Islands in Two Crowns

* *Classic*
* *New Lands*
* ***Two Crowns****Two Crowns*
* Dead Lands
* Norse Lands

*This is about Kingdom Two Crowns.*
*For the alternative lands, see: Challenge Islands.*

**Islands** in the *Kingdom Two Crowns* are pieces of land surrounded by a river, a sea and a mountain, where Monarchs establish permanent bases to survive the Greed, generate an economy and destroy the cave in the mountain. Monarchs can move between these islands with the boat and will occasionally have to revisit the same islands a couple of times in order to reach their goal.

In order not to wreck the ship each time, it may be a good idea to clear the dock portal and build a lighthouse first, before leaving an island.

While Monarchs are away from an island, the buildings there start to decay. The longer they are away, the more gets destroyed or downgraded.

There are five islands in total, and only the first one is available upon starting the campaign. Repairing the boat and setting sail unlocks the next island in sequence (*see map*). Moving to a new island does not reset the overall day count nor the seasons cycle, but each island has its own local day count.

All islands have similar geography, but each successive island gets progressively larger and harder, affecting the number of towers, walls and farms that can exist in the Kingdom. On every island (except the first one) the Monarch can encounter gems to unlock new mounts, statues and hermits that can help them on their journey. The structures and developments in different islands can be tracked using the map in the pause screen.

## First island

 Merchant

The first island is the smallest and is generally easy to secure.

This is where the Ghost of a past monarch transmits the Kingdom's lore to the new Heir.

A vagrant camp and a merchant close to the town on the right, offering an easy way to get coins and recruits.

The central dock tends to be farther from the town centre than on most other islands. This is especially problematic when returning to the island without having built a lighthouse as Hermits who had boarded the boat may not find their way securely behind a barricade by the nightly wave and be stolen by greed.

The unlockables on this island are of vital importance for the Kingdom, but the Monarch must visit at least the second island for the required gems, as there are no gem chests on the first island.

There are no small portals on this island.

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## Second island

 Merchant
 Boat

The second island keeps the most basic and essential unlockable for the Kingdom's security: the stone technology.

This tech unlocks:

* higher tiers of the town center;
* stronger walls and towers;
* the siege workshop;
* and the pike vendor (in Europe) or the dojo (in Shogun).

This is also the first island where the Monarch can find gems.

There is only one small portal on each side of town.

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## Third island

 Merchant
 Boat

This is the first island where the Merchant won't be found.

The Monarch should be able though to arrive on this island with at least a couple of squires for early protection and make the local economy rely even more on hunting.

Of the island's unlockables, the Baker Hermit is recommended, especially for islands four and five. Also, the Builder Statue is one of the most efficient investments in the Kingdom's security.

There are two small portals on both sides of town.

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## Fourth island

 Merchant
 Boat

The fourth island keeps the late campaign technology, required for the final aggression towards the Greed: the iron technology.

This tech unlocks:

* even stronger walls;
* towers with roofs;
* the forge for swords;
* and the bomb, with which the cave on all islands can be destroyed.

The Lizard is also an important acquisition, especially for cooperative Monarchs.

There are three small portals on both sides of town.

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## Fifth island

 Merchant
 Boat

Despite its representation on the map seeming somewhat smaller than the fourth, the fifth island is the largest.

At least one of the two vagrant camps is located very far from the central castle, generally behind some portals. The Greed waves tend to be harder than on the other islands.

The island's unlockables include the coin-producing Unicorn, and the Statue of Knights, which was redesigned in Never Alone patch to make it more useful: upon activating the statue, knights are able to attack faster and carry more coins (and they no longer use a charge attack).

There are three small portals on both sides of town.

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## Speedrun

The current speedrun world records held on campaign islands on normal difficulty are as follows:

Note that as updates are released, and the balance changes are applied on the game, campaigns can become more or less lengthy, possibly influencing the newer records.
The most relevant changes are listed below.

## History

*This section is about the logs related to the islands in the medieval and japanese settings, along with the changes affecting all campaigns in general.* *For the changelog related to the Dead Lands only, see: Islands in Dead Lands § History.*

## References

1. ↑ Details for the runs, the full rank of players, and other speedrun categories at speedrun.com.
2. ↑ 2.0 2.1 As shared by users on Steam and Reddit (1 and 2).