Skip to content

Secrets and unlocks (draft)

This page tracks hidden unlock conditions and Easter eggs (Secret Path, secret weapons, etc.) so we can wire save editing and runtime validation around concrete logic instead of rumor or string hints alone.

Current status

  • We have a cluster of secret-hint strings and a single code path that prints them.
  • We have not yet mapped the actual unlock logic or any persistent flags.
  • No save-file fields are confirmed to drive these secrets.

Evidence: secret-hint string cluster

Source: analysis/ghidra/raw/crimsonland.exe_strings.txt and the startup log path in analysis/ghidra/raw/crimsonland.exe_decompiled.c (inside crimsonland_main).

Strings (static addresses)

  • 0x00472e88 — "credits" (menu/label text; not referenced in decompiled code yet).
  • 0x00472e90 — "Secret" (menu/label text; not referenced in decompiled code yet).
  • 0x00473a8c — "Brave little haxx0r aren't you?"
  • 0x00473b14:D line about "Wonder what he's up to now..."
  • 0x00473b38 — "This is all about fixing city walls with Magic Paint. To stop sinking, you know?"
  • 0x00473b8c — Secret Path hint: click each credits line containing letter o to start it.
  • 0x00473c3c — "Inside AlienZooKeeper..." + "CyanYellowRedYellow" + orthogonal projection hint.
  • 0x00473ce8 — "Do remember you're probably seeing something that not really meant to see!"
  • 0x00473d50 — "I'll tell you a little secret; there are few secret weapons hidden inside the game!"
  • 0x00473e34%ReDistrBuildXX% (build tag string)

Verified code path (startup console output)

The decompiled crimsonland_main (0x0042c450) prints the secret-hint cluster via console_printf in a guarded block right after grim_load_interface() succeeds and before the usual config load/flow. The decompiler shows the guard as:

  • if (grim_interface_ptr == grim_interface_ptr + 1) { ... print secret hints ... }

This condition is nonsensical as written (always false), so treat it as a decompiler artifact or an intentional debug/anti-tamper check that needs disassembly confirmation.

Implication: right now, the only verified logic around the hints is “print the hint block if the guard condition passes.” The actual gameplay unlock logic (Secret Path, secret weapons, etc.) is still unmapped.

Credits screen code (verified)

The credits screen logic is separate from the startup hint block. We can identify the credits update loop and its line builder in the .text section and verify that it renders the credits / Secret labels and consumes the credits line table.

  • credits_screen_update (0x0040d800): update/render loop for the credits screen. It draws the credits label (0x00472e88) and sets the Secret label pointer (0x00472e90). It calls credits_build_lines on first entry to populate the table, then loops over visible lines and handles clicks (including SFX feedback).
  • credits_build_lines (0x0040d090): populates the credits line table with headings, names, and trailing hint lines (including “Click the ones with the round on...”).
  • credits_line_set (0x0040d000): stores a single line + flags in the credits line table.

These functions provide a concrete anchor for the credits click puzzle logic, but we still have not located any code that branches into the Secret Path or unlocks secret weapons based on the click pattern. That logic remains to be found.

Preconditions and logic (what we do / do not know)

Secret Path (credits click puzzle)

  • Hinted precondition (string): click every credits line containing letter o and avoid clicking other lines; this should start “The Secret Path.”
  • Verified code: credits UI click handling lives in credits_screen_update (0x0040d800).
  • Static logic (clicks): the click handler checks for lowercase 'o' (0x6f) in the line text. If present it sets flag 0x4 (clicked) and plays the bonus sfx; if absent it calls credits_line_clear_flag, which walks backward to clear the most recently flagged line. This is the explicit misclick penalty.
  • Static logic (unlock scan): after the per-line loop, credits_screen_update scans the entire credits line table; if any line containing 'o' is missing flag 0x4, it skips the rest of the function, bypassing the Secret button update.
  • Secret Button Gating: The ui_button_update call for the Secret button is located after the unlock scan. Thus, the button is effectively hidden (not updated/interactive) until ALL 'o' lines are flagged. This resolves the gating question: the code path to the button is physically unreachable until the puzzle is solved.
  • Runtime capture (2026-01-19): when the last required line is flagged, the unlock flag DAT_004811c4 is set and the secret lines are injected into the credits line table at base index DAT_004811bc = 0x54. The injected lines (all flags 0x4) are:
  • "Inside Dead Let Mighty Blood"
  • "Do Firepower See Mark Of"
  • "The Sacrifice Old Center"
  • "Yourself Ground First For"
  • "Triangle Cube Last Not Flee"
  • "0001001110000010101110011"
  • "0101001011100010010101100"
  • "011111001000111"
  • "(4 bits for index) <- OOOPS I meant FIVE!"
  • "(4 bits for index)" This confirms the secret-line injection is gated by the credits line scan.
  • Secret button transition (static): the Secret button press sets game_state_pending = 0x1a, which maps to credits_secret_alien_zookeeper_update (AlienZooKeeper minigame). No other “Secret Path” branch is visible in the credits screen decompile.

