HER TREES Puzzle Dream Walkthrough: All 43 Puzzle Keys and Transitions

HER TREES Puzzle Dream tree map filled with rooms and dream objects

HER TREES : PUZZLE DREAM has five numbered levels, but the numbered boards are not the whole route. The opening door, the bulb, three corridor gates, and the final tree-door are puzzles too. Together, the room boards and those transitions account for 43 coded clears. This walkthrough keeps them in one chain, so a cleared board does not leave you stranded at the next doorway.

This route was rechecked on August 8, 2026 against the Steam release through the latest visible official update, Ver. 1.6. Earlier updates changed hint visibility, made minor puzzle adjustments, fixed a narrow save-timing bug, and changed the final bulb-count display. For that reason, the reliable completion signals below are the new room, the lit map node, the cat’s movement, or the opened gate – not a fixed final bulb number.

Every code uses the same 3-by-3 answer panel. The letters run left to right from A through I:

A B C
D E F
G H I

A code such as EBCFIHGDA is a press order, not just a set of letters. Preserve numbered-dot order and trace every route from its circle to its arrow. After entering the letters, use the small tree icon when it is present. A solved arrangement should expose the promised letters, lock into place, light a node, move the cat, or open a route. If none of those happens, reset the arrangement before re-entering the same code; the usual failure is an almost-correct overlap, not a different answer.

Carry these three objects through the dream

The 37 room puzzles are not the part most likely to strand a run. Three loose objects must leave the room where you find them and open a later corridor gate:

Carry item Pick it up Spend it here Gate code
Loose ladder Inside the Level 1 walnut Broken ladder in the right corridor FHI
Small white house Level 2 branch portrait Portrait in the pale corridor CDF
Flat white door White miniature house in Level 3 Damaged mirror before Level 4 DBF
Quick code index for all 43 clears

Opening: HDA, AEDH.
Level 0: EBCFIHGDA, BCIG, ADEHIFCB, IBH, HBDA.
Level 1 and ladder: IDBAHGFEC, ICA, DEH, EFD, DAB, ABDE, HIFA, IHEF, FHI.
Level 2 and portrait: AFC, CHIF, IFCBEHGDA, CID, FEHI, DGC, HCFI, CBEDGHIF, CDF.
Level 3 and mirror: AHF, EHF, GAFCE, ICBA, CFIHEBA, DCA, GEF, DEH, DBF.
Level 4 and final door: CIFG, CEF, ACF, DEFHB, EFCBADGHI, CFIHGDEBA, GIC, HAFGBI, ABEC.

Root door to the first cat: Opening and Level 0

  1. Repair the root door. Select the withered tree, open the hollow in its roots, and fit the detached door piece into the matching break. The joined drawing exposes HDA. Enter it and confirm with the tree icon. The observable success state is the door opening; if it stays shut, reseat the piece until the seam disappears.
  2. Complete the bulb. Pass through the door, select the glowing flower, and place it inside the light bulb’s lower opening. The combined shape exposes AEDH. This is a gate, not one of the five puzzles on the Level 0 board. A successful entry opens the first numbered room.
HER TREES Puzzle Dream opening room with desk, glowing bulb, pictures, and black cat
The first full room establishes the recurring pattern: move an object, reveal letters or a path, then enter the ordered key.

The five desk-room puzzles

  1. Petals and tracing sheet – EBCFIHGDA. Touch the tall plant at the far left so petals fall onto the sheet on the desk. Open the sheet puzzle and slide the tracing layer over the petals. The result is a numbered version of the answer grid. Read positions 1 through 9, which gives EBCFIHGDA. If the numbers remain incomplete, the tracing layer is offset.
  2. Book and bookmark – BCIG. Open the book beneath the desk, enter it again, and slide the bookmark across until it rests in column three, counting from the left. Its dots must line up cleanly with four letters. When they do, enter BCIG.
  3. Butterfly wall path – ADEHIFCB. Move the butterfly picture to uncover the wall grid. Rebuild its tiles as one continuous route, then trace from the marked start to the end. That route is ADEHIFCB. A broken line means at least one tile is rotated or displaced.
  4. Broken shelf house – IBH. Knock down the first small house on the upper-right shelf, open its pieces, and move the perforated leaf over them. Do not assemble the house by its outline alone; use the leaf holes as the detector. The correctly covered picture reveals IBH.
  5. Drawer animals – HBDA. Open the desk drawer and select the paired animal figures. Slide one against the other with their heads facing opposite directions. The merged silhouettes expose HBDA.

After all five lights are on, select the black cat. In the next view, move the torn leaf away from the repaired miniature house and open its door twice. You arrive in the central corridor. Follow the cat through the right arch only far enough to discover the broken ladder; you cannot finish that route yet. Return and use the left arch for Level 1.

