
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-golden-oyster-piles-1-4/

To gain access to the shrine, Wake and Kirby must help Cath expel a cursed object from his body. Cath’s solution? Pungent, golden oysters. Get to know the Crystalfall Coast better, make use of tonics, and defeat new enemies.

Crystalfall Coast: Oyster Piles 1-4
PILES ONE AND TWO
Supplies Needed: 20 Spritelings, at least 5 Barblings.

Hatch some Barbling Pips so you have around 7 Barblings. Grab some of each Emberling and Twigling so you have around 25-30 Spritelings total. Head back west and defeat the northern Gumblop (remember, you now have access to Barblings, which do extra damage when tossed at an enemy!). Head up the first ramp and head west, about where you first acquired the Barblings. Break the crystals by tossing the Barblings at them to break them. Then toss 10 Spritelings, saving at least 5 Barblings, at the pile of oysters. Head to the eastern side and use the Barblings to break the crystals and head down the ramp. Use the five Barblings on the netted barrel to weigh it down. Remove the Barblings from the barrel use them to grab the now-exposed pile of oysters. Follow the Spritelings back to Cath.

PILE THREE
Supplies Needed: 10 Spritelings, 5 Barblings
Head Southwest past the camp and use the Barblings to break the large crystals. Walk past the newly-opened path and clear all the crystals in the north. With the bubbling geyser now accessible, toss 10 Spritelings into it to get the third pile of Golden Oysters. Follow your Spritelings back to Cath, then head to the campsite to the south and sleep.

PILE FOUR
Supplies Needed: 30-35 Spritelings, Sturdy Tonic (Recommended), Power Tonic (Recommended)

Grab some of each Spriteling so you have around 25-30 Spritelings, 6 or more being Barblings. Head east and use five Barblings to weigh down the barrel, opening the gate to the east. Remove the Barblings from the barrel and head east through the gate. Defeat the Bloopcaps and destroy the boulder to the north to expose a hollow log. Have Kirby squeeze through the log and have her head southeast so she is just east of the barrel. Switch to Wake and have him walk east. Clear the poison mushrooms with Twiglings and walk forward SLOWLY. There is a barrel of toxic material in the middle of the path that is a Spoilback in disguise. Defeat the Spoilback and head up the ramp just ahead of the Spoilback. Have wake toss at least five Barblings on the barrel and then have him walk west to the windmill. Have Wake use the Gustbuster on the Windmill and switch to Kirby while he is using it. As Kirby, remove the Barblings from the barrel and head northeast. Toss the Barblings at the crystal wall to gain access to the cat. Free the cat, head back to the barrel, toss the Barblings down, then head back west to the hollow log and squeeze through. Head back west to camp and go to sleep.

Craft some Sturdy and Power tonics. Grab about 10-11 of each Spriteling and head east and, if you have not done so already, use five Barblings to weigh down the barrel, opening the gate to the east. Take the southern path, clearing the poison mushrooms with Twiglings, and walk forward SLOWLY. There is a barrel of toxic material in the middle of the path that is a Spoilback in disguise. Defeat the Spoilback and continue east. Stop when you see a large rock guardian (Groggthud). This is when you will want to splash your Spritelings with both a Sturdy and Power tonic. Toss your Spritelings, especially your Barblings at the Groggthud. If you have around 30 powered and invulnerable Spritelings, they will make quick work of the Groggthud.

If you were unable to craft some tonics, namely the sturdy tonic, don’t worry, you will still be able to defeat the Groggthud. Pay attention to its attack pattern. If it is about to throw a rock, pull your Spritelings back to you and run around until the rock lands, then toss the Spritelings back onto it. If it tries to hurl the Spritelings away or stomp on them, pull them back to you before the hit lands to minimize damage and casualties, then toss them back to inflict some damage.

Once the Groggthud is defeated, a gate will open up to the east with some golden oysters behind it. Toss 10 Spritelings at the pile and follow them back to Cath, then head back to camp and sleep.
Crystalfall Coast: Final Golden Oyster Piles & Shrine
https://celesteisobsessed.com/the-wild-at-heart-final-golden-oyster-piles-the-shrine/

Gather the final Golden Oyster piles and remove that pesky cursed item from Cath’s stomach for good, watch the water lines recede, and enter the Crystalfall Coast shrine.

