Eriksholm Walkthrough: Eight Chapters and 100% Cleanup

Hanna crossing the rooftops of Cutter's Hill in Eriksholm The Stolen Dream

Most stalls in Eriksholm: The Stolen Dream are handoff problems: the route is visible, but the character who can create darkness, cross water, enter a vent, or finish a sentry is standing on the wrong side of it. Solve each room by deciding which state must change first, then move the other characters through the opening that change creates.

Hanna crossing the rooftops of Cutter's Hill in Eriksholm The Stolen Dream
Cutter’s Hill teaches the whole game in miniature: read patrols from above, create a distraction, and cross only after the environment changes.

This spoiler-heavy walkthrough follows all eight chapters, but concentrates on the puzzles and transitions that can stop progress. It also marks sensible collectible sweeps without inventing a chapter count that the readable sources did not establish consistently. If you only need one solution, jump to that chapter and read from its first bold checkpoint.

Version boundary: research closed July 17, 2026. Steam AppID 2377280 lists the Windows release from River End Games and Nordcurrent Labs, launched July 15, 2025, with 45 Steam achievements. The latest gameplay patch in the official feed is Patch 1.4, released October 20, 2025. It added a reset function for physics puzzles and fixed 183 reported issues. If a movable object, cart, or physics mechanism reaches an impossible state, use the current reset option before replaying an entire chapter.

Build the solution from three jobs

Character What changes the room What usually goes wrong
Hanna Uses vents and the blowpipe; a dart can remove an ordinary guard or create the opening for a coordinated sentry takedown. Shooting where the falling body will be seen, or spending the shot before another character is positioned.
Alva Uses drainpipes, breaks lights with the slingshot, and throws pebbles at metal, birds, or scenery to turn a guard. Making noise without first placing Hanna or Sebastian on the route that the distraction exposes.
Sebastian Swims through water routes and chokes enemies from behind, including the finishing action in many sentry setups. Approaching a sentry before Hanna’s dart or Alva’s distraction has rotated the target.

Ordinary guards, sentries, searchlights, and floor noise are different obstacles. A hiding place breaks sight; it does not silence metal. A passing train, engine, conveyor, or moving load can mask the crossing. Darkness hides movement, but breaking a lamp may call an investigator. Treat the response as part of the solution: make the sound or blackout, wait for the patrol to commit, then move through the space it abandoned.

Guard vision routes around industrial machinery in Eriksholm The Stolen Dream
A white route is only a promise that an action is in range. Body placement and the second guard’s view still decide whether the plan works.

The game relies on autosaves rather than manual saves. Before quitting, wait for the save indicator. During collectible runs, rotate the camera at every landing, dead end, balcony, machine room, and route split; several vents, ladders, and glowing documents sit outside the default isometric view.

Chapter 1 – What the Boy Took: make the machinery move first

Escape the opening rooms. Collect the wall and table documents before checking the window. After the guards enter, use the attic clutter and vent rather than trying to outrun the corridor patrol. In the workshop, wait for the conversation to divide the guards, follow the lower one toward the machine room, and look through the window before committing to the door.

Cross the engine room. Turn the valve on the wooden-floor side. That action does two useful things: it starts the machinery and sends moving loads through the room. Circle away from the investigator, then walk with a load between Hanna and the rear guard. Cross the noisy floor while the engine is running and climb out before the room settles.

Reach Cobbler’s Gate. On the rooftops and alleys, disturb birds from cover, let the guard move toward them, and cross the fence behind his route. A bird distraction can be repeated after the patrol resets. Optional rooms reached through windows or vents contain early documents and keepsakes, so finish those short loops before climbing the next permanent ladder.

Repair the crane connection. In the crane room, uncover and trace the cable instead of trusting a memorized slot. The reference playthroughs observed the working cell in slot 3, but the visible wiring is the safer authority. Once power is restored, lower the drawbridge and sweep the rooms on both sides of it before continuing toward the rail yard.

