Dungeons of Hinterberg
Dungeons of Hinterberg Walkthrough: Progression, Entrances and Puzzle Solutions
Find your next objective by unlocked region and entrance requirement. This is not a fixed 14-day schedule. Puzzle answers and late-game details stay closed until you choose to read them.

22 sections. Closed solution text is excluded from search.
Plan the day: exploration, friendships and rest
Explore the overworld and dungeons during the day, then spend the evening in town. At the hotel, choose between reading, television and sleep. Checking a shop or conversation is different from committing to an activity that advances the time period.
There is no 14-day deadline. The developer says you can keep playing days as long as you have not completed all the dungeons. Use your quest log and available destinations rather than trying to match another player’s day number.
| Period | What to do | If progress stops |
|---|---|---|
| Morning | Read hotel conversations, letters and current quest objectives; choose a region. | New destinations and blocked paths can depend on the story. |
| Daytime | Explore, enter a dungeon or spend the period at a scenic spot. | A rest advances time. You can also spend a day finding an entrance requirement. |
| Evening | Check equipment and shops, then choose an available friendship activity. | Read the map’s character and reward information; check missing social stats or quests. |
| Night | Read or watch television for social stats, or go to sleep. | Staying up can leave you fatigued. Sleep before a difficult new dungeon if you need full readiness. |
Progress by unlocked regions, not fixed dates
This is a planning route, not a mandatory one-dungeon-per-day schedule. Once regions are available, choose suitable entrances and postpone difficult ones while improving equipment or friendships. Story barriers and construction require quest progress rather than a different combat build.
| Current stage | Next action | Check after returning |
|---|---|---|
| Arrival | Check in with Theresa, follow Klaus’s combat tutorial and enter Beginner’s Dungeon. | Use the stamp station at the end; check the early coin ledge. |
| Doberkogel available | Learn both spells at the Skill Shrine, then start Abandoned Mineshaft. Explore Jelly Tunnels and Giant Cavern as suitable. | Klaus’s Pager, Marina’s charm introduction and Hannah’s quest. |
| Hinterwald available | Follow Into the Woods and learn the wind spells. Ancient Tree teaches the main interactions. | Use wind transport and projectiles separately. Overgrown Cave also has a story barrier. |
| Kolmstein available | Learn Hover and Light Ray, then follow rails toward Glacial Galaxy and other entrances. | Look for eye targets at inactive rails and ceiling icicles where platforms are missing. |
| Brünnelsumpf available | Learn Jelly Block and Plasma Ball; Prisonkeep Island introduces the water-region puzzles. | Use the kayak to reach other islands. Lighthouse Reef needs three outdoor lighthouses. |
| An entrance is missing | Check the dog, the three lighthouses or the forest route as appropriate. | Follow the relevant entrance checklist below before repeating the same action. |
| Approaching a regional boss | Check other entrances in that region and the current story objective. | Prepare equipment and use regional spells to expose the boss. |
| Approaching the finale | Check coins, locked chests, friendships and unfinished investigations. | Keep a separate manual save before committing to late-game progression. |
Arrival and Beginner’s Dungeon: coin and supporting tendrils
Open solution / late-game details
After checking in with Theresa, meet Klaus near the tourist area. When enemies are gone but a structure still blocks the route, inspect the ledges around it for supporting tendrils.
- Beyond the first stairs, climb the ledge on the right for the commemorative coin. A later shop recovery exists, so missing it alone is not a reason to abandon your save.
- Explore the sides and raised paths to cut the tendrils holding obstacles. Defeating enemies alone does not solve these blockages.
- At Minor Krampus, use the routes on both sides to cut the statue supports before attacking the exposed enemy.
- Use the stamp station after the fight, then leave through the exit.
Abandoned Mineshaft: from the shrine to the mine
Open solution / late-game details
In Doberkogel, speak with Marina and head for the Skill Shrine, where Albert introduces the spells. Wrecking Ball involves both placing the ball and detonating it.
- Break the rocks beyond the shrine with Wrecking Ball. Follow the Abandoned Mine signs and pull the fallen trunk with Ball and Chain to make a bridge.
- Pull the mine’s movable ledges with the chain. If the next path is missing, change position and look for another pull target.
- Where a ramp leads toward a switch, inspect the ball’s rolling route rather than repeatedly trying melee attacks.
- Activate purple Waystones as you find them; updated PC versions offer these as re-entry starting positions.