Golden Oyster Piles 5, 6, and Shrine
PILE FIVE
Supplies Needed: 15-20 Spritelings
Grab some Spritelings, about 5 of each, and head south, past the warp pad. When you reach the Lotblops, destroy the crystals that are blocking the way to the leaf ladder. As Wake, use the Gustbuster, and, while using it, switch to Kirby to keep Wake in place, making sure the Spritelings stay with Wake. Head past the leaf ladder to The Crud and clear the path to get to the hollow log, located north in The Crud. Squeeze through the log and have Kirby stand on the pressure plate. Switch back to Wake and climb up the leaf ladder. Toss five of any Spritelings into the bubbling geyser. Quickly switch back to Kirby and pull the Spritelings to you with the lamp. Walk off the pressure plate and toss the five Spritelings onto it. Clear the corruption and head back to the pressure plate and toss the five Spritelings back into the bubbling geyser and quickly change to Wake to have him pull them back. Switch to Kirby and have her go through the log again and walk to the bottom of the leaf ladder. Switch back to Wake and have him toss 10 Spritelings onto the oysters. Head back to Cath, gather your Spritelings, and go to sleep.

While the Spritelings are delivering the oysters, walk past the Lotblops heading as far east as you can. In the upper northeast corner, just east of the small puddle, there is a secret path. Walk east to reveal it and open the chest.

PILE SIX
Supplies Needed: 10-20 Spritelings, 5 Barblings, 5 Twiglings
Grab some Spritelings, about 5 of each, and head south, past the warp pad. When you reach the Lotblops, destroy the crystals that are southwest. It is recommended that you kill the Lotblop closest to this area to avoid the interruption of Spritelings carrying the Oysters. Defeat the two Bloopcaps and walk west, then southwest, until you come across a chest. STOP! This is another Lootback. Defeat the Lootback and open the chest.

Walk southeast and take the path into The Undergrowth. Walk east to grab the page (page #2). Use your Barblings to clear the crystals in the east. Go north and have your Twiglings clear the poison mushrooms. Walk east to the campsite. Toss some Twiglings up on the eastern ledge above the hollow log. Have Kirby Squeeze through the log and collect the Twiglings. Head south and clear the poison mushrooms with the Twiglings. Continue south and climb down the leaf ladder.

Just to the left of the lantern is another hollow log. Squeeze through and kick the box to break Unikitty free. Walk back and toss your Twiglings to Wake then hop down. Head west and back to the Crystalfall Coast.


Go northwest to the path blocked with brambles and use the Emberlings to clear the path. Toss five Barblings down in front of the crystal to break it. Use Wake on the eastern windmill and while using the Gustbuster, switch to Kirby and walk through the gate. Toss some Spritelings on the crate in the water. Leave the remaining Spritelings, if any, and have Kirby hop down.

Collect the five Barblings and toss them on the netted barrel then walk back to the hollow log to the east and squeeze through. Switch back to Wake and have him use the Gustbuster on the windmill to the north. While using the Gustbuster, switch to Kirby and have her pull the Spritelings towards her. Toss the Spritelings onto the next crate. Squeeze through the western log, back to the Barblings hanging on the barrel, and remove them. Head back to the log and toss the Barblings back to the other side that Wake is on, before squeezing through the log. Have Kirby squeeze through the eastern log now.

Once through the log, pull the Spritelings towards Kirby and toss them at the crumbling wall to gain access to the Warden Statue. Step on the pressure plate and have Kirby use the Warden’s Way lamp on the statue. Head down the eastern side and hop down. Reunite with Wake and gather all your Spritelings. Head down the ramp then head northeast and pass through the Warden Gate to get to the last pile of Oysters. Toss 10 Spritelings and follow them back to Cath. Speak with Cath and then go to sleep.

ENTER THE SHRINE
Supplies Needed: 10 Spritelings, 5 Barblings
Grab at least eight Spritelings and head back to Cath. Toss eight Spritelings at the Glitter Globe relic and while the Spritelings are carrying it to the warp pad, speak with Cath again. You can now buy some items from him. Meet the Spritelings at the warp pad.

Head back to the camp and grab at least 25 Spritelings, with at least five being Twiglings. Head east then north to the Bloopcaps. Defeat the Bloopcaps and walk north into the area that used to be covered in water. Head northeast and defeat the Spoilback. Clear the seaweed north of the Spoilback to reveal a green flower. Use the Twiglings on the flower to create a leaf ladder. Climb the leaf ladder to gain access to a chest. Climb down the ladder and head east of the Spoilback and use 25 Spritelings to carry the Skewered Mount.