Leave on the cargo train. Use stacked cargo to move across the road, enter the fenced lane, and trail the patrol until a carriage is available. Exit just before the inspection reaches your car. In the last search area, work from the lower-right cover to the upper-right side, then cross to the upper-left exit when the commander changes position.

Collection pass: the high-risk misses are in the opening room, the optional building reached by vent after the bird section, the rooftop before the crane, the detour around the crane building before the bridge, the lit rooms immediately after the bridge, and the upper route past the coffins. Do not enter the final train sequence until those branches are clear.

Chapter 2 – A Friend Once Lost: use the body and cargo states you create

Learn Hanna’s blowpipe. After meeting Alva, inspect her table and the far end of the wooden walkway before dropping to the practice area. The first real dart is a lesson in body management: fire from cover, drag the sleeping guard out of the returning patrol’s sight, then use the newly empty lane. A successful shot in a bad location simply creates a second problem.

Reach the cargo works. At the large green wheel, sedate the nearby guard and pull him left behind cover. Turn the valve to start the machine, then cross the metal while its noise is active. Farther inside, use the moving cargo as sight cover. When a lever opens the double doors and draws the room guards away, loop behind the conveyor instead of trying to pass them head-on.

Solve the Green Rock crane. Stop the conveyor before entering the crane building. Load the carriage as a stable stack: place both large pieces on the bottom, then put the smaller piece above them. Move the crane arm clear of the carriage. Restart the conveyor outside, allow the investigation to begin, and walk on the far side of the load you just assembled. The puzzle is not finished when the cargo is stacked; it is finished when that cargo becomes moving cover.

Collection pass: check Alva’s table, the walkway end, the pipe and rooftop branches before the first guard, the route behind the early building, both sides of the cargo approach, the crane room including the space behind its pipes, and the final table before the pump-station door.

Chapter 3 – She Knows the Marks: read the route, then set the machine

Open both bridges. The lower valve powers the first bridge. Cross it, follow the walkway to the upper valve, then return to the bridge control that was dead on the first visit. In the flashlight section, use a dart on the torch carrier and deliberately step on metal to pull the other guards away. Hide where the flashlight guard had been, then cross the newly unobserved lit lane.

Follow the old-tunnel marks. The wall symbols describe safe and unsafe branches rather than a decorative code. The verified route begins right, then left, then left again. At the three numbered-looking walkways, take the third. Continue down the ladder and use the left walkway. At the later safe-space mark, take the short left branch for its collectible, return, and continue right. The next compound direction is second right, right, then left. At the white sun position, stand where the missing mark completes the clue before choosing the safe branch.

Drop the machine arm across the gap. The note inside the control building supplies the logic. Set lever 25 left and 37 right. Outside, move the unnumbered lever right. Climb to lever 63, move it left, then use the adjacent activation control. The arm falls into a bridge only after all four states agree. Patch 1.4 users should use the physics reset if the arm has reached an unrecoverable position.

Power the final lift. The lift needs weight. Take the upper stealth route, dart the smuggler across the gap, return by the lower path, and drag that sleeping body onto the lift. This is a puzzle object now; do not leave it where another patrol can discover it.

Collection pass: rotate the camera near both bridge valves, take the safe-space detour inside the marked tunnels, read and collect the control-building clue, check the exterior table, descend the stairs after crossing the fallen arm, and search the upper smuggler route before returning for the body.

Chapter 4 – Friends Reunited: pair Alva’s trigger with Hanna’s route

Find Hanna as Alva. A pebble changes a guard’s facing; the slingshot changes the light map. Break the first streetlight from above, wait for the investigator to walk back, and descend behind him. In the following blocks, use pebbles on pipes or metal only after locating the next drainpipe, ladder, or dark patch. The third broken light frightens the nearby group away and opens the path into the canals.

