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Use a progression-order sweep with deliberate backtracking. Collect every reachable fragment in Paris Streets first, then Holy Innocents’ Cemetery, Catacombs of Paris, Main Hall, Library, Notre-Dame, Clock Tower, and Hall of Mirrors. When a shrine is visible but blocked, mark it on your map and return after obtaining the required movement ability instead of forcing an early detour.
There are 24 Brave Heart Fragments: three in each of eight fragment-bearing areas. Four fragments combine into one permanent Brave Heart, adding 20 maximum health. A complete collection therefore grants six upgrades and 120 additional health, bringing the reported maximum to 220. Master’s Quarters has no Brave Heart Fragments.
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What the one-playthrough route accomplishes
This route is designed to finish the full Brave Heart set without a second playthrough. It follows the game’s natural progression, clears pickups that are currently reachable, and schedules revisits around newly unlocked movement abilities. The guides documenting the room names support this order as a practical progression route, not as a mathematically proven shortest path.
| Item | Value | What it means |
|---|---|---|
| Brave Heart Fragments | 24 total | Three in each of eight areas; none in Master’s Quarters |
| Fragments per upgrade | 4 | Four fragments form one permanent Brave Heart |
| Health per upgrade | +20 | Applied immediately when the fourth fragment is collected |
| Complete-set result | 6 upgrades, +120 health | The guide reports a 220 maximum-health total |
Route at a glance
Use the following sequence as your checklist. The names are the room or sub-area labels used by the current fragment guides.
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| Order | Area | Brave Heart Fragment locations | Main checks |
|---|---|---|---|
| 1 | Paris Streets | Prison Tower; Court of Justice; Undercity | Spike route, wall-jump, breakable walls |
| 2 | Holy Innocents’ Cemetery | Serpents’ Lair; Ancient Sewers; Mausoleum of the Kings | Early sewer route, spike shafts, breakable blocks |
| 3 | Catacombs of Paris | Blood Pits; Catacomb Entrance; Circle of Greed | Air-dash, spinning saws, Gate of Flesh |
| 4 | Main Hall | Armoury; Mirror Rooms; Balcony | Mirror puzzles, saws, fire jets; check Servants’ Quarters challenge |
| 5 | Library | Poetry Shelves; Planetarium; Library Foyer | Spike gauntlet, orrery machinery, grapple ascent |
| 6 | Notre-Dame | Tree of Saints; The Forest; La Flèche | Rising platforms, secluded church chamber, grapple rafters |
| 7 | Clock Tower | Eastern Steps; The Gauntlet; Serpent Pinion | Cogs and spikes, timed clock gate, cog alcove |
| 8 | Hall of Mirrors | Steps of Misdirection; Looping Hallways; Nightmare Atrium | Saw-blade shaft, curtained lower room, fireball traps |
How to use the route while playing
- Sweep the current area. Take every fragment whose route you can complete with your present abilities. Pick up the matching Wise Heart Fragment in the same room or region whenever it is available.
- Mark blocked shrines. A visible shrine behind a gap, raised ledge, cracked wall, or puzzle is a return target, not a missed permanent opportunity.
- Advance the story until the next movement upgrade. The important gates are Arcane Whip grapple anchors, double jump and wall jump, air-dash, breakable walls or blocks, and teleporter mirrors for Main Hall rooms.
- Backtrack immediately when an upgrade opens several nearby targets. This keeps revisits purposeful and prevents a late-game tour of every region.
- Confirm each pickup on the counter. A single fragment advances the matching counter; the fourth triggers the completion banner and applies the health increase.
1. Paris Streets
Prison Tower
Start with the Prison Tower shrine during your first Paris Streets pass. Its route is lined with spikes, so treat it as a controlled movement sequence rather than a race. Watch the spacing between safe platforms, make each jump from the center of the platform, and reset your position before attempting the next gap. If the route displays a gap that your current movement cannot clear, leave the shrine marked and return after the relevant mobility upgrade.
Court of Justice
Court of Justice combines wall-jumping with breakable walls. Check both sides of vertical shafts before committing to a climb; the fragment path can be hidden behind a wall that looks like ordinary scenery. If you can wall-jump but cannot open the barrier, you are missing the breaking ability rather than taking a wrong route.
