Dream chronicles 2 game hints




















Take the 2 locked books and put them on the tables on the left, then place the crystal ball on the left and the books will open. Read the left book and switch the instruments around correctly. Read the right book to learn about a game of chess coming soon. Pick up 10 books from the room. Place 5 of them in specific empty slots amongst books with a category opposite of the book's title.

Put the other 5 books in the middle empty shelf. Now you must find 5 bases and 5 stands from the music room, library and organ room , then place them in front of the chairs in the music room. Next collect 15 pieces of music and piece together the complete songs. Finally, place the correct musical instruments on the chairs using hints from the book in the library. Go upstairs when you are done. Next collect all the broken chess pieces from the chess room, music room and library and fix the pieces on the board.

Now win another memory sequence game and head upstairs. Find 3 dream pieces. Collect all the broken pieces of the knights from the knight room, chess room, music room and library and reassemble them. Look at each of the windows and take the loose pieces. Swap them into their correct positions so each window contains 6 pieces of the same color. Enter the tree. Find 7 dream pieces. Look at Fidget, who is asleep. Look at the puzzle on the left wall and solve it starting from the top, the correct order is red, blue, yellow, green, purple, black.

Head through the door into the maze. You need to find 3 keys to open 3 chest and get 3 colored stones. Place these on the 3 head sculptures and you will get a stone device. Use this on the locked door and take the potion.

Return to Fidget and give him the potion. These walkthroughs may not be published or reproduced in any format without the author's prior written consent. All game titles, art and character references remain the copyright of their respective holders. The Walkthrough King. Back to Game List. Dream Chronicles 2 is the second in a series of 5 surreal hybrid hidden object and adventure games. This game continues on from Dream Chronicles.

You again play as Faye, pitted against your nemesis Lilith. Once again you must rescue your husband Fidget from her evil clutches. The series continues with Dream Chronicles 3. Dream Prison Chapter 1 Click on the object in the middle of the floor to reveal a stone chamber.

Chapter 2 Find 5 dream pieces and 1 dream jewel. Chapter 3 Find 6 dream pieces and 1 dream jewel. Ancients' Place Chapter 4 Find 5 dream pieces and also pick up 13 different stones. Chapter 5 Find 5 dream pieces and 1 dream jewel. Put your 4 new tiles around the door on the right, then head through. Chapter 6 Find 5 dream pieces , then click on the middle of the machine. Place your new tiles around the middle doorway, then head through.

Chapter 7 Find 5 dream pieces , and also collect 3 wooden boards and a metal tile. Chapter 8 Pick up the dream jewel from near the bottom of the door. The Mortals' Maze Chapter 9 When you first enter the maze, the fastest way to get the complete map is: Forward 1 Left, forward, right, forward 2 Forward, right, forward 3 Now you can see where you are on the map at the top of the screen.

Merrow's Cottage Chapter 10 Pick up the crowbar, and use it on the metal grate. Chapter 11 Find 4 dream pieces. Chapter 12 Find 4 dream pieces. Chapter 13 Find 3 dream pieces and 1 dream jewel. Now you need to find lots of items in the available rooms: Near the gramophone: 4 hexagons, 1 disc, key, piece of gramophone Upstairs studio: 2 hexagons, 1 disc, 2 keys Entrance room: 2 hexagons, 1 disc, 1 key, piece of gramophone Courtyard: 1 hexagon Water mill: piece of gramophone Use the keys to open the small boxes upstairs and next to the gramophone.

Now play each of the records on the gramophone, and press the hexagons corresponding the sounds you hear: Black: frog, thunder, rain Yellow: cat, bird, cow Red: fire, water, horse Take the key from the drawer that opens, and head down to the entrance. Chapter 14 Flip the light switch, then find 7 dream pieces and 1 dream jewel.

Talk to the plant: You are the fairy I seek, yet you look like a plant. I would, but first I'd need something with which to light the fire. Of course. Give me the match and I'll tell you where to find some logs. Talk to the plant again: Let me know what I can do for you, please. Just tell me how. I'll go get it right away. Lilith, the Fairy Queen of Dreams, took my husband and daughter.