Alva using her slingshot to break a light in Eriksholm The Stolen Dream
Alva does not merely distract guards. She changes where darkness exists, giving the other characters a new route.

Lower the canal water. Hanna first opens the pressure-control state on her side. Use Alva’s green-lit lever to pass Hanna through the gate. Follow the pipe marked with a star rather than an arbitrary camera direction. Put one character at each Basin B Water Level Control, pull both sides, then repeat the two-person action at Basin A. Finally, trace the star pipe to its matching valve and turn that valve before working the partly jammed gate together. The marking matters more than a claim that it is the second valve from one viewpoint.

Leave the maintenance district. Every remaining room is a two-step setup. Alva first breaks a lamp, pulls a view with a pebble, or makes noise on metal. Hanna then moves into the released cover and sedates the guard who would see Alva’s next crossing. Near the train, cross noisy surfaces only while a train is passing. Hide each darted body in darkness before using the same lane again.

Break the commander’s control. Darken the outer lamps until the ordinary guards become nervous. Place Hanna below the final ledge, use Alva to turn the commander, then climb and take cover. Repeat the distraction to give Hanna a clean dart angle. Do not fire from the ground where the remaining patrols can see the collapse.

Collection pass: take the ledge detour before the canals, the lower ledge beside the talking guards, the crate-side pickup after Hanna crosses the first fence, the stair-top pickup after the train platform, and the walkway detour immediately after the last light is broken.

Chapter 5 – Herman: keep the searchlight and the ground patrol separate

Cross the old bridge approach. Send Alva along drainpipes and lower ledges while Hanna waits at the grass-covered crossing. Alva can pull the upper guard with birds or a pebble; Hanna should cross only after the searchlight has passed and that guard is looking away. At each searchlight pocket, sedate one ground guard, drag the body behind the pillar or crates, then move the other character. Trying to move both together wastes the safe window.

Bring back the tunnel key. After Hanna and Alva reach the locked house, control passes to Dovan. Retrieve the key across the bridge. On the return, lowering the raised bridge creates a guard response and leaves Jimmy’s body exposed. Move the body down and around with you while the investigators occupy the bridge, abandon it only in a concealed lower area, then cross and return along the dock route.

Open the guarded door. Back with Hanna and Alva, use Alva’s pebble on the metal deck to pull the first guard while Hanna climbs the stair route. Darken the walkway, dart the returning guard from shadow, and move the body before the next investigator arrives. The last group is a relay: Alva turns a target at the edge of darkness; Hanna fires; Alva immediately hides the body. Repeat only after every patrol has returned to a predictable position.

Collection pass: search the first searchlight platform, Alva’s lower route, both levels of the wrecked boat, the path just before the locked house, the drainpipe route used to rejoin Hanna, and both sides of the metal platform after the final lamp.

Chapter 6 – A View to a Dream: stage every sentry before firing

Use all three routes into the mansion. Sebastian swims under the bridge and removes the waterside guard. Alva takes the high drainpipe and bird route. Hanna uses the wooden bridge and vent after Alva has turned its watcher. Search each route before grouping up: the first building, Alva’s balcony room, and Sebastian’s short swim-down ladder each hold an easy-to-pass pickup.

Cross the garden maze. Move Alva and Sebastian first. Alva uses pebbles without disturbing the central birds until Sebastian is behind the first two targets. Hide both bodies in the side pocket. Then throw into the middle to group the remaining guards, cross the fence on the outside edge, and repeat the bird distraction from the far side so Sebastian can advance behind the last blocker. Hanna waits at the exit lane until the maze guards turn away.

Handle a sentry as a three-person sequence. Assemble the party in separate cover. Alva turns the sentry with a pebble. Sebastian crosses behind it. Hanna fires only when Sebastian is ready; the dart creates the window, and Sebastian’s choke completes the takedown. Against a nearby pair, combine Hanna’s dart on one guard with Sebastian’s choke on the other so neither has time to alert.

