
Eriksholm: The Stolen Dream Guide: Chapter 1 Walkthrough & All Collectibles
Introductions
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Welcome to Eriksholm: The Stolen Dream, the latest isometric stealth game on PC and consoles. This one's a relatively short playthrough (roughly around 8-10 hours depending on how thorough you are) but it certainly packs a good punch across that run-time.
Chapters are generally quite linear but later chapters mix up the mechanics and keep things fresh so it very rarely drags. There are a number of different collectibles to grab though, including Notes and, well, Collectibles.
In this guide we'll detail all of these as you reach them, along with how to grab every Trophy/Achievement too. If you miss anything, the game has a very generous Checkpoint system, allowing you to finish the chapter then replay at certain points.
If you grab what you need and trigger the next checkpoint, you can exit back to the Main Menu and not lose anything.
The end of each Chapter also reveals which Note or Collectible you've missed too, so you'll know roughly where to jump across to.
So, with all of that in mind, lets get moving.
Escape The Building
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When you first gain control of Hanna, you'll be inside the Boiler Room. This is a good time to get a feel for the controls. The left analog stick moves your character, holding R1 lets you run, while the right analog stick swings the camera around.
L1 (LB) will help you center the camera but you can also use this to scan the environment too.
As you move around each area, you can actually scan for where all the achievements are by rotating the camera and moving it around the general area. This is also useful for scouting where all the enemies are and any secrets, allowing for a slightly easier experience while playing.
To start with, approach the table and grab Note #1. Now, if you spin the camera around slightly, you'll also find Collectible #1 pinned to the wall just beyond this:
Walk up the stairs and approach the window to look outside. As you watch the soldiers, wait for the officer to be distracted by the rowdy neighbour before heading into the hallway.
Head down the south corridor (away from the soldiers) and approach the door. After heading inside, police will then knock on the door. Ignore this and head up the ladder.
In the attic, you'll need to make it past the two guards in the distance. Crouch behind the film reel box (marked X on the picture below) and wait for the officers to investigate the trap door you just entered.
When the officer has his back turned, run along and take a left at the big wheel. Spin the camera around and enter the vent.
In the next room you'll have some metal floors to avoid. Even stepping on these lightly will trigger any nearby guards to investigate so it's best to avoid them any chance you can.
In this game, if enemies spot you or find unconscious bodies (more on that later) then it'll trigger a game over, so you'll need to be vigilant here.
Wait for the fat officer, Sigurson, to head down the stairs and past the metal grates before exiting the vents.
Hide behind the shelf with the cogs (marked X on the picture below) and then wait for Sigurson to be excused by the senior officer.
As this officer mutters to himself, head down the stairs and zig-zag past the tables and up the adjacent stairwell. Check the window on the far left, then enter through the door.
The Noisy Machine Room
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This next section is a little more complicated than the previous rooms and requires a bit of precision. First, head down the stairs to the right and crouch behind the box of cogs and the green machine (marked X on the picture below).
When the soldier does his rounds and heads back up the stairwell, hug the wall and head through to the room with the valve.
Shut off the valve and hide just to the right of the white desk until the soldier starts chatting to the other officers (marked with an X on the picture below).
As soon as he does, run up the stairwell and across the metal grates. With the machinery running, your footsteps are now muffled.
Circle all the way back around and wait for the soldier to inspect the middle machinery near the valve before moving to the back of the room. Watch out for the soldier on the balcony here!
Now. you want to move with the wooden box at the back of the room, which will obscure the view of the other officer. Crouch across at the same time and aproach the ladder to climb out.
The Rooftops (Get to Cobbler's Gate)
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As soon as you emerge onto the rooftop, you'll gain the Achievement: Escape Artist.
Follow the linear path along and you'll automatically find Note #2.
Just past this, you'll need to climb down two ladders. At this point, head through the red gate and take the path south (pictured below).
Just beyond this, you'll find a ladder to the side, by the yellow 69 Silo. Head up and you'll find Collectible #2 on the table.
Return to the main path (by the two metal ladders you climbed down) and hop over the fence.
You'll find Note #3 here just to the right (circled below). With the guard distracted by the birds, crouch past. As you do, you'll gain the Achievement: Fowl Play.
Run past the next guard on the balcony when his back is turned and then prepare for another big stealth section.
Head south when the guard in the alleyway (patrolling up and down) has his back turned and grab Note #4 just beyond this to the left.
Hop over the fence and look inside the window. You'll find more collectibles here, which can be reached by dropping down the ledge, then circling around and through the vent by the wall (pictured below).
Exit the vent on the other side and grab Note #5 and Collectible #3. Return back through the vents to the original area. Now we need to head to the far end of the area, but there are three guards patrolling this section.
The best way to proceed is to head over to the birds on the far side of the arena and cause them to fly away by stepping nearby. All three guards will come over and investigate.
Slip down the ledge just south of this area and then hop over the wooden fence. Proceed north, being careful of the third guard and down the metal ladder (route pictured below).