Head northwest to the shrine that is now available. Upon entering, grab the page (page #13) next to the campfire. Head north towards the chest and use the Barblings to break the large crystal blocking the hollow log. Have Kirby squeeze through the log and remove the corruption behind the chest, then open the chest. If this was your first shrine, head back to the Crystalfall Coast warp pad and warp to the Central Deep Woods. Walk back to The Grove and remove the corruption from the warp pad to enable future use.
Frostfields: Setting Up Camp
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-frostfields-camp/

Kirby and Wake head north, to the Frostfields, to add a new type of Spriteling to the herd: Shiverlings. These Spritelings can resist frost and clone themselves. Set up camp at the base of peak Nevermelt, and search for wooden crates to fashion a make-shift bridge to the Frostfields’ shrine.

Setting up Camp
Warp to the Central Deep Woods and gather about 10 of each Spriteling. Head to the lift in the northwest part of the Central Deep Woods and take the lift to the Frostfields, where you found The Twins. Kirby will point out the Shiverlings. Pull them towards you, across the water, to have them join the herd. Use the Shiverlings to destroy the freezing bushes in the north to gain two more Shiverlings, increasing your total Shiverlings to five.

Head south to the Duplication Tree and toss all five Shiverlings through the hole in the tree to duplicate them. Switch to Kirby, leaving the Spritelings with Wake, and walk across The Crud. Pull the Shiverling Clones towards you and toss them on the pressure plate to open the gate. Have Wake and the Spritelings walk to Kirby and enter through the icy gate. Toss the Shiverlings on the freezing bushes that are blocking the hollow log to the north. Then toss the Shiverlings through the Duplication Tree just west of the hollow log and switch to Kirby. Squeeze through the log to get to the duplicated Shiverlings and toss them at the Bitterblop. Once the Bitterblop is defeated, use the cloned Shiverlings to clear the hollow log to the east of the freezing bush. Have Kirby squeeze through the eastern log.

Switch back to Wake and walk toward the Duplication Tree in the east. Toss at least five Shiverlings through the duplication tree and switch to Kirby. As Kirby, quickly toss the Shiverlings on the sparkly frozen platform to the east to form an ice bridge. Have Kirby backtrack through the two hollow logs to reunite with Wake. Walk north across the newly-formed ice bridge and then head east to the campsite. Unclog the Spriteling well to set up camp and clear the warp pad east of the camp with the Shiverlings. Go to sleep and reset for the day.
Frostfields: Eastern Wooden Crates
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-eastern-wooden-crates/

Scour the eastern section of the Frostfields for wooden crates, utilize your Shiverlings and Duplication Trees, and start building a path to the shrine.

Eastern Wooden Crates
EASTERN CRATE ONE
Supplies Needed: 15 Shiverlings, 5 Emerblings (Optional)
Grab at least five of each Spriteling and head southeast from the campsite to the bridge that requires Spritelings to build. Toss some Spritelings, at least one of them being a Shiverling, across the other side of the water and have Kirby squeeze through the hollow log. Have Kirby gather the Spritelings and toss at least one Shiverling at the freezing bush to remove it, then toss the Spritelings on the pile of sticks to build one side of the bridge. Toss the Spritelings back to Wake and head north to a Crud Croaker, then defeat it. Use the Twiglings to clear the large poison mushroom to expose a bubbling geyser. Toss eight Spritelings into the geyser so they float to the pile of sticks above. Follow your Spritelings across the bridge and reunite with Kirby.

Walk southeast back to where the first pile of sticks was and have Wake pull the teetering log down. Before you hop down from the platform, walk east and pull another teetering log down to gain access to a chest. Walk back on the platform and hop down. Fight the Frosty Faefly by tossing Spritelings at its head to stun it, then throw half of your Spritelings on top of it and half of them at the nest to destroy it. Destroying the nest causes the gate in the west to open. Toss your Shiverlings at the freezing bushes in the north and defeat the Frostbacks. Collect the page (page #11) and the chest at the top of the incline. Hop down and head northwest to the camp and sleep.

Walk back to where the Frosty Faefly nest was and then head east to the gate. Use Wake on the Windmill to lower the gate. Then walk north to the freezing, crumbling wall and use the Shiverlings to tear it down. Switch to Kirby and have her squeeze through the now-accessible hollow log. Switch to Wake and walk east to the Duplication Tree, either avoiding or defeating the Bitterblop, and toss Shiverlings into the Duplication Tree at least five times. Switch back to Kirby and have her toss the Shiverling Clones on the other side of the wall just north of the little Duplication tree so they are on the right side of the gate. Walk west and stand on the pressure plate to lower the gate and pull the duplicated Shiverlings towards you. Toss five of the duplicated Shiverlings onto the pressure plate and walk east through the gate. Walk around to the Warden Statue and use the lantern to open the warden gate just south of it. Switch back to Wake and reunite with Kirby (OPTIONAL: clear the brambles with Emberlings). Head northeast and defeat the Frosty Faefly and destroy the nest.