Secret line decode (5-bit indices)

The hint line "(4 bits for index) <- OOOPS I meant FIVE!" indicates the binary strings are 5-bit indices into the ordered word list built from the five quoted lines:

  1. Inside
  2. Dead
  3. Let
  4. Mighty
  5. Blood
  6. Do
  7. Firepower
  8. See
  9. Mark
  10. Of
  11. The
  12. Sacrifice
  13. Old
  14. Center
  15. Yourself
  16. Ground
  17. First
  18. For
  19. Triangle
  20. Cube
  21. Last
  22. Not
  23. Flee

Decode:

  • 0001001110000010101110011 -> 00010 01110 00001 01011 10011 -> 2, 14, 1, 11, 19 -> "Dead Center Inside The Triangle"
  • 0101001011100010010101100 -> 01010 01011 10001 00101 01100 -> 10, 11, 17, 5, 12 -> "Of The First Blood Sacrifice"
  • 011111001000111 -> 01111 10010 00111 -> 15, 18, 7 -> "Yourself For Firepower"

Final decoded message:

"Dead Center Inside The Triangle Of The First Blood Sacrifice Yourself For Firepower"

Secret weapons

  • Hinted precondition (string): there are “few secret weapons” hidden in the game.
  • Verified code: the hint string is printed in the startup secret block only. No weapon table flags or save fields mapped to secret unlocks yet.

AlienZooKeeper combination puzzle

  • Hinted precondition (string): “Inside AlienZooKeeper” there are combinations; example combo “CyanYellowRedYellow” + “orthogonal projection” hint.
  • Verified code (minigame): the AlienZooKeeper credits secret is a match-3 board implemented in credits_secret_alien_zookeeper_update (0x0040f4f0). The board is a 6x6 int grid at 0x004819ec (values 0..4, -1 empty, -3 clearing).
  • Match Logic: Swapping tiles calls credits_secret_match3_find (0x0040f400), which returns the first 3-in-a-row match it finds. The logic is standard match-3 (horizontal and vertical scans).
  • No Unlock Found: The update loop handles scoring, timer (adds 2000ms on match), and "Game Over". No code path was found that sets a global unlock flag (like weapon_table modification) or writes to the save file upon reaching a score or matching a specific pattern. The minigame appears to be self-contained.
  • Color mapping (render tint): Confirmed via credits_secret_alien_zookeeper_update draw calls:
  • 0 = (1.0, 0.5, 0.5) Red
  • 1 = (0.5, 0.5, 1.0) Blue
  • 2 = (1.0, 0.5, 1.0) Magenta
  • 3 = (0.5, 1.0, 1.0) Cyan
  • 4 = (1.0, 1.0, 0.5) Yellow This maps the hint CyanYellowRedYellow to values [3,4,0,4].
  • Unlock logic: The hint string remains the only link to any external secret. The minigame itself may just be the "something more" mentioned on screen, or the "Orthogonal projection" hint requires interpreting the pattern 3,4,0,4 outside the game code (e.g. as part of the riddle).

“Brave little haxx0r” / “not really meant to see”

  • Observed logic: these lines are printed alongside the hint block under the same guard condition in crimsonland_main. They likely indicate a debug/redistribution build or an anti-tamper path.
  • Verified code: only the startup print path; the guard condition needs disassembly confirmation.

Verified code per hint (current)

All of the hint strings in the cluster are printed from a single guarded block inside crimsonland_main (0x0042c450). We have not found any other decompiled references yet. Use this list as the definitive “verified code” map until further xrefs are available:

  • 0x00473a8c — printed in startup secret-hint block.
  • 0x00473b14 — printed in startup secret-hint block.
  • 0x00473b38 — printed in startup secret-hint block.
  • 0x00473b8c — printed in startup secret-hint block.
  • 0x00473c3c — printed in startup secret-hint block.
  • 0x00473ce8 — printed in startup secret-hint block.
  • 0x00473d50 — printed in startup secret-hint block.
  • 0x00473e34 — printed in startup secret-hint block.
  • 0x00472e88no decompiled Xrefs yet (menu label).
  • 0x00472e90no decompiled Xrefs yet (menu label).

Open questions

  • Resolved: The Secret Path transition is gated by credits_screen_update skipping the Secret button update until all 'o' lines are flagged.
  • Unresolved: What does "Dead Center Inside The Triangle Of The First Blood Sacrifice Yourself For Firepower" actually mean in gameplay terms?
  • Is "First Blood" a specific event/monster?
  • Is "Triangle" a formation or location? Lead: D3DPT_TRIANGLEFAN is used in the rendering code (Grim2D vtable 0xd8), possibly for circle fills. Could "Inside The Triangle" mean inside a specific rendered shape or a glitch?
  • Does "Sacrifice Yourself" require dying in a specific spot?
  • Are secret weapon unlocks stored in game.cfg, or derived from other state (weapon table flags, globals)?
  • Partial Answer: quest_database_init initializes the quest_unlock_weapon_id array with static values (e.g., quest_unlock_weapon_id = 2 for the shotgun). A "secret weapon" unlock would likely require writing to this array (DAT_00484754) or the weapon_table availability flags directly.
  • Is the startup secret-hint block tied to a “redistribution build” check or another sentinel?
  • Are any of these flags version-specific (v1.9.93 vs earlier)?