Clear the station by layers. Alva scouts the window and changes facing. Hanna enters through vents and opens with a dart from luggage cover. Sebastian comes through the door and finishes the sentry, then removes isolated ordinary guards. On the upper floor, do not dart a guard until Sebastian is already on the opposite stair or shelving lane. The room is solved when each falling body is outside the next patrol’s view, not when the first sentry drops.

Collection pass: check every character-specific approach before regrouping, the small structure before Sebastian’s first ladder, Hanna’s vent room, the table after the interior rooms, the outer edge beyond the maze fence, and the station rooms before Hanna takes the final vent.

Chapter 7 – The Killer: make the party consume its last bottle

Start the wine chain. Break the light above the first couple, let Sebastian remove the man from darkness, then let Hanna sedate the woman after her conversation ends. At the island party, send Hanna left along the shore to the men arguing about wine. Dart the boat guard after their conversation. When they find him asleep, they move away and consume a bottle.

Move the middle groups. Alva darkens the stair landing. Put Hanna on one side of the paired guards and Sebastian on the other, then combine the dart and choke. Continue across the bridge, breaking its outside lights. The bridge buildings and nearby luggage hold several pickups, so search them before using the rooftop light to make the next guests relocate. Sebastian then uses the water route while Alva reaches the bird overlook.

Trigger the final bottle. From the overlook, Alva first moves the people above, then distracts the guard near Sebastian. Sebastian advances behind the seated man, disturbs the next birds, and chokes the guard who walks away. Let the following waiter exchange finish; the last bottle is handed over only after the chain has reached this state.

Call the cable transport. Put Sebastian and Hanna in the car. Before Alva enters, use the birds to wake the responsible worker after the wine is gone. He notices the missing supply and orders the cable car to move. If the car remains idle, one of the earlier conversations or drink transitions has not completed; revisit the nearest guests instead of circling the vehicle.

Enter Quist’s quarters. Use the power lever twice as a scheduling tool. On the first blackout, Hanna enters the vent and Sebastian reaches the dark valve-side cover. When power returns, pair Hanna’s dart with Sebastian’s choke. On the second blackout, move Alva into pebble range and position Sebastian across from the vent guard. Hide every body in the same dark service pocket before taking the elevator.

Finish Hanna’s solo approach. After the long scene, use the balcony recess to let the first patrol pass, follow the single guard uphill, then take him from shadow only if the return timing is too tight. Search the low ledge before the first patrol and the area near the later isolated guard. In the final dark ruins, wait behind the central statue and use the left route around the last pair.

Collection pass: check the opening boat crates, shore bench and luggage, both bridge buildings, the table after the synchronized pair, Sebastian’s waterside luggage, the table beyond the power room, Hanna’s first low ledge, and the final isolated-guard pocket.

Chapter 8 – A New Horizon: rebuild the team, then split the fort

Free Sebastian. As Hanna, use pipes and vents to reach the cart controls. Start the carts, then cross the exposed floor inside a cart’s moving shadow. Reach the storage room from its vent, reclaim the blowpipe, and return to the green-light ledge. Dart the guard only while the cart shadow covers Hanna’s firing position, then open Sebastian’s cell.

Free Alva. Sebastian swims beneath the bridge and removes the rail guards while Hanna handles the opposite ledge. Pull the paired levers. In the cart room, Sebastian times an empty cart for Hanna to enter. Hanna darts isolated guards during the loop; Sebastian clears the responder whose view would expose each body. Stop the cart at the left-side exit, take the collectible below that ledge, then climb to Alva’s cell and sedate its guard.

Open the battle route. With the trio restored, Alva first removes the lights. Use the familiar sentry order – pebble, dart, choke – and pull the large-door levers with two characters. In the firefight beyond, Hanna takes the central target while the rear soldiers reload. Move her left after a train passes; send Sebastian down the right after the next train. The train is both sound cover and the timing signal.