Destroy the Crumbling wall west of the northeastern Frosty Faefly nest. Proceed northwest and defeat the two Lotblops and the Lilblops. Before tossing your Spritelings onto the wooden crate, head west and clear the spikey roadblock. Then Have your Spritelings carry the Wooden Crate. Head back to camp and sleep.

EASTERN CRATE TWO
Supplies Needed: 5 Shiverlings, 20 Emberlings, 10 Barblings
Head east to the shrine path and clear any Frostbacks that may have spawned. Continue east to the cluster of Blister Roots. Exactly right of the Blister Root patch is a sparkling ice platform. Quickly toss five Shiverlings onto the platform to form an ice bridge. Walk across the bridge and toss 20 Emberlings onto the crate.

While the Emberlings are carrying the crate to the shrine, go east, past the eastern Frosty Faefly nest, and use your Barblings to destroy the crystal blocking the hollow log. As Wake, vacuum the windmill and switch to Kirby. Toss 10 of the Barblings on the netted barrel and squeeze through the hollow log. Switch back to Wake and use the Shiverlings on the freezing, crumbling wall above and head to the windmill to higher the barrel then switch to Kirby. Have Kirby pull the Barblings off the barrel and use them to break the crystals around the northern hollow log. Use the lantern on the Warden Statue and switch to Wake while using it. As Wake, toss Shiverlings into the Duplication Tree 10 times to create 10 Shiverling Clones. Switch back to Kirby and collect, then toss, the 10 Shiverling Clones at the Goosebump Casket to carry it. Squeeze through the hollow log and when the Goosebump Casket reaches your Barblings, have the 10 Barblings carry the Goosebump Casket instead. Squeeze through the hollow log again and, before reuniting with Wake and your Spritelings, head north, across The Crud. Continue walking, passing the Warden Statue, and you will find a cat. Kick the box to free the cat. Reunite with Wake and the Spritelings then head back to camp and sleep.

EASTERN CRATE THREE
Spritelings: 25 Spritelings, 5 Shiverlings
Head east, past the eastern-most Frosty Faefly nest, defeating any enemies you come across. Head up the ramp to the three Duplication Trees. Toss Shiverlings through each tree to create 18 Shiverling Clones. Have Kirby squeeze through the hollow log to the right of the eastern Duplication Tree and gather all the clones. Walk to the Buff Puff on the ledge and toss six Shiverling Clones onto the ledge to destroy the Buff Puff. When the two Knightcaps become dazed, toss half the Shiverling Clones onto one Knightcap and the other half on the second Knightcap (try to avoid combat with the Knightcaps still affected by the Buff Puff. If you happen to lose any Shiverling Clones, you can always switch back to Wake and have him create more clones). Head to the eastern Buff Puff and destroy with the same strategy as earlier. For the Northern-most Buff Puff, proceed with caution, for it is a Buffback. When all the enemies are defeated, the gate to the crate will open. Have Kirby squeeze back through the log to reunite with Wake and toss 30 Spritelings on the crate. Follow the Spritelings back to the shrine, then go back to camp and sleep.
Frostfields: Western Wooden Crates & Srhine
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-western-wooden-crates-and-shrine/

Round up the wooden crates in the western part of the Frostfields, completing the path to the Frostfields shrine. Clear some corruption inside and outside of the shrine and claim the artifact inside!

Western Wooden Crates and Shrine
WESTERN CRATE ONE
Supplies Needed: At least 25 Spritelings, 6 Shiverlings, Kettle Bomb (Optional)
Head northeast from the camp, past the warp pad, to a freezing, crumbling wall and destroy it with your Spritelings. Then have Kirby squeeze through the nearby log and have her walk east to the little Duplication Tree. Switch to Wake and have him throw Shiverlings into the Duplication Tree six times to create six Shiverling Clones. Switch to Kirby, and, now armed with Shiverlings Duplicates, walk west to clear the freezing bushes. Continue west to the western-most Duplication Tree and switch back to Wake.