I must find them. Home Walkthroughs, Tips, Cheats Adventure. Adventure Hidden Object. Related Stories Hidden Folks Walkthrough. Hidden Folks Walkthrough. Hidden Object. Bertram Fiddle Episode 2, Chapter 4 guide: All puzzle solutions. Android iOS PC. The final puzzle looks like the first two, but is played differently.

The easiest way to do this is to click above any red incorrect tile, starting at the bottom, and working towards the top. Think of this as a modified "lights-out" puzzle.

You will find the rest in the next scene. Ancients' Place Stonehenge In this scene you will need to find: 4 blank tiles, 4 round rocks, 4 tiles with quarter circles on them, and one metal plate with a quarter of a square on it. Use the four round stones that you found and place them in the holes next to the three doors.

Some glowing symbols should show up on the doors, and holes should appear to the sides of them. Take the four tiles with carvings in them and put them in the four holes in the pillars around the door on the left. The tiles need to be in the right places in order for them to work.

Simply make a left-hand semi-circle on the left, and a right-hand semi-circle on the left. This will open the door to the Print Stone Machine.

There are 2 metal cogs, and one crank. Reattach them to the press. Place the metal mold which you ound in the previous area into the top of the press, and a blank tile at the bottom of the press. When you crank the lever, you will make an imprint on the tile. Take the tile off, and repeat with the other three tiles. Once you are done, the mold will remove itself. There are also 2 wooden planks you will need for later in this room.

Go back into the Stonehenge room. You now have tiles to open up the door on the right. Put them in the frames like you did for the first door. Crystal Print Machine Inside is another mechanical device, the Crystal Print Machine, but clicking it causes a pixie to dismantle it and hide the pieces! Blasted pixies. Here you will need to find: 3 blank molds, something to hold a spherical object, a hammer, a crystal ball, two wooden bars, and a wooden circle.

Reassemble the machine with the pieces. First, use the two wooden bars to create uprights on the top surface.

Then, place the wooden ring on top of them. The object that looks like a bowl can be placed on the wooden ring, and the crystal ball goes inside of that.

Did something just appear? Now you can pick up the wooden handle. This gets attached to the left side of the machine.

Now you need to rotate the machine. Click the crank several times to rotate it. You'll know when to stop, as you can't go any farther. One at a time, put the blank molds into the base of the machine, and remove them once they now have an engraving on them. Back into the main Stonehenge chamber we go. Remember those stones we couldn't pick up before? Now, take your hammers and smash them into two pieces. You should get a total of twelve tiles, ready for printing.

Go back to the Print Stone Machine door on the left. Use the three new metal molds that you just made with the Crystal Print Machine to make 8 printed tiles.

The molds will automatically disappear when you have enough of each. Go back into the main chamber Stonehenge. These eight tiles are now used to open the middle door. Try to match the pattern on the door. Don't worry if you get it wrong, the tile will turn red, and you can pull it out and place it somewhere else. The Waterfall Finally, the Waterfall! Make sure you pick up 3 wooden boards, and the metal mold.

The text says to make a diamond to stop the waterfall. You'll use the press to make yet another mold for the last four tiles. Pick up the metal mold. Go to the Crystal Print Machine door on the right , and put the metal in the machine once more, then Go to the Print Stone Machine door on the left , and make four more printed tiles, then Go to the Waterfall and put them inside the holes to make a diamond shape, then The waterfall stops.

But we don't want to cross on that shabby bridge Lay down your five boards, and you can cross safely! Except the keys disappear from the doorway.

Aaugh, these fairies don't want you to have your way, do they? Well, now you've got to find the four keys. There are 4 pieces to find, there is 1 key in each of the 4 rooms in this area, not including the room witht he door on it. Go back to the door where the waterfall was, and put the keys in the door.

Don't be surprised if they turn red However, rotating some keys may rotate some others. The left key moves all four keys.

The right key moves the top three keys not the bottom key. The bottom key moves the right key not the top or the left The top key moves nothing else. Each key is in a "correct" position every four turns. The first step I used to solve the puzzle was to make sure that each key was in either a "correct" position, or two off from that. After you do this, make sure you always click keys twice or four times , so that they stay in this pattern.

