Curse Crackers: For Whom the Belle Toils

Curse Crackers: For Whom the Belle Toils

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Collectable Locations
By Mr. Jackpots
Locations of various hidden items in the levels of the main game.
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README: Don't Give Up!
This guide exists for those that have given up, though.

While Curse Crackers has its main story, arguably the real game starts when that ends. I would highly highly highly recommend you keep searching yourself before consulting here, only because you'll be missing out on the fun. If you want a general idea of where to look, CriminalPancake's guide is what you want to use.

However, at the same time, I get that you've possibly retreaded the same level thirty times and still don't have a clue where that last item is, and the frustration is growing. Before consulting each world section in this guide, perhaps take the following and go back to the game and see if you can find what you missed:

  • The bathhouse stores all the information of what you're missing in levels*. Consult that so you at least know where to begin looking
  • By and large, the environment is your biggest asset in determining where a secret could be!
  • If you haven't completed the main game yet, you should do that first. Don't try to start chipping away at things before then
  • Complete all of the sidequests. There's a few items you gain from that which can really help start checking things off (this was what helped me the most)
  • Be sure to check all the locations on the world map. Yes, even there, that place that didn't look interactable

* Except the newly added secrets in the Re-Dawn update

Environment Examples:

  • Enemies forming a path somewhere
  • If you can see an area that has stuff, you can definitely get there one way or another on the same screen
  • Projectiles seemingly going longer than they should
  • Platforms in areas that don't make sense for them
  • Just because something is off screen doesn't mean it isn't fair game
Versioning
4/21:

- Added Hollow entrance locations
- Added ticket locations and clues
- Added missing book to 3-4

The next step will be documenting the Hollow worlds like the main ones.
Carnival (World 1)
1-1

Chest:


Blade:



Book:

To get to the book, you'll need to leverage an item that'll take you high up

1-2

Chest:


Blade:


Book:

You'll need something to get you high up to the door

1-3
Chest:


Blade:


Book:

You'll likely need something to get high enough to the book under this platform

1-4
Chest:


Blade:


Trapped:


Fragment:


1-5
Chest:


Blade:

You'll need something that'll let you down there

Book:


Soul:

Ruins (World 2)
2-1

Chest:


Blade:


Book:

This is within the Blade's challenge room. No, I didn't like finding this one either

Soul:


2-2

Chest:


Blade:

You'll need something that'll help you down there to the left

Fragment:

You'll need something that'll help you down there to the left

2-3

Chest:


Blade:


Book:


2-4

Chest:


Blade:


Trapped:



2-5

Chest:


Blade:


Book:
Swamp (World 3)
3-1

Chest:


Blade:


Book:


Fragment:


3-2

Chest:


Blade:


Book:


3-3

Chest:


Blade:


3-4

Chest:


Blade:


Book:


Trapped:


Soul:


3-5

Chest:


Blade:


Book:

Library (World 4)
4-1

Chest:


Blade:


Soul:


4-2

Chest:


Blade:


Soul:


4-3

Chest:


Blade:


Soul:


4-4

Chest:


Blade:


Book:


Trapped:


Soul:


4-5

Chest:


Blade:


Fragment:


Trapped:
Did you really forget who is here?
Final (World 5)
(named to avoid immediate spoilers)

5-1

Chest:


Blade:


5-2

Chest:


Blade:


5-3

Chest:


Blade:


5-4

Chest:


Blade:


5-5

Chest:


Blade:
Hollow Entrances
1-1



2-2



3-2

Tickets
If you have not completed the main game and sidequests, you should come back to this section later. Items from sidequests will be needed to get tickets.

As part of the Re-Dawn update, some sidequest items received updated moves. Keep that in mind when trying to get tickets.

Tickets currently do not have a method to determine which ones you're missing, you can only get a total count. If you haven't already, you should have been keeping a text document of which ones you have. You receive a ticket talking to the character that initiates this quest.

Overworld:



To get this ticket, you must read the ancient text that is ruins that are in the middle of the screen. The text is transcribed here:

To reach your goal you must walk her path,
the path of Radis the demon
Look to the sky and follow the sun,
where the sun finds rest your journey begins
Steel your spirit and know you place,
despite it and the world that put you there so that you can rise above
With coming demon comes rising sun.
Are you looking forward to the dawn? The sun will rise again
Ascend above the temptations to turn back and forge ahead.
Let no doubt hold you nor the dreams misguide you. Sometimes one cannot be right in a world such as this.
Reveal your refutations and step again as your last. Only then can you rise.