Walk west to the area with the large warden wall and patrolling Gloomcaps. Go up the ramp to the Duplication Tree and have Wake throw Shiverlings into the Duplication Tree six times to create six more Shiverling Clones, giving Kirby a total of 12. Switch to Kirby and have her use the 12 Shiverling Clones to remove the boulder in front of the Warden Statue. Have Kirby activate the statue and, while she is using her lantern, switch to Wake. Walk back down the ramp and to the east where the Duplication Tree is behind the, now open, warden wall. Have Wake throw Shiverlings into the Duplication Tree six times to create six more Shiverling Clones, giving Kirby a total of 18.

Switch to Kirby and pick up the new batch of Shiverling Clones then head east to the pillar that is behind the gate. Switch to Wake and have him walk east and up the ramp that is to the right of the first Duplication Tree, keeping to the left. At the top is a windmill. Use Wake on the windmill to open the gate in front of Kirby. Switch to Kirby and have her use all 18 Shiverling Clones to move the pillar. Switch to Wake and have him walk across the pillar, heading west. Use the Spritelings to lower the wooden ramp then walk down it. (OPTIONAL: While the Spritelings are lowering the ramp, use a kettle bomb on the cracked boulder just north of where the wooden ramp originally was. There is a chest behind the boulder.)

Use the Gustbuster on the windmill to open the gate and toss 25 Spritelings near the large wooden crate to carry it. Follow the Spritelings, but try to stay in front of them. Before you are at the path that leads to the shrine, clear the two Frostbacks on either side to ensure uninterrupted movement of the crate. Once the crate has been placed and you have all your Spritelings again, head back to camp and sleep.

WESTERN CRATE TWO
Spritelings: 30 Spritelings, 5 Shiverlings, 5 Barblings
Head west of the camp to the two Gloomcaps guarding the large warden gate. Then head further West and defeat the Frosty Faefly and destroy its nest. Head northwest to the freezing, crumbling wall and have your Shiverlings destroy it.


Have Kirby squeeze through the hollow log near the freezing, crumbling wall and remove the corruption. Switch to Wake and have him toss five Shiverlings on the ice that is now corruption-free. Switch to Kirby and pull them towards you. Toss the Shiverlings onto the sparkling ice to create an ice bridge to the relic. Use 20 Spritelings to carry the relic back and follow them to ensure they aren’t interrupted.


Hop down and clear the freezing bushes and Frostbacks in the area. Use the lantern on the Warden Statue and climb up the leaf ladder. Vacuum the southern windmill to lower the gate. Toss 25 Spritelings, saving some Barblings, onto the crate to carry it. Follow them to the shrine then head back to camp to sleep.

Behind the crate that was just moved is a secret area containing a cat. Leave Wake next to the windmills and have him use the Gustbuster on the north windmill this time. Switch to Kirby and walk past the area that contained the crate. Walk north to remove the corruption then east and toss the Barblings at the box to free the cat. Open the chest and head back to camp.

ENTERING THE FROSTFEILDS SHRINE
Head to the shrine and clear away the corruption to enter. Upon entering, grab the page (page #12) next to the campfire and clear the corruption in front of the chest. Open the chest to get the Child’s Effigy.

Head to the western part of the shrine, clearing the corruption, if not already removed. There is a hollow log in the western-most corner. Have Kirby Squeeze through to find a chest.
Wispwagon: Setting up Camp
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-wispwagon-camp/

Toothpicks describes Wispwagon as Idyllic and it’s easy to see why. There is a large, furry shepherd, Aatto, Halfmoon Pond, and adorably celestial-themed Spritelings: Lunalings.

Setting up Camp
It is recommended that you clear both the Crystalfall Coast shrine and the Frostfields shrine before heading to Wispwagon, however, you can still make it to the camp and gather all the shrine pieces by only adding Barblings or Shiverlings to your herd.

USING SHIVERLINGS
Supplies: 1-10 Shiverlings, 5 Emberlings
With 1-10 Shiverlings warp to Wispwagon. The camp is northeast from the warp pad, so head south then east to go around the water, then north and up the ramp to the shrine. Keep heading north until you come to a gate and some freezing bushes. Use your Shiverlings to remove the freezing bushes that are in front of the hollow log. Have Kirby squeeze through and hop down. Step on the pressure plate to open the gate. Reunite with Wake and the Spritelings and walk north. Clear the Spriteling well and head northwest until you come across a large, blue animal with horns, Aatto. Speak with Aatto and then head back to camp. If you don’t have any Emberlings in your herd, then add five and head west. Use the Emberlings to clear the brambles. Toss Spritelings into the bubbling geyser to reach the pile of sticks above and use Spritelings on the pile of sticks to the south. Head back to camp and sleep.

