H Wiki

The Adventures of HILLS Full Walkthrough

This walkthrough hub organizes Hills's journey through Gadola from arrival to crisis resolution. Follow chronological pages for story beats, or jump to Action Points and Save Points when you need mechanical planning without spoilers.

How This Walkthrough Is Structured

The Adventures of HILLS is a time-management RPG where story progress and optional content compete for the same daily action blocks. A traditional single-page spoiler walkthrough would bury the mechanics you need before Day 3. We split coverage into chapter pages that mirror how Gadola opens — tutorial days, early districts, mid-game conspiracy, late crisis — plus dedicated pages for action point optimization and save slot discipline.

Each chapter page lists mandatory story markers first, then recommended optional activities that fit typical remaining blocks. Optional steps assume you read How to Protect for bad event avoidance. Cross-links use trailing slashes consistent with the rest of this wiki.

  • Day 1–5 Tutorial — Arrival, lodging, first companions, basic tactics.
  • Early Game — Market and Slums establishment, first investigation threads.
  • Mid Game — Noble Quarter, Micoco reunion, conspiracy escalation.
  • Late Game — Crisis countdown and finale preparation.
  • Action Points — Daily AP budgeting by chapter.
  • Save Points — Critical reload slots and ending splits.

Before You Start: Difficulty and Saves

Configure controls on PC Controls before Day 1 dialogue. Enable tactical assist if you are new to turn-based grids; it does not disable story bad events. Create a manual save at the end of Day 1 after lodging unlocks — the first major branch that affects companion registration appears on Day 3.

Steam Cloud is convenient but insufficient for ending splits. Maintain at least three manual slots: main progress, pre-crisis preparation, and crisis branch experiments. Full slot strategy lives on Save Points.

MICOCO veterans should skim Micoco Connection for tone only; this walkthrough does not assume prequel completion.

Recommended Route Through the Wiki

Play through Day 1–5 with this page open for structure, then switch to Early Game when the Market District map pin appears. When Micoco joins, cross-read Micoco for optional callbacks without halting main markers.

At mid-game, pause the walkthrough once to read Requirements Checklist and How to Complete. True ending preparation is front-loaded; waiting until Late Game to start clue threads is the most common completion mistake in launch-week player reports.

For mechanical deep dives without day spoilers, pair this hub with How to Play and Turn-Based Tactics.

Chapter Overview Table

PhaseIn-Game ScopeWalkthrough Page
TutorialDays 1–5, lodging, first AP lessonsDay 1–5
Chapter 1Market + Slums, first jobs, training yardEarly Game
Chapter 2Noble Quarter, banquets, Micoco plotMid Game
Chapter 3Countdown, finale fights, endingsLate Game

Action point and save guidance applies across all phases. Revisit those pages whenever you feel "behind" on companions or money entering a new chapter.

This hub was last updated in June 2026 for the Steam retail release schedule and day-count alignment with the launch build.

Spoiler Policy and Optional Content

Mandatory story steps include explicit day references and NPC names where needed for clarity. Optional companion evenings and bad-event-risk scenes are marked optional with links to How to Find instead of inline spoilers when possible.

100% players should keep Missables open during mid-game. Gallery hunters need optional bad-event saves documented in Save Points — not repeated here to limit duplicate spoilers.

Syncing Walkthrough With Guides

Walkthrough pages tell you when to act; guide pages tell you why systems behave that way. If a walkthrough step says "assign escort," read How to Protect once for the underlying exposure math. If a step says "turn in thread at lodging," read How to Find for journal header versus sub-clue distinction.

Combat-heavy days link implicitly to Boss Strategies without duplicating move lists here. Action-heavy weeks link to Action Points for numeric budgeting.

Players stuck on a single puzzle should temporarily leave the walkthrough for How to Beat puzzle subsection rather than advancing story days blindly.

Estimated Hours Per Walkthrough Section

Day 1–5 tutorial: two to four hours depending on text speed and optional job acceptance. Early Game: four to six hours. Mid Game: five to eight hours including banquet replays for escort learning. Late Game crisis: three to five hours plus ending reload experiments. Action Points and Save Points pages are reference — not sequential playtime.

100% hunters should multiply Late Game time by two or three for ending splits. Speedrunners skipping optional companions can cut Early and Mid game roughly thirty percent but often fail true ending requirements.

When to Leave the Walkthrough

After crisis resolution, stop following chronological pages — use Endings and Achievements sections for cleanup. During play, leave walkthrough temporarily when combat difficulty spikes; train in yard or reload per Boss Strategies rather than reading ahead story days for power you cannot obtain yet.

Walkthrough assumes single-player PC play — controller and keyboard layouts differ slightly per Controls pages but story order identical across input devices per June 2026 retail build.

Relationship to Guide Hub Categories

Each walkthrough chapter maps to guide categories: Early Game pairs with How to Get and How to Find; Mid Game pairs with How to Protect and companion pages; Late Game pairs with How to Beat and Endings. When walkthrough says "prepare consumables," see How to Get shopping section for item names — walkthrough avoids duplicating item lists that drift if patches rename items.

Day 1–5 is intentionally isolated from Mid Game spoilers — do not read Mid Game page until Noble invitation fires in-game even if curiosity tempts wiki binge reading.

Walkthrough pages updated June 2026 collectively — if a single page lacks a date stamp, assume same release alignment unless Steam patches materially change day counts.

Steam review tags highlight turn-based tactics and puzzles — walkthrough order reflects those mechanics appearing gradually rather than all systems in tutorial.

PantyParrot/Mango Party June 2026 release is standalone — walkthrough never requires MICOCO completion though Micoco reunion beats assume basic familiarity with her character archetype. Crisis time limit is central to Late Game pacing.

Twenty-five Steam achievements map to ending tiers, gallery thresholds, and discovery milestones — walkthrough order prioritizes story safety over fastest trophy routing. Hub updated June 2026 for Steam launch week on Windows.

Frequently Asked Questions

Should I follow this walkthrough strictly?

Follow mandatory steps in order. Optional blocks flex based on your companion priorities and achievement goals.

What if I miss a day's optional content?

Many optional scenes allow one-day delay. Some expire — check Early Game and Mid Game notes for hard windows.

Where are action point numbers listed?

On the Action Points page by chapter, not duplicated on every story page.

Does the walkthrough cover all endings?

Late Game covers crisis branches. Ending specifics live in the Endings section and Requirements Checklist.

Updated for launch?

Yes — June 2026 retail Steam release, including 25 achievements and crisis day count.