Walnut room to the repaired ladder: Level 1

Enter the small house through the left arch, then select the walnut-sized object beside the large vine-covered house. Open the middle section and take the loose ladder before starting the wall portrait. Leaving the ladder behind is the main reason a fully solved Level 1 appears to lead nowhere.

  1. Number tiles and mask – IDBAHGFEC. Seat 1 through 9 in the empty grid so each tile’s dark stroke completes the surrounding lines. Place the white mask over the finished letter grid, then read the numbered positions in ascending order: IDBAHGFEC. If a digit refuses to look like a letter, match its heavy edge to the frame rather than centering the printed number.
  2. Short-mushroom berry sprig – ICA. Push the sprig from the hole in the short mushroom, open it, and place its three white leaves over the matching empty leaf shapes. Read the covered letters from top to bottom: ICA.
  3. Tall-mushroom leaves – DEH. Release the two leaves from the tall mushroom and lay the leaves across the cracked slabs in parallel. The assembled negative space exposes DEH.
  4. Antenna houses – EFD. Open the miniature-house board near the short mushroom. Match each antenna dot to the corresponding dot on the board, not to the printed count inside a square. The one-dot, two-dot, and three-dot houses land on E, F, and D, so the key is EFD.
  5. Upper-right outer leaves – DAB. Pull down the leaves from the walnut’s upper-right edge and match their cutouts to the drawn letters. Their clear tabs cover one, two, and three dots; that dot count fixes the order as DAB.
  6. Dandelion puffs – ABDE. Open the glowing point on the walnut’s right edge, then select the fallen puffs and leaf. Move the twig against the fourth puff from the left until four clean letter shapes appear. Enter ABDE.
  7. Upper-left white leaves – HIFA. Enlarge the leaves at the upper-left edge. Overlay the branch carrying white leaves with the lower four leaves of the center branch. The uncovered result is HIFA.
  8. Twin keys – IHEF. Drop the two keys from the walnut’s lower-left edge and bring their teeth together with the right key slightly lower. The joined teeth show I followed by left, up, and right arrows. Starting at I on the answer grid produces IHEF. If you can see I but not all three arrows, the keys are close but not locked.

When the cat’s tail appears, follow it back to the corridor and take the right arch. Place the ladder half on the broken ladder, then use the three exposed letters FHI. Only after that gate lights should you climb to Level 2.

Branch room to the portrait gate: Level 2

At the top of the ladder, enter the dark opening. Before solving the tree’s eight puzzles, remove the small white house from the portrait on the branch. Keep it: the exit gate consumes that same house.

  1. Left-trunk leaf tips – AFC. Grow the leaves from the left stub, attach them to the trunk, then reopen them. Align each tip with its matching dot. The transparent labels settle over AFC.
  2. Cat-emblem keys – CHIF. Drop the two keys from the trunk and place them back-to-back with one cat head directly over the other. Their teeth become CHIF.
  3. Circuit plant maze – IFCBEHGDA. Grow the plant from the right stub and place the cutout sheet over its circuit pattern. Begin at the round dot and follow the route to the arrow: IFCBEHGDA. Do not read every visible cutout; only the connected path counts.
  4. House roofs and star – CID. Open the two tiny houses on the ground and fit their roofs into the missing angles of the star drawing. A correct overlap closes the star and reveals CID.
  5. Dry plants – FEHI. Remove the dry stems, order them by height, and return them to holes that make every top level. The solved arrangement shows F and a short arrow trail. Follow it for FEHI. Uneven tops are the failure signal.
  6. Curled twigs – DGC. Enlarge the curls on the upper-right branch and nest the dark curls inside the pale ones. When the outer curls hug the letters without gaps, enter DGC.
  7. Mushroom imprint – HCFI. Press the distant mushroom against the wall, open its imprint, and align the two circles on its cap with the two wall dots. That overlap exposes HCFI.
  8. Two tracing sheets – CBEDGHIF. Open the leaf pile and slide the pale sheet against the gray sheet until the white circle meets the upper white rectangle. The combined drawing becomes a maze. Trace circle to arrow for CBEDGHIF.

Return to the pale corridor and select the portrait on the left. Place the white house you collected from the Level 2 tree onto the house in the portrait. A correct match reveals CDF. Then return through the left arch to the large house from Level 0 and follow the cat through its front door.

HER TREES Puzzle Dream room filled with miniature houses and a black cat
Level 3 hides one required carry item among the miniature houses: take the flat white door before leaving.