USING BARBLINGS
Supplies: 1-10 Barblings, 5 Emberlings
With 1-10 Barblings warp to Wispwagon. If you have not been collecting Honeycomb, then destroy the beehive to the north and east and collect the Honeycomb. Head northwest from the warp pad, continuing past the place where you found Paper Planes, until you come to a crystal wall. Use the Barblings to break the crystals and walk east then speak with the large, horned animal, Aatto. After speaking with Aatto, head southwest until you come across the campfire and clogged Spriteling well. Clear the well and head south. Step on the pressure plate to open the gate. if you don’t have any Emberlings in your herd, then add five and head west. Use the Emberlings to clear the brambles. Toss Spritelings into the bubbling geyser to reach the pile of sticks above and use Spritelings on the pile of sticks to the south. Head back to camp and sleep.
Wispwagon: Aatto's Flute
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-aattos-flute/

Before you can repair the shrine, you must help the shepherd of the Lunalings, Aatto. Having been tricked by Deep Pockets, Aatto no longer has a flute to wake the Lunalings. Gather the materials Aatto needs to construct another flute, wake the Lunalings, add them to your herd, and utilize increased night strength and corruption immunity to repair the shrine.

Chisel, Wood, and Glue
LUSTERWOOD CORE
Supplies Needed: 18 Spritelings, 5 Emberlings
Head back to Aatto and use four Spritelings to carry the windmill head. Follow them to the windmill slightly northwest of the camp and wait for them to repair it. Have Wake use the Gustbuster on it and walk north through the gate. To the east is a Buffback. First, defeat the Buffback, then the Knightcaps. Hop down on the eastern side and toss eight Spritelings on the pile of sticks and DON’T HOP DOWN. Head east to the wooden ramp and have 10 Spritelings lower it. Walk down the wooden ramp and toss eight Spritelings onto the pile of sticks to complete the bridge. Head east from the newly-built Spriteling bridge to some brambles. Use the Emberlings to clear them. Head a little further east and use 10 Spritelings on the log in the middle of the clearing. Follow them back to Aatto, head back to camp, and sleep to reset the day.

MASTER’S CHISEL
Supplies Needed: 6-11 Spritelings
Head northwest and up the ramp to the Knightcap area. Defeat the Knightcaps, if they have respawned, then walk east to the edge of the platform. Toss five Spritelings onto the pillar and have Wake walk to the east a bit. Use the Gustbuster and switch to Kirby while he’s using it to keep Wake in place. Switch to Kirby, leave the Spritelings with Wake, and head down the platform. Walk east into The Crud then walk through it to the northwest where Wake and the Spritelings are. Have Kirby squeeze through the log, walk south to the edge, and pull the Spritelings towards you. Head west to the pressure plate and toss the Spritelings over the wall onto the pressure plate. Have Kirby reunite with Wake and use six Spritelings to carry the chisel. Follow them back to Aatto.

STICKY SUBSTANCE
Supplies Needed: 3 Honeycomb
The sticky substance that Aatto refers to is not an item that must be carried by Spritelings, but it must be crafted. To craft the sticky substance, you will need three Honeycombs. (If you do not have enough Honeycomb to craft it, then head to the warp pad. To the north and east of it are beehives.) Head to the crafting table and use three Honeycomb to create Craft Bumbee Honey. With the Craft Bumbee Honey in your bag (does not work if in storage) head back to Aatto and speak with him. Head back to camp and use the Lunalings on surrounding Pip Squashes. Sleep and reset for the day.
Wispwagon: Shrine Pieces 1-5
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-shrine-pieces-1-5/

Make use of all your Spriteling’s abilities and gear up for another fight against the Groggthud to gather the first set of shrine pieces.

Wispwagon: Shrine Pieces 1-5
PIECE ONE
Supplies Needed: 12-20 Emberlings
From the Wispwagon camp, grab your Emberlings and head east from the camp to the three Blazeblops. Defeat all the Blazeblops, then head east to the shrine piece and 12 Emberlings to carry it. Follow them to the shrine then head back to camp once they’ve placed the piece.

PIECES TWO AND THREE
Supplies Needed: 10-15 Spritelings, 5 Barblings/Shiverlings, 5 Lunalings, Kettle Bomb (Optional)
From the Wispwagon camp, head southwest, past the shrine, and clear the path of either crystals or freezing bushes. Head east and defeat the Faefly, then destroy the hive. Hop down from the ledge (if you chose to bring a Kettle Bomb, you can use it on the rock now) and head south, fighting or fleeing from the Toch Throats. Quickly run west and toss your Spritelings over the water and onto the Buff Puff. Defeat the Knightcaps. This will open the south gate and give access to the shrine piece. Have eight Spritelings carry the piece and follow their path to the warden statue. Have Kirby use her lantern on the Warden Statue to open the warden gate to the north.

