Quick Links
With over two dozen dungeons inDungeons of Hinterberg, there are a lot of puzzles to solve and monsters to slay. Thankfully, you have as much time as you want to handle it all and become the world’s best slayer. However, as the puzzles get more and more complicated, it can be difficult to complete each dungeon on your own.
We’re here to help walk you through each one so you can accomplish your goal and live out your fantasy adventure of being a slayer. Here’s everything you need to know about the Tower of Trials dungeon in the marsh.

How To Reach The Tower Of Trials Dungeon
In Brunnelsumpf, you’ll need totake the kayak around the swampto reach the adventurer’s camp to the north. There, you’ll have tohike along the ruins and defeat several waves of monstersto access the portal to the dungeon.
With a difficulty rating of eight, make sure you’re prepared! While this dungeon hasa lot of puzzles, there are alsoplenty of challenging battlesthat await you.

Tower Of Trials Puzzles
Once you enter the dungeon, you’llface off against powerful monsterswith magic after solving each puzzle. The puzzles are challenging and willrequire quick thinkingand resourcefulness to make everything go smoothly.
As you complete the puzzles, you’llmove from one tower to the next. They look quite similar at first, but you’re not running in circles. Below is a breakdown of each puzzle and how to solve it.

First Fish Puzzle
With the first puzzle, stand on the yellow squares andlaunch a Plasma Ballat the fish head. Once the Plasma Ball travels through the tube and bounces off the first yellow plank,press the buttonin front of you to rotate them.
Make sure to do this quickly so the Plasma Ball will beredirected into the other fish tube! The Plasma Ball will then travel through the tube andreach the node at the end. With the gate now powered up, you can descend the ladder,go through the tunnel, and proceed to the next area.

Second Fish Puzzle
With the second puzzle, you’ll want topress the button before launching the Plasma Ballat the fish head. Wait until the ballbounces off the second setof yellow planks to press the button again.
When the Plasma Ball bounces off the third set of yellow planks,press the button againso that the second set of planks directs the ball into the fish head so that itactivates the power nodeand raises the gate for you to press on.
Third Fish Puzzle
With the third puzzle, you’ll need topower up the gatebefore you may reach the second fish tunnel. To do this,press the button and launch a Plasma Ballat the first fish head. Once the Plasma Ball movespast the blue blockade, press the button again so that the Plasma Ball can move past it andreach the power node.
Once it comes into contact with the node, the gate will open. Now,launch another Plasma Ballexactly as you did before, butdo not move the blue blockade backafter the Plasma Ball passes it.
Instead, wait until the Plasma Ballbounces off the blue rodand brown planks topress the button again. This allows the Plasma Ball to go through the open gate andreach the fish tunnel.
Fourth Fish Puzzle
With the fourth puzzle, there aretwo buttons you’ll need to work withto power the node and open the gates. The first step is powering up the gate, so you’ll want topress the pink button. Then, once the pink barricades are down,launch a Plasma Ballat the fish.
After the Plasma Ballpasses the first pink barricade, press the pink button again, thenthe blue buttonso that the Plasma Ball bounces off the second pink barricade, then the blue one, and comes into contact with the power node.
Now that the gate is open,press the pink button againand launch the Plasma Ball. Wait for it to pass the first pink barricade andbounce off the blue oneto press the pink button again. The Plasma Ball willpass through the gate, allowing you to reach the final areas of the dungeon.
Tower Of Trials Final Battle
After completing every puzzle in the dungeon, you’ll face one last battle. This time, there aremultiple waves of powerful monsters– much more than before! You’ll definitely want tomake use of your magic to trap these monstersin a cube and shock them with a Plasma Ball.
The first wave includesseveral smaller enemies and a Kobold King, so ensure to take them out quickly with Attack Conduits. The next wave includes moremagic-wielding enemies and explosive little gnome-like creatures. Additionally, you’ll have to deal with external forces that affect the combat area, so stay vigilant!
Once the battle is over, you cancollect your lootand make your way to the exit.Get your stampand leave the dungeon via the exit portal.