You've spent forty days building a powerhouse. Your walls are thick, your archers are deadeyes, and your mounts are well-fed. But there it is—that jagged, purple hole in the mountain that keeps spitting out Greed every single night. You know what needs to happen. To truly "win" an island in Kingdom Two Crowns, you have to take the fight to them. You need the Kingdom Two Crowns bomb. It's the only way to permanently seal a portal on the first four islands and the only way to destroy the lighthouse-stifling heart of the fifth.
But honestly? Most players mess this up the first time. They buy the bomb, lead the charge, and then watch in horror as their entire crown-wearing lineage ends in a spray of sparks and purple goop.
The bomb isn't just a weapon. It’s a logistical nightmare on wheels. If you don't understand the nuance of the "Forge," the squad mechanics, and the actual escape sequence, you're basically just delivering a gift-wrapped snack to the Greed.
Where the Hell is the Bomb?
You can't just craft a nuke on day one. To even see the option for a Kingdom Two Crowns bomb, you need to have reached the Iron Age. This means finding the Iron Mine on the fourth island and upgrading your castle to the final tier. Once your fortress looks like a proper medieval citadel, a new structure appears: the Forge.
It's a chunky, soot-covered building that sits inside your innermost walls.
The cost is steep. You’re looking at 18 coins just to start the construction of the bomb itself. But here's the kicker that trips people up—the bomb doesn't just sit in your inventory. It’s a physical object that spawns at the Forge and must be manually escorted across the entire map.
If your kingdom is wide and your walls are spread out, that's a long, slow walk.
The Escort Mission From Hell
When you pay for that bomb, two of your highest-level Knights (or Squires, depending on your upgrades) will drop everything to guard it. They’ll stand on either side of the bomb carriage. Three workers will then grab the handles and start pushing.
This is the moment of no return.
You’ve got to be smart about timing. If you start pushing that bomb toward the portal right before sunset, you’re asking for a Blood Moon-level disaster. The bomb moves at a crawl. It’s heavy. Your workers are slow. If a wave of Greed hits that caravan in the middle of a forest, your workers will bolt, your Knights will struggle, and you might lose the investment entirely.
Always, always start your push at the crack of dawn.
Wait for the morning chime. Check your borders. Make sure your squads are full of coins. A Knight without coins is just a guy in a fancy hat waiting to be robbed. I usually dump a full bag of gold into my Knights right before we pass the outer wall. It gives them the "health" they need to tank hits while the workers keep that bomb rolling toward the mountain.
Inside the Mountain: The Point of No Return
Once you reach the cliffside portal (the big one at the edge of the map), the bomb won't just go off. You have to pay another 5 coins to initiate the "siege" mode. Your troops will then enter the hole.
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This is where the game's atmosphere shifts.
The music gets weird. The screen gets dark. You’re inside the Greed lair. It’s a long, straight hallway filled with fleshy mounds and spawners. You aren't just there to drop the bomb and leave; you have to protect it while it travels to the very back of the cavern.
The Interior Strategy
- Don't Rush: Let your archers thin out the little Greedlings that pop out of the floor.
- The Hive Pillars: You’ll encounter several fleshy pillars that act as mini-portals. Your troops will stop to shoot them. Let them. If you try to force the bomb past an active pillar, you'll get swarmed from behind.
- The Heart: Eventually, you’ll hit the end. It’s a massive, pulsing heart. This is the "boss."
Once the bomb reaches the heart, you have to pay a final fee—usually 5 coins—to light the fuse.
Run. Seriously. The second that fuse is lit, stop looking at the heart. Turn your mount around and bolt for the exit. If you have a mount with high stamina, like the Griffin or the Great Stag, use it. If you’re on the heavy, slow Lizard, make sure you’ve saved some breath. Your troops? They aren't coming with you. They’re staying behind to "ensure" the explosion. It's a suicide mission for them. If you don't make it out of the portal before it collapses, it’s Game Over. No ghost, no retry, just a lost crown.
The Different "Bomb" Rules for Settings
Kingdom Two Crowns isn't just one game anymore. The Kingdom Two Crowns bomb behaves slightly differently depending on which "setting" or DLC you're playing.
In the Shogun setting, the mechanics are identical, but the aesthetic is different. Your "Knights" are Samurai, and the Forge looks like a traditional Japanese ironworks. The stakes feel the same, but the visual cues for the fuse are a bit more subtle.
In Dead Lands, you have abilities. Use them. If you’re playing as Miriam, her whip can help knock back Greed inside the cave, giving your bomb-pushers a few extra seconds of breathing room.
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Then there’s Norse Lands. This is where things get spicy. You don't just have a bomb; you have the power of the gods. However, the fundamental rule remains: the bomb is a physical object. If you get distracted trying to summon lightning and forget to protect your workers, the Greed will snatch those workers away, and your bomb will sit idle in the dark while you get overwhelmed.
Common Mistakes That Kill Runs
I’ve seen players try to bring the bomb into the cave during a Blood Moon. Don't do that. The spawn rate inside the cave is tied to the game's overall difficulty and day count, but trying to siege the mountain while a massive wave is hitting your outer walls is a recipe for a two-front war you cannot win.
Another big one: forgetting the hermit. If you have the Horn Hermit (the one who allows you to build the Rally Horn), you can actually use that to call extra troops to the wall nearest the mountain. This doesn't help inside the cave, but it ensures that the journey to the cave is safe.
Also, watch your mount's stamina. The cave is longer than you think. If your horse gets tired halfway to the heart, you won't have the "sprint" left to get out after lighting the fuse. Feed your mount some grass right outside the portal before you go in. Yes, there's no grass inside the cave. It’s a literal dead zone.
The Post-Bomb Reality
What happens after you blow it up?
The island is "cleared." The sky turns bright. The music becomes peaceful. But more importantly, the lighthouse can now be fully repaired and upgraded. This is the most vital part of the late-game loop. A fully upgraded lighthouse ensures that when you return to this island later, your boat won't crash, and you won't lose your walls.
Destroying the mountain portal is the only way to achieve "Peace" on an island. It stops the nightly attacks entirely. This allows you to strip-mine the island for every single coin, fill your bank with the Treasurer, and prep for the next, harder island.
Actionable Steps for Your Next Siege
To ensure you don't lose your crown to a botched demolition, follow this specific sequence:
- Secure the Iron Mine: You cannot build the Forge without Iron. If you're on Island 1, 2, or 3, you're just defending. Focus on reaching Island 4.
- Max the Castle: Upgrade until you see the Forge icon inside your walls.
- The Morning Push: Buy the bomb (18 coins) at dawn.
- The Coin Dump: Overfill your Knights. Each Knight can hold about 7-8 coins before they stop taking them. This acts as their health bar inside the cave.
- The Stamina Check: Eat grass right before the portal. Do not enter with a tired mount.
- The Lighting: Pay the 5 coins to light the fuse and immediately move left. Do not wait for the explosion animation.
- The Exit: Keep moving until you see the "Island Cleared" banner.
If you lose your troops, don't sweat it. You can always hire more vagrants and rebuild. Losing the crown, however, means starting the reign over from Island 1. Play it safe. The bomb is your victory lap, not a gamble.