At the bottom of the ladder, follow the stairs down and instead of crossing the wooden panels, take a detour to the right (just past the rusty machinery on the outside of the house).
You'll find Collectible #4 just resting on the side.
Return to the wooden plank crossing and head over the little river. On the other side, you'll find Note #6 on a wooden bench.
Cross back over whence you came and this time, follow the panels up to the left of the metal ladder. Climb up the planks and over the wall, where you'll find Note #7.
We'll now be well on our way to Cuttler's Gate but instead of heading through the gate with the white banner, cross over the street and up the stairwell.
Following this path, you'll cross the balcony guy again (move when he's not looking). Just past him, there's a little alcove that holds Note #8 inside.
Just below the stairs, next to the train, you'll also find Collectible #5 (both pictured below)
Head back to the main path and through the earlier gate with the white banner.
Cross The Drawbridge
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Head up the metal ladder and wait for the soldier to move over to the stairwell on the left. When he does, head directly forward and hide behind the double-stacked barrels with the wine bottles.
When the soldier returns to his position facing the ladder, sneak past him and up the rooftop.
Follow the main path and grab Note #9 on the way up the ladder onto the rooftop with the metal letters reading MONARCH.
Cross over and be sure to swing the camera around to find Note #10 here:
Head down off the rooftop and follow the path around to find Note #11.
Return back to the warehouse and through the vents just left of the blue doors (by the train tracks) to find a puzzle.
The Crane Puzzle
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This puzzle is quite simple but it does have a few different steps. First up, approach the crane console and move it across to the empty wooden platform. Spin the crane around so the metal can hook on and move it away from the wires.
Now, follow the wires to the correct number on the wall to figure out where the canisters go. When you follow the wires across the floor, you'll notice it leads to number 3.
Use the crane again to move the cannisters across to number 3. You may need to spin the cannisters around so they'll fit inside but eventually when they do, it'll trigger the puzzle to be completed. Once they slot in, you'll gain the Achievement: Heavy Lifter.
Head back through the vents and approach the console next to the drawbridge. With the power now working, activate the console then head on across and follow the linear path along.
On the way, you'll find Note #12 near the stationary train and Note #13 on a barrel next to the tables by the balcony (pictured below)
Head through the next two red gates, and be sure to grab Note #14 on the table with the flower pot.
Continue on the path, past the fisherman and the coffins before heading up the stairs. Next to the red cannisters, you'll find Note #15.
To the right of this, be sure to take a detour down the stairwell (just before the metal ladder leading up) to find Note #16 on a wooden crate. When you're ready, climb up the ladder and a police van will pull up.
Now, take a slight detour off the main path and head south of the parked truck (pictured below).
You may have seen this earlier but Collectible #6 is just in the corner of this area by a couple of workers. Keep moving down to the far end and you'll find it tucked in the corner.
Getting To The Train
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The next section is a bit tricky and goads you into taking the shorter path (don't, it's much harder). What you want to do is follow the train tracks all the way up the road and enter through the open green gate at the end of the train tracks.
Once you do, stick to the shaded area and you'll find a useful alcove to hide in (marked X on the picture below)
Wait for the soldiers to move past then stick to the shade and move up. The guard in the next section follows a predictable pattern so wait for his back to be turned before moving.
However, you also want to keep an eye on the soldiers behind you too so be careful not to move if they're facing you!
Time it right and head through the open doorway and out of this area.
Round the corner you'll find the train. To get there, hop down the main path and head along the wooden panels. You'll find Note #17 at the end. Pick this up then head up the metal ladder just to the left of this.
Wait for the soldier to look away then hop into the carriage.
Escape The Police
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In this final section, you'll now need to evade the police, who will be all over you like a rash. You need to sit tight for a while until the police officers are moving to investigate your carriage before exiting your carriage.
As the officers walk to your carriage, there will be a brief moment where the officer to your right will move down just as the officer to the left starts to ascend and look in your carriage. Move just before this. Head directly across to the wooden fence, hop over, then do the same north (when that officer isn't watching).
Head up to the wooden gate and press X (A) to trigger a cutscene. In this next section, you'll need to move in a specific pattern to avoid the guards. These are marked as numbers on the picture below.
Move to point 1 and wait for the two guards to move from their spots just above you. When the guard on the right moves down, head to point 2.
Two more officers will enter from the north and try to smoke you out. Stay tight until the next officer starts to patrol in the shade. Follow the officer that's nearest to you round in a clockwise motion so you end up back where you came from (point 3).
Stay where you are as the officer will then turn round and move anti-clockwise. As soon as he's facing away from you and heading south, leave this alcove and head for point 4. Stop halfway though and wait until the senior officer faces away from you (south), then sneak past and head for point 4.
Head up the metal ladder and approach the valve to trigger a cutscene.
When you gain control of Hanna again, head up the ladder and approach the door. Press X (A) to trigger another cutscene and end the level.

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