Jelly Tunnels and Giant Cavern: ledges and minecarts
Open solution / late-game details
Jelly Tunnels is in Doberkogel. Its name does not mean you need the wetland’s Jelly Block spell: use the wrecking ball and chain.
- In Jelly Tunnels, pull bridges and ledges with Ball and Chain. Roll a ball down a slope to clear rocks.
- For the upper goo obstruction, place the ball on the ramp, then adjust the pull mechanism so the explosion reaches it.
- In Giant Cavern, push the large yellow cart toward the ladder, cross over it and move the smaller minecart outside.
- Reposition the large cart beneath the rocks. Ride the small cart back and place Wrecking Ball on the cart from above to break the obstruction.
- Reach the upper switch, then align the rotating bridge with the exit elevator before riding back.
Minecart Workshop: the ramp and five chain pulls
Open solution / late-game details
After the fight following the first ride, climb above the ramp. Roll Wrecking Ball down to activate the lower switch. In the later platform room, distinguish near and far platforms as well as their colors.
- Activate the ramp switch with the ball and take the next minecart.
- Pull the entrance-side green platform, the first blue platform to the left, the far green platform, then the far yellow platform.
- Revisit the entrance-side green platform for one final chain pull. This fifth move connects the route to the next cart.
- Against Kobold King, dodge the magic attacks and deal with the accompanying enemies. Do not apply a blanket “ignore all adds” rule to every boss.
Four regions, eight spells
Each region’s Skill Shrine supplies its pair of spells. You do not freely carry every region’s puzzle tools into every other region. Match the current pair to the target, obstacle or platform in front of you.
| Region | Spells | Puzzle uses |
|---|---|---|
| Doberkogel | Wrecking Ball / Ball and Chain | Place, roll and detonate the ball; pull targets with the chain. Inspect rocks, ledges and minecart mechanisms. |
| Hinterwald | Whirlwind / Wind Projectile | Carry Luisa or objects in wind, turn targets and deliver explosive fruit to goo eyes. |
| Kolmstein | Hover / Light Ray | Ride rails and ramps on the board; shoot eye targets and drop ceiling icicles. |
| Brünnelsumpf | Jelly Block / Plasma Ball | Make steps, stop water or immobilize moving parts. Send plasma through pipes. |
Ancient Tree: carry fruit, then rotate the bridge
Open solution / late-game details
Explosive fruit and goo eyes work together. Whirlwind can carry objects through fences. Distinguish transporting fruit from riding the wind yourself.
- Cross thorns with Whirlwind; use Wind Projectile on rotating targets to turn stairs or bridges.
- Take fruit and send it into a goo eye. For a high eye, align the platform first so the shot can reach.
- Send the whirlwind beyond a fence to collect fruit, then bring it back and leave it near the eye.
- At a rotating bridge, leave fruit on the bridge, release the whirlwind and shoot the target to rotate the fruit toward the obstruction.
Waterlily River: moving lilies and explosive fruit
Open solution / late-game details
Use Whirlwind rather than trying to run across the water or lily chain. Moving lilies also transport fruit into position.
- Shoot the target on a heart-shaped leaf to drop fruit; use it on a goo eye or the tree blocking the route.
- Retrieve fruit beyond a fence with Whirlwind and bring it within reach for the next shot.
- Where lilies pass underneath an eye, change when you load the fruit so it explodes in the right place.
- Choose Start Ride on the large log boat. Survive the moving encounter and activate the Waystone after disembarking.
Overgrown Cave: heavy blocks and the four-ball balance
Open solution / late-game details
If access remains blocked, check A New Pathway and the story’s construction progress. Do not try to bypass the barrier with an unrelated spell.
- Move large weights with Whirlwind to lower the opposite platform and raise your own.
- Reposition the weights so the crossing does not drop while you are moving.
- In the room with four small balls, use Wind Projectile to collect them on one side and lower that platform.
- Stand on it, then transfer the balls to the opposite side to lift yourself to the opening.
Unlock Mushroom Isles: dog, strawberries, signpost
Seeing the dog at Mushroom Glade does not immediately reveal the entrance. Advance A Furry Pal in town, deliver Wild Strawberries, then return to the forest.
- Inspect the Mushroom Isles signpost area. In town, speak to the dog near Hannah’s shop.
- Use the zipline on the right of the Ancient Tree entrance to descend into the forest, then use Whirlwind to reach the higher route.
- Go behind the hill and ride the whirlwind onto the fenced, raised walkway. Lower the ladder and collect the strawberries farther along.
- Give them to the dog in town to advance the quest. On a later daytime visit, talk to the dog near the Mushroom Glade signpost so it digs up the entrance.