Undercity
Finish the reachable Undercity pickup before leaving Paris Streets. The lower passages are a useful place to establish your map-marking habit: record any shrine that is visible through a blocked alcove, then continue instead of repeatedly testing the same obstruction.
2. Holy Innocents’ Cemetery
Serpents’ Lair
Take the Serpents’ Lair fragment on your cemetery sweep if the approach is open. Keep an escape route in mind around the hazards; collecting the shrine is more important than clearing every enemy in the room.
Ancient Sewers
Ancient Sewers is the early completion point for the first Brave Heart in the guide’s sequence. If this is your fourth fragment, the “Brave Heart Completed!” banner appears and the 20-health increase is applied immediately. Use that confirmation to verify that your counter is advancing normally before moving on.
Mausoleum of the Kings
The Mausoleum route uses spike shafts and breakable blocks. Look for the breakable surface before entering a shaft; opening the block first can turn a seemingly one-way hazard section into a safe return path. If the block cannot yet be broken, mark the shrine for your first ability-gated revisit.
3. Catacombs of Paris
Blood Pits
Blood Pits is an air-dash route over hazards. Do not spend the dash too early: begin from a stable ledge, aim across the full gap, and reserve ordinary jumps for the landing correction. Without air-dash, the shrine is a deliberate backtrack target rather than a missed collectible.
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Catacomb Entrance
The Catacomb Entrance fragment lies beyond spinning saws. Read the saw cycle before moving, then cross during the opening instead of trying to outpace the blades. A short pause at each safe pocket is faster than restarting the entire room after a rushed attempt.
Circle of Greed
Reach Circle of Greed through the Gate of Flesh. If the gate is closed by progression, clear the surrounding catacomb objectives first and return when the route opens; the fragment is not located in a separate area outside the normal sequence.
4. Main Hall
Armoury
Collect the Armoury shrine during the Main Hall sweep. Check the room edges and upper shelves after entering because the direct route can make the pickup look farther away than it is.
Mirror Rooms
Mirror Rooms combines mirror puzzles, saws, and fire jets. Solve the mirror arrangement before attempting the hazard crossing; moving through the traps while the teleport route is unresolved usually creates unnecessary deaths. Teleporter mirrors are the documented gate for Main Hall puzzle rooms, so return after that ability is available if a mirror route remains inert.
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Take the Balcony fragment before leaving Main Hall. Some route descriptions also call out a Servants’ Quarters challenge that can complete both a Brave and a Wise set. Treat it as an additional checklist item when it appears on your map, but do not count it as a fourth Main Hall Brave location: the three Brave locations for this area are Armoury, Mirror Rooms, and Balcony.
5. Library
Poetry Shelves
Poetry Shelves is a spike gauntlet. Identify the next safe shelf before jumping and avoid landing on the edge, where a small slide can send you back through the previous hazard.
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Planetarium
The Planetarium fragment is reached through the rotating orrery machinery. Observe one full rotation to learn the timing, then move with the machinery rather than against it. If a platform disappears during the cycle, wait for the next pass instead of forcing a blind jump.
Library Foyer
Library Foyer requires grappling upward. Arcane Whip must be able to connect to the overhead anchors; if the anchor is visible but inactive, leave the mark and revisit after unlocking the whip. Grapple from directly beneath the anchor for the most predictable ascent.
6. Notre-Dame
Tree of Saints
The Tree of Saints route uses rising platforms. Climb with the platform rhythm and keep your character near the center so the next lift does not push you into a wall or hazard.
The Forest
The Forest fragment is in a secluded church chamber. Explore the side path rather than following only the main objective markers; the chamber is intentionally separated from the obvious traversal line.
La Flèche
La Flèche requires grappling through the spire rafters. Check each rafter for a valid Arcane Whip anchor before jumping. If the grapple point is outside your current reach, postpone the attempt until the whip or another movement upgrade improves your range.
7. Clock Tower
Eastern Steps
Eastern Steps descends through cogs and spikes. Use the cog openings as timing markers, and descend only after the next safe landing is visible. The return climb is easier when you avoid dropping past a platform that can serve as a checkpoint.
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The Gauntlet
The Gauntlet lies behind a timed clock gate. Watch the gate’s cycle before entering the approach, then commit to the full passage. If you arrive as it closes, retreat to the safe side and wait for the next opening rather than taking damage to squeeze through.