A rail yard with moving cargo and patrol routes in Eriksholm The Stolen Dream
Trains and cargo are moving walls. Read their cycle before leaving cover, especially when two characters must cross different lanes.

Remove the first armored-car gunner. Alva climbs the outer drainpipe and throws a pebble onto the metal walkway to turn the three nearby soldiers. Hanna advances to the left crate. Sebastian takes the water route, surfaces behind the small building, and deliberately draws the gunner toward his cover. Hanna now has the uncontested blowpipe angle.

Break the fort from both sides. Sebastian swims under the wall, enters through the pipe, and takes the wall collectible before climbing into the corridors. Let the soldiers enter the armory, remove the two inside, then trigger the alarm. Move around the crowded room to the far door and use the control there to lock the soldiers in. Alva, outside, advances from destructible cover to destructible cover so the vehicle opens Hanna’s blocked vent. Once the crates at that vent are gone, Hanna exits, crosses the newly exposed wooden route, and darts the gunner from the side.

Collection pass: inspect the green-light area after freeing Sebastian, the crates beyond Hanna’s vent near Alva, the drop below the cart stop, the room before the large two-lever door, and the wall reached by Sebastian’s underwater fort entrance. Finish these before committing each character to the final battle lane.

Turn story progress into a 100% cleanup pass

Steam reports 45 achievements. A PlayStation-style trophy list may report 46 because it includes a Platinum for earning the other trophies; that is a platform difference, not a missing Steam achievement. The completion references also distinguish notes from other collectibles: 75-percent and all-item milestones exist for both groups, so finding every glowing paper you notice does not prove the separate collectible set is complete.

  1. Audit by transition, not by chapter end. Before a train, elevator, cable car, locked door, long cutscene, or party regroup, rotate the camera and clear every short dead end on the current side.
  2. Keep two counters. Track missing notes separately from displayable keepsakes. The relevant goals are Student of the Rosmark Lore and Master of the Rosmark Lore for notes, plus Adept Collector and Obsessive Collector for the other set.
  3. Do the mechanic triggers on the route. Use birds, finish a crane, sedate a guard, sedate from shadow, break a light, throw a pebble onto metal, open a paired gate, choke a guard, and perform a synchronized sentry takedown instead of bypassing every tutorial-like opportunity.
  4. Recheck optional actions. The readable achievement list flags attending the funeral, taking down Captain Lander, performing two sentry takedowns in quick succession, and hitting the Mayor’s poster with a dart. These are better cleanup targets than replaying the entire story without a named gap.
  5. Use the live client as the final authority. If the current Chapter Select menu exposes a missed section, start from the nearest checkpoint it offers. Because the only supplied page explicitly claiming unrestricted chapter replay carried a Steam removed/incompatible warning, this guide does not promise a particular replay-menu behavior.

For a first clear, the fastest recovery question is not “Where is the exit?” It is “Which character has not changed the room yet?” In Chapters 1-3, the missing change is usually machinery, noise, or a body used as weight. In Chapters 4-5, it is the handoff between Alva and Hanna. From Chapter 6 onward, it is normally the order of a three-person setup. Restore that order and the route becomes readable again.

Sources & credits

Game identity, Steam AppID 2377280, River End Games and Nordcurrent Labs credits, the July 15, 2025 release date, 45-achievement total, Patch 1.4 boundary, and the four original 1920-by-1080 JPG screenshots were verified against the official Eriksholm: The Stolen Dream Steam page and its official update feed. Chapter order, puzzle states, route handoffs, collectibles, and achievement cleanup were reconciled across readable community guides and verified walkthrough references. A blocked Neoseeker page, an unreachable official-site capture, and two Steam pages carrying removed/incompatible warnings did not supply authoritative route facts. All public images remain unmodified JPG files distributed by River End Games and Nordcurrent Labs through Steam.