Inside Mushroom Isles: change the water with Alphorns
Open solution / late-game details
Opening the entrance and solving the dungeon are separate tasks. Visit the islands, sound their Alphorns and return to the central route as the water changes.
- Cross the water with wind and clear goo using fruit. The first Alphorn turns the water blue and increases the walkable area.
- At the waterfall, use the left-hand and right-hand tower ziplines to reach the two side routes. Work past their discs and thorns, clear the blockage, then blow that island’s Alphorn.
- Return to the central island and complete the other side. Searching only the central path before sounding the horns will not finish the mechanism.
- Once the water has changed, climb the central giant mushroom and use fruit and wind to clear the remaining obstacles.
Unlock Lighthouse Reef: light three outdoor lighthouses
Activate the lighthouses on Quarry Island, Reed Labyrinth and Birchwood Island in Brünnelsumpf. Identify islands by name as well as direction. This is an entrance requirement, not the puzzle inside Lighthouse Reef.
- At Quarry Island, go around the back. Send Plasma Ball through the building’s opening to unlock the door and reach the ladder inside.
- Use Jelly Block on the elevator to reach the roof route, then activate the light with Plasma Ball.
- At Reed Labyrinth, land at the jetty connected to the route. Lower the ladder before activating the light, then hurry to the moving platform.
- At Birchwood Island, head left from the jetty, defeat the enemies and activate the light. Check the dungeon entrance after all three are lit.
Inside Lighthouse Reef: water jets and three zipline routes
Open solution / late-game details
A block can stop a jet or act as a step. Sending plasma through a lighthouse pipe makes translucent platforms solid.
- Block the entrance jets. Before the third jet, inspect the raised area on the right for the commemorative coin.
- From the center, use the routes marked Red Lobster, Blue Swordfish and Golden Dragon.
- Send Plasma Ball into each lighthouse pipe. Create the platform before trying to move or climb it, and position yourself before operating its switch.
- A rotating bridge’s fence can also block water. If a block alone does not solve the crossing, inspect the bridge orientation and the jet’s path.
Everchanging Grove: forest approach versus interior doors
Open solution / late-game details
Familiarity 200 is the reference point for the yellow butterfly guidance on the forest approach. Treat it as a way to obtain guidance, not a verified absolute boundary for traversing the route. We have not confirmed passage below 200; the old claim that more than 100 is mandatory is unsupported.
Inside the dungeon, the problem changes. Use Kai’s bonfire as a reference, compare each room with the previous one and select the door near the changed scenery.
- If lost outside, build Familiarity through activities such as socializing or reading and revisit with the butterfly guidance available.
- Listen to Kai inside. The first clue points to the flowers; inspect the room before committing to a door.
- Compare trees, decorations, lights and ground details in the next room. Choose the door beside the difference.
- Returning to the bonfire means a wrong choice. Recheck the scenery and try again.
Glacial Galaxy: eye targets and moving ice
Open solution / late-game details
Eye targets operate mechanisms; ceiling icicles become platforms when dropped. Both use Light Ray, but their effects are different.
- For an inactive rail, search for eye targets, including those to the side or above you.
- In timed multi-target sections, use the board to move between targets and reach the activated ramp.
- Where a crossing lacks platforms, shoot the ceiling icicles.
- In the rising-ice room, use mounds and brick areas as safe positions. Lower the ice, move through the narrow path and raise it again from your new position.
- At the final inactive rail, inspect the ski-flag time trial rather than shooting the rail.
Regional bosses: create an opening before attacking
Open solution / late-game details
Use the region’s puzzle spells to expose the target instead of repeatedly striking armor. Reassess the mechanism when a phase changes.
| Boss | Create the opening | Follow-up |
|---|---|---|
| Tatzelwurm | Chain the open mouth, pull it down and detonate Wrecking Ball at the head. | After the armor breaks, avoid dives and charges and attack the exposed body. Adds can help replenish MP. |
| Windsbraut | Hit the white wing targets with explosive fruit. | Attack during the grounded opening; use the forest’s fruit and wind tools. |
| Basilisk | Shoot approaching eyes while riding; target its eyes when it charges its beam after landing. | Avoid the landing attack and strike with the sword during the knockdown. |
| Wassermann | Block the planted arm with Jelly Block, then send plasma into the fish mouth on its back. | Later, stop a foot to make it kneel. Avoid water attacks and collect MP pickups. |
Before the finale: coins, locked chests and friendships
Separate remaining precautions from problems fixed by patches. Do not assume you can freely return to town after finishing. Keep a separate manual save before entering late-game dungeon progression.