Clue 1:
You're on a screen that loops infinitely in North, West, and East directions. The text in the ruins appears to have some sort of references to directions embedded.

Clue 2:
The following bolded lines hold the key:
To reach your goal you must walk her path,
the path of Radis the demon
Look to the sky and follow the sun,
where the sun finds rest your journey begins
Steel your spirit and know you place,
despite it and the world that put you there so that you can rise above
With coming demon comes rising sun.
Are you looking forward to the dawn? The sun will rise again
Ascend above the temptations to turn back and forge ahead.
Let no doubt hold you nor the dreams misguide you. Sometimes one cannot be right in a world such as this.
Reveal your refutations and step again as your last. Only then can you rise.


Solution:


West: where the sun finds rest your journey begins
North: despite it and the world that put you there so that you can rise above
East: With coming demon comes rising sun.
East: Are you looking forward to the dawn? The sun will rise again
North: Ascend above the temptations to turn back and forge ahead.
West: Let no doubt hold you nor the dreams misguide you. Sometimes one cannot be right in a world such as this.
West, North: Reveal your refutations and step again as your last. Only then can you rise.


Tower:



1-2 1:


Clue 1:
This ticket leads to a challenge room to unlock the door, picking up a key and bringing it back to the door. The mask allows Belle to open her heart, so that may be your best option here

Alternate Solution:
Alternatively, doesn't someone just sell keys?

1-2 2:



Clue 1:
This door is complaining that things are loud. Don't you have a way to make things quieter?

Solution:
Turn the OST and SFX volume options in the settings, and talk to the door again.

1-3:



1-4:



This is a challenge room. An item in your travels should allow you to charge forward without regard for your own safety

2-4



Clue 1:
The door complains that you cannot cast magic, and you won't be able to cast the spell to break the seal. Is there a place where you could cast magic?

Clue 1.1:
The music in this room is different than anywhere else, maybe it's important

Clue 2:
Cheat codes are kinda like magic, right?

Clue 3:
You'll need to input something in the cactus room

Solution:
If you never even knew this game had cheatcodes, I would understand. I didn't even know the purpose of the cactus room until I ventured into the Discord server for this game.

Go to the cactus next to Oathbind and input the direction the music tones were coming in, based on the first tone coming in on the left speaker. The order is Left -> Right -> Down -> Up, which corresponds to L R D U/V, which in the alphabet in-game is:



Please do your best to ignore the kerning.

The alphabet in this game is a direct replacement for ABC, and can be determined coordinating the ancient texts pre and post translation.


3-2:



A transcription of the text from the door:

"Between the mind and the face lies a symbol of misfortune, though the people of this world find it unfamiliar. To see it is to know death. Bring it to me"


Clue 1:
Well, what's between your mind and face?

Clue 2:
It'd be a bit weird if someone just sells skulls.

Solution:
Bring the skull item from the shop on the overworld to this door.

3-4:



This is a challenge room. An item you've obtained may help you travel the long distances needed.

3-5:



A transcription of the dialog:

"You aren't my type"
"Excuse me?"
"Look, some people just aren't into the whole...clown thing"
"I'm not a clown!"
"Could'a fooled me"
"So can I come through?"
"Psh. No. I was told to only let the best girl through, which obviously isn't you"


Solution:
Switch to Bonnie via the scythe item and come back here to enter a challenge room.

4-2:



This is a challenge room. An item in your travels may give you that extra hop in your step to make it through.

4-5:



This is a transcription of the door's dialog:

"The hands that you hold, together will sing. In notes lothed by gold, a gathering you bring. Six baths with no water. A cake of the sky. Wounds healed from the plotter, so that you don't die.

If you bring these hands, not one more or one less, the challenge disbands, and my doors will egress."


Clue 1:
A "note" can be another word for money

Clue 2:
Are the things being talked about here stuff you can buy, or visit for a cost?

Clue 3:
"Not one more, not one less," oof, it's gotta be exact

Solution:

The door is asking for you to bring an exact amount of coins to it. In this case, the cost of going to the bath house six times, a sky cake, and a bandage.

(6 * 100) + 50 + 80 = 730 coins