Miniature houses to the mirror: Level 3

  1. Building cutouts – AHF. Select the cutout behind the glass vase, then open it from the floor. Arrange the chimneyed building parallel to and below the second cutout, pointing its roof toward the other entrance. Ease the pieces together until AHF appears.
  2. Take the white door. Open the white miniature house and collect the door after it falls flat. It has no code here, but it is the object that opens the Level 4 mirror gate. Do not leave the room without it.
  3. Stilt-house ribbons – EHF. Open the stilt house and select the hanging ribbon. Match the loose lower ribbons to the pinned upper ribbons; the joined strips reveal EHF.
  4. Low-roof berry sprigs – GAFCE. Remove the low roof, open the interior, and use each loose sprig to fill the missing berries in the fixed sprigs. When all gaps are filled, the upper stems point to GAFCE.
  5. Lotus-house cats – ICBA. Release the cat from the house with the lotus stem. Each movable cat tail completes a number beside one of the fixed marks. Use the completed numbers 1 through 4 to order the letters between the cats’ ears, giving ICBA.
  6. Origami-house maze – CFIHEBA. Flatten the single-window house and assemble its white jigsaw pieces on the wooden answer grid. Once the route is continuous, follow dot to arrow for CFIHEBA.
  7. Candle vines – DCA. Activate the candle on the large building. Put the five movable tendrils beside the three fixed tendrils until their gaps form DCA.
  8. Fan flowers – GEF. Open the windowless upper house and use the pentagonal flower as the center. Place the five fan-shaped flowers around it by matching their curves and orientation. In the completed flower, the stems mark numbered dots on the answer grid; read them as GEF.
  9. Budded vine loops – DEH. Open the tiny upper-left house, overlap its two vines into one chain of loops, and lay that chain over the symbol sheet. Start at D and obey the right and down arrows to obtain DEH.

Release and follow the cat back toward the ladder route. In the white corridor, the cat jumps into the damaged mirror. Open the mirror and drag the white door collected in Level 3 onto it. The aligned door shows numbered positions 1 through 3; enter DBF. If the mirror will not accept the door, you collected the wrong house part or left the flat white door behind.

HER TREES Puzzle Dream path puzzle beside the A to I answer grid
For route puzzles, preserve the start-to-end order. Entering the same letters in a different order does not clear the light.
  1. Three horses – CIFG. Open the tiny door in the large horse sculpture, then merge the three smaller horses into one silhouette. The merged body covers most of the grid and leaves CIFG visible.
  2. Fallen butterfly picture – CEF. Drop the butterfly picture beside the horse, turn it over, and align its three drawings vertically. The shared borders form CEF.
  3. Duck-bowl flowers – ACF. Use the bowl on the duck sculpture to bloom the plants. Arrange the three movable flowers around the fixed flower so their curves form one tree. Only ACF remains unobscured.
  4. Cat-head cubes – DEFHB. Drop both transparent cubes, stack them over the marked sheet, and center the overlap so it becomes an octagonal grid. The numbered squares read DEFHB. If the corner crosses do not line up symmetrically, recenter the cubes before entering the code.
  5. Fisher paintings – EFCBADGHI. Open the parchment released by the fish head. Move the boat-and-fisher picture over the ocean picture until the fish sits beside the hook. The overlap creates a numbered 3-by-3 grid; positions 1 through 9 yield EFCBADGHI.
  6. White-butterfly vine maze – CFIHGDEBA. Drop the white butterfly picture, enter the opening behind it, and join the loose vines to the fixed vines as a square maze. Start at the circle in C, descend through F and I, cross through H and G, then climb and turn through D, E, B, and A. The full key is CFIHGDEBA. A branch that stops before A means the outer square is incomplete.
  7. Dark-butterfly building – GIC. Move the large symbol to the right side of the three-roof building with its base on the picture border; fine adjustment reveals G and I. Put the smaller symbol against the left side to reveal C. Enter GIC.
  8. Constellation – HAFGBI. Use the star at the bottom of the room to turn off the lights, then open the central constellation. Fill the missing glowing dots with the movable shapes until they also form a star. Begin at the lit node centered on the lowest row and follow the connected trail: HAFGBI.

The central door: ABEC

Return to the central corridor and open the large middle door. Move the tree map onto the faint dots on that door. When the dots coincide, the roots point to ABEC. Enter the key, pass through the opening, and keep selecting the distant light until the chair appears. Sit, select the cat so it settles on your lap, then select the revealed tree to start the closing scene.

When the tree stops short of 43

If the map count is short even though every numbered room looks clear, audit the gates outside the boards before repeating random room codes:

  • Root door HDA and flower-bulb AEDH.
  • Repaired ladder FHI.
  • Level 2 portrait with the carried white house CDF.
  • Mirror with the carried flat door DBF.
  • Tree aligned to the final door ABEC.

For a room light that refuses to register, update the game before deeper diagnosis: the official Ver. 1.3 notes fixed a case where closing the game during the one-to-two-second light-on window could lose the clear count. On a current build, wait for the light or route change before leaving the puzzle screen. If the key still fails, reconstruct the visible letters or path and use that detector; do not substitute a nearby code from another room.

Once every outside gate has registered and ABEC opens the middle door, the chair, cat, tree, and closing scene are the end of this route; there is no additional keypad after the tree appears.

The official HER TREES : PUZZLE DREAM Steam page identifies the current release. For the separate second game, use the HER TREES: The Puzzle House walkthrough; its rooms and codes do not apply here.