| Check | What to do first | Recovery or condition |
|---|---|---|
| Beginner’s Dungeon coin | Check the Souvenir Shop if you missed it. | The August 12, 2024 PC patch added purchase recovery. Inability to replay the introduction does not make the coin permanently lost. |
| Other coins | Use the stamp book’s coin indicators to choose revisits. | Added September 6, 2024. A completion stamp and a collected coin are different checks. |
| Locked red chests | Receive Thea’s first friendship reward, then revisit. | This guide does not list every chest position or its contents. |
| Sixteen friendship targets | Check the map, relationship stages and quests. | Maxing everyone is optional; we do not treat it as a verified true-ending requirement. |
| Running on Fumes | If pursuing it, finish an uncleared dungeon while fatigued. | Do not plan around a cleared-dungeon replay as a substitute. |
| Letters and investigation | Read hotel letters and advance Thea’s investigation. | Secret-area details are kept in the walkthrough’s disclosure. |
| Equipment and perks | Check Hannah’s upgrades, Klaus’s cleaning and equipped charms and Conduits. | Owning an item does not mean it is equipped or cleaned. |
Secret area: letters, Thea and Goo Pipe Mystery
Open solution / late-game details
Follow the investigation introduced by story letters and Thea’s conversations, checking the current Goo Pipe Mystery objective. Do not schedule it for a fixed numbered day. Toxic Archipelago and Bizarre Towers are separate destinations.
- Read hotel letters and check investigations such as Private Investigations. Look for updated objectives after talking to Thea.
- Once Hinterwald West becomes available, take the bus and follow the route beyond the Keep Out sign.
- In Toxic Archipelago, turn gears to change water levels and use Wind Projectile on black-and-white targets to move the flagged rafts.
- Where rafts block each other, move the red and yellow rafts aside, then lower the water to clear the blue raft’s route.
The final sequence: notice when your spells change
Open solution / late-game details
Late progression continues toward town after leaving a dungeon. Finish your collection checks and preserve a save before proceeding; do not rely on a shopping break between every encounter. This section avoids describing the ending’s story.
- At Wassermann’s Arena, stop the bridge weights with blocks, obstruct the jets and send plasma through the pipe.
- After the boss, follow the objective toward the town square. Available spells change across the route.
- Against Wagner’s Creature, leave the large attack areas, close distance with the board and attack near its feet.
- Use Light Ray against Wild Hunt in the air. When it rolls on the ground, stop it with Jelly Block and attack.
- Do not add an unsupported all-S-ranks or all-friendships requirement to this progression.
Patch differences: recovery, restarts and New Game+
Older launch guides can describe problems already addressed on PC. Check your installed version. These announcement dates do not prove every console received the same update on the same day.
| Announcement | Change | Practical consequence |
|---|---|---|
| August 12, 2024 | Waystone re-entry, a second autosave and the introductory coin recovery. | Activate Waystones before leaving; check the Souvenir Shop before restarting for the coin. |
| September 6, 2024 | Collected coin indicators in the stamp book. | Identify completed dungeons whose coins still need a revisit. |
| October 2024 NG+ update | Carry inventory, stats and most friendship perks into another playthrough; keep or reset relationships. | Enemy behaviors and equipment also change. A universal 1.5× enemy multiplier is not established. |
| March 2025 Episode Renaud | A separate mode launched through the title-screen menu. | Do not combine its Rifts with the base-game dungeon list; this guide does not cover the episode. |
Questions and answers
Do I lose after day 14?
No. The developer says you can spend as many days as you like before completing all the dungeons. Plan time for friendships and scenic spots.
Do I explore dungeons at night?
The basic loop is daytime exploration followed by evening socializing in town. Reading or television at the hotel is a separate nighttime choice.
Is the first coin permanently missable?
On updated PC versions, the Souvenir Shop can sell the missed Beginner’s Dungeon coin. This recovery was added in the August 12, 2024 patch.
Is Familiarity 100 required for Everchanging Grove?
We do not treat that threshold as established. Familiarity 200 is the reference for yellow butterfly guidance. Passage below that value has not been verified here, and the interior door puzzle is separate.
Are all S ranks required for a true ending?
We found no reliable basis for an all-S-ranks or all-friendships true-ending requirement. Follow the story objectives and entrance requirements instead.
Choose friendships for the feature you need
Check who is available and the reward shown on the map. Social stats and individual relationship stages are separate systems.