Head south and toss five Lunalings onto the lunar stone to disable the corruption. Walk past them, heading southwest. Toss five Spritelings onto the pressure plate and use Kirby to remove the corruption. Then head up the leaf ladder and use Wake to activate the windmill. Go back down the ladder and head towards the shrine piece. When you are on the eastern side of the Lunalings, pull them back to you. Use 12 Spritelings to carry the piece back to the shrine. Head back to camp with your Spritelings and sleep.

PIECE FOUR
Supplies Needed: 8 Lunalings
Head northwest from the Wispwagon campsite to Aatto. Use the Lunalings on the lunar stone and walk northeast. Toss three Lunalings onto the platform to carry the piece. Hop down and pull the Lunalings back to you.

While the Lunalings are carrying the piece, head northwest to grab the page (page #7) behind Aatto.

PIECE FIVE
Supplies Needed: Sturdy and Power Tonics, 30 Spritelings, 5 Lunalings, Kettle Bomb (Optional)
Grab or craft your tonics and head northeast from the camp. Head up the wooden ramp to the warden’s gate. Toss 5 Lunalings down on the left side, taking care not to drop them in The Crud. Have Wake use the Gustbuster and switch to Kirby mid-use to keep him in place. Head down to The Crud.

Walk to the section of The Crud on the left side of the ramp and walk north to use a kettle bomb on the cracked boulder. Enter the cave to find a chest.

Walk northeast to the area you tossed the Lunalings to and use the Lunalings on the lunar stone. Use the lantern on the Warden’s Statue, reunite with Wake, and pull the Lunalings back to you. Head north, following the path. When you reach the top of the ramp there will be a Groggthud. Splash your power and sturdy tonics onto your Spritelings and toss your empowered Spritelings at the Groggthud. Defeating the Groggthud opens the gate to the north. Use six Spritelings to carry the piece.
Wispwagon: Shrine Pieces 6-8 & Shrine
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-shrine-pieces-6-8-shrine/

Use the Lunaling’s abilities to the fullest and move massive boulders aside to grab the final pieces of the shrine. Add to the Grove Trove along the way and enter the Wispwagon Shrine.

Shrine Pieces 6-8 & Shrine
PIECE SIX
Supplies Needed: 15 Spritelings, 5 Lunalings
Head southwest from the Wispwagon camp and down the wooden ramp to the place you started following paper airplanes. Squeeze through the hollow log and have Kirby use her light on the corruption to the east. Toss five Lunalings at the piece in the west and simultaneously use 15 Spritelings to carry the Stinky Shack.

PIECE SEVEN
Supplies Needed: 5 Lunalings, 5-10 Emberlings, 5 Barblings (Optional)
From the campsite, head west, over the Spriteling-built bridge, then go south where the Torch Throats are. Defeat the Torch Throats and grab the chest to the north that is now accessible. Head south and use the Lunalings on the lunar stone then walk south to the piece. Clear the brambles with the Emberlings and have the Emberlings carry the piece back to the shrine.

Use your Barblings to break the crystal over the bubbling geyser and the crystals blocking the hollow log. Have Kirby squeeze through the hollow log then toss some Spritelings into the bubbling geyser. Pull the Spritelings towards you then toss them at the cat to free it. Toss the Spriteling down to Wake and squeeze through the log again.

PIECE EIGHT
Supplies Needed: 10-25 Spritelings, 24 Lunalings, Meals (Recommended), Night Lights (Recommended), Flares (optional)
Go northwest from the camp, cross the Spriteling-built bridge, and continue west to the area where you found the Lusterwood core. Wait until nightfall and toss your 24 Lunalings onto the stone that requires 70 Spritelings to move. Because of the Lunaling's night strength, they will be able to easily move it. Run forward to the 12 pressure plates and leave your Spritelings near the pressure plates in the light. Head up the hill, and halfway, place a Night Light. Continue up the hill to the stones and look at which stones are glowing. Place another Night Light in the middle of the stones. The stones mimic the same layout as the pressure plates, so note which stones are lit up and match the pattern on the pressure plates. (You can use Wake and Kirby to stand on some pressure plates too if you don’t have enough Spritelings.)