Serpent Pinion
Serpent Pinion is hidden in a cog alcove. Inspect the spaces beside and behind the moving gears; the alcove can be missed when you focus only on the main vertical route.
8. Hall of Mirrors
Steps of Misdirection
Steps of Misdirection contains a saw-blade shaft. Plan the vertical route from the bottom, noting which ledges remain safe during the blade cycle. Climb in short sections and stop on every stable platform.
Looping Hallways
The Looping Hallways fragment is in a lower room behind curtains. When the corridor appears to repeat, search for the lower exit and inspect the curtained side rather than continuing through another identical loop.
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Nightmare Atrium uses fireball traps. Observe the projectile timing, move between safe pockets, and avoid jumping into a fireball lane without a landing plan. This is the final group in the recommended regional sweep.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Ability-gated backtracking plan
Use the map to turn backtracking into a short checklist instead of a full-area replay. Return whenever you can now satisfy one of these conditions:
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- Arcane Whip: grapple anchors open routes in Library Foyer, La Flèche, and other elevated shrines.
- Double jump and wall jump: raised ledges, vertical shafts, and the Court of Justice climb become reachable.
- Air-dash: long gaps and bloodfalls, especially Blood Pits, become traversable.
- Breaking cracked walls and blocks: hidden alcoves in Court of Justice and Mausoleum of the Kings can be opened.
- Teleporter mirrors: Main Hall mirror rooms that were previously inert become accessible.
When several blocked shrines are in the same region, wait until you have the required ability set and clear them in one visit. The most efficient practical pattern is a first pass for open rooms, followed by targeted returns to Paris and the castle regions as upgrades unlock.
Collect Wise Heart Fragments during the same sweep
Every fragment-bearing area contains three Wise Heart Fragments as well as its three Brave locations. Pick up both types while you are already in the region. This paired approach avoids a separate Wise-only tour and is essential if you want the Collector achievement.
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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallThe Servants’ Quarters challenge mentioned in Main Hall routes is worth checking because it can finish both a Brave and Wise set in one visit. Keep the two counters separate while navigating: a Wise pickup does not substitute for a Brave pickup, even when both sets are completed by the same challenge.
How to verify the collection
- After each pickup, open the matching fragment counter and confirm it increased by one.
- When the fourth Brave fragment is collected, wait for the “Brave Heart Completed!” banner before leaving the room. The maximum-health increase is immediate.
- Repeat the check at six completed Brave Hearts. Six upgrades account for all 24 Brave fragments.
- For Collector, verify all 24 Wise fragments as well as all 24 Brave fragments. Completing only the health upgrades does not satisfy that achievement.
Choosing between route styles
| Route style | Strength | Cost or limitation | Best for |
|---|---|---|---|
| Strict first-visit route | Minimal interruption to story progression | Leaves ability-gated shrines for a larger cleanup tour | Players prioritizing uninterrupted exploration |
| Progression order with targeted backtracking | Pairs newly unlocked abilities with nearby marked shrines | Requires map notes and several short revisits | One-playthrough completion and efficient health upgrades |
| Health-only route | Stops after all 24 Brave fragments | Does not guarantee the Wise total needed for Collector | Players seeking maximum health only |
| Achievement route | Collects Brave and Wise fragments together in every region | More checklist management during each sweep | Players targeting Collector |
No documented route establishes a globally shortest traversal. The progression-order method is recommended because it limits needless repetition while respecting the game’s ability gates.
Common problems and fixes
A shrine is visible but unreachable
Do not assume the collectible is bugged. Compare the obstruction with the ability list: grapple anchor, double- or wall-jump gap, air-dash distance, breakable wall or block, or teleporter mirror. Mark the room and return after the matching upgrade.
The fourth fragment did not seem to add health
Check whether the completion banner appeared. The upgrade is tied to completing a group of four, not to every individual pickup. If the counter advanced but no banner appeared, you have not yet reached four fragments in that set.
All Brave Hearts are complete but Collector is locked
Collector also requires all 24 Wise Heart Fragments. Resume the regional checklist and inspect the Wise counter; completing six Brave Hearts alone is insufficient.
A room name does not match your map
Use the named sub-area rather than a visual landmark. Guides may group adjacent rooms differently, but the eight-area structure and the three Brave locations listed for each area remain the checklist to follow.
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