Before heading down the ramp back to the pressure plates, walk to the southwest and grab the page (page #14). Then head west, past the ramp, to the top of the waterfall. There is a hidden area with a chest.

Use the Lunalings to carry the piece. Use Flares to create a path to the shrine, utilize the lunar stones for light, or simply wait until morning to journey back to the shrine safely.

ENTERING THE SHRINE
Supplies Needed: 5-10 Emberlings
Clear the Blister roots and grab the page (page #15) to the northeast. Clear the Corruption and open the chest.
Part Four: The Never
https://celesteisobsessed.com/the-wild-at-heart-walkthrough-the-never/

In this final part of The Wild At Heart walkthrough, Wake and Kirby must face the dreaded Never. Upgrade your health, expand your herd, place the three artifacts in the Catafalque, and defeat The Never.

Gearing up for The Never
Before heading to the Catafalque, it is recommended that you upgrade Wake and Kirby’s health and expand your herd to max capacity. If you need Heartroot Resin, finding relics[celesteisobsessed.com] and cats[celesteisobsessed.com] will cause Scrap Heap and Litterbox to reward you with some. It is highly recommended you complete the Grove Trove[celesteisobsessed.com] to receive a very useful item from Scrap Heap.

When the Grove Trove is completed, Scrap Heap rewards you with Sprite-a-mins. This is a permanent upgrade to your Spriteling’s attack strength.

UPGRADE HEALTH
Supplies Needed: 10-20 Spritelings, 5 Twiglings, 5 Emberlings
To upgrade your health, you will need to find the water wheel if you have not already. Warp to the Central Deep Woods and head towards the northeast corner. When you come to the water, toss five Twiglings across the water onto the green flower in the north to create a Lilypad bridge across. Defeat the Gumblops and Bushbacks then use the Emberlings on the brambles. Defeat the Faefly by throwing Spritelings at its head to stun it and toss half your Spritelings at the Faefly and the other half at its hive. With the Faefly defeated and the nest destroyed, the gate in front of the water wheel will open. Use your Spritelings to carry the wheel back.

EXPAND HERD
Supplies Needed: 15 Spritelings, 5 Twiglings
Warp to the Central Deep Woods and head east, clearing the poison mushrooms if needed, to the area with poison mushrooms and Gumblops. Fight or flee from the Gumblops, heading southwest to an area with a pillar requiring 15 Spritelings, then move it. With the pillar out of the way, head slightly south to the Soul Shell and use 10 Spritelings to carry it.

Defeating The Never
Supplies Needed: 60 Spritelings, 3+ Sturdy Tonics, 3+ Power Tonics, 5+ Meals
Head to the Catafalque with 60 Spritelings, tonics, and meals. Walk north to the Green Witch’s tomb and wait for the cutscene to end. Walk north to the tomb and there will be a page on the ground (page #16). Grab it then descend. (NOTE: Kirby will mention something about not being able to go back. This refers to not being able to leave the boss fight once entered, NOT that you won’t be able to look around for collectibles and work on achievements after the game. You will still be able to load and play the game after defeating The Never.) Once inside, pick up the page (page #17) and continue north to start the cutscene.

ROUND ONE
There are clones of Deep Pockets to the east and west. Defeat the clones to make The Never vulnerable then toss your Spritelings at The Never to weaken it. Try not to throw too many at The Never, as you will lose most of the Spritelings you toss at it.

ROUND TWO
Boulders will now start falling from the ceiling and the enemies will be stronger. Keep moving to avoid being hit by the boulders and defeat three Deep Pocket Clones. Use your Spritelings on The Never to weaken it.

ROUND THREE
The enemies will be even harder and more abundant. Keep moving to avoid being hit by the boulders and defeat five Deep Pocket Clones. Use your Spritelings on The Never to finish it off.
Počet komentářů: 3
Banshee 5. kvě. 2022 v 17.50 
Note #8 is in Crystal Coast, from your camp > go east (use barblings to enter) > go north > (breakdown crytals to reveal a squeeze log) go in then use Wake to bring up some barblings on the eastern side to smash down crystalized note.
Celeste  [autor] 24. kvě. 2021 v 8.18 
heymynameismel, I have found all the pages in the game, but I am unsure which one is #8 exactly. I am going through a second time to mark where all the collectibles can be found. In my second play though, I have no found it yet. I will keep an eye out for that one in particular and let you know when and where I find it. In the mean time, try checking the western part of The Undergrowth that requires Barblings to smash down the crystals
heymynameismel 24. kvě. 2021 v 4.22 
Thank you for doing this! Any chance you know where note #8 is?