From here, the keys should be in one of four patterns: All four keys are wrong - click the left key twice to rotate them all. The top three keys are wrong - click the right key twice to rotate them. The bottom and right keys are wrong — click the bottom key twice to rotate them. Only the top key is wrong — click it twice to rotate it. The door will open, and you are on to the next scene! The Mortals' Maze This scene is a maze. You could blindly stumble around in the maze, or In any case, you pass by the three map pieces before you even get to the first dead-end.

In what might be a completely contradictory statement, the white spots represent where you find the map pieces on the map you are about to assemble Conveniently, this map even has an arrow to show you which way you're going. So, now go to the red spot and pick up a key.

This key opens up the door, which is a solid line on the map. Continue following the path to the green spot, where you get five hammers. The yellow spots on the map are barrels. Use your hammers to smash the barrels open. Three contain keys, and the other two have dream pieces.

Be sure to stop at the aqua spots on the map to pick up keys on the ground. Now you can advance to the final door at the black spot. Oh, no, it's another rotate-the-keys puzzle Here's the breakdown: Top — rotates only itself Left — rotates itself and the top and center keys Right — rotates itself and the center key Bottom — rotates itself and the left and right keys Center — rotates all five keys I would recommend using the same system of above moving the keys so they are "correct" or two off, then adjusting the patterns from there to open the door.

Meerows Cottage The first thing you will need to do is get all those pesky roots out of the way. To do this grab the crowbar , and use it to open the hatch near the bottom. Inside the hatch is a simple color matching puzzle. Just click on a flower and match it with the same color flower. Simple trial and error works here to find out where all the colors are. Next you will need to find the key. Enter the house on the left. For this room you will simply need to pick up plate and attach it to the rope on the right.

Go outside and pick up the heavy rock. Then place the heavy rock you picked up in the plate. The water is running again. Now you will need to go back outside, hit the switch on the left house, and use the key to enter the house on the right. In this house there are three floors, however the top and bottom floor can not have electricity at the same time, and you need a key for the bottom floor.

First find the key and the disk. There are two diffetrent solutions for the box. Since we need to go upstairs first, arange the tiles in the box like this. Now go upstairs, and click the on gramaphone. Once all the pieces go missing you will need to go find them. Pick up all the hexagon pieces on this screen. There are 3 total on this screen. You will also need to find another disk, a key, and a gramaphone part.

Click on the back button to zoom out. Now you will need to find 2 keys, 2 hexagons, and a disk. Go downstairs and collect the gramaphone part, and the two hexagons. Next you will need to head outside. There is a hexagon peice infront of the fountain. Now your inventory should be full. Head back to the gramaphone and place the 8 hexagons you have in place. Use the four keys you have on the boxes on the shelves. One of the contains the final hexagon. Head back to the waterwheel room and pick up the final gramaphone part.

Now you will need to head back to the room with the gramaphone and reassemble it. Use the keys you have obtained to open the boxes that were circled in pink. One of the contains the last hexagon you need.

Once you assemble the gramaphone play the disks. Each disk has 3 sounds on it which you will need to match to one of the hexagons. The sounds are fairly stragihtforward but if you can't tell what it is you could use trial and error to find the correct hexagon. Once you finish the disks you will need to get the key from the draw that opens, and head back downstairs. You will need to rearange the power grid to the pattern above so that you will have power in the basement.

Use the key and enter the basement. Turn on the lightswitch. Now talk to the plant. Be nice and offer to help him light a fire. He will give you a match and direct you outside where there are 4 logs you need. Once you have the logs place them into the fireplace and use the match to light the fire.

Now return to the lab and speak to Meerow. Offer to make his elixer for him. Go back upstairs to the gramaphone and get the bottle of plant food from the upper left shelf.

Return to the lab and pur the liquid into the green flask. Pick up the candle, the empty bottle and the 'something fireproof'. Pour the bottle of plant life into the flask that looks like 4 spheres. Use the bottle on the yellow liquid and transfer it into the flask to the right. Light the candle on the fire, and then place the burner bas under the flask with the liquid in it. Put the candle in the base and then collect the liquid with the bottle once again.

The elixer is now complete. Give it to Meerow and then agree to let him take you to the next area. Lake of Dreams To cross the lake, you'll have to rebuild the boat. Much of the level revolves around finding scraps of wood and reassembling them.

You will need to find 3 pieces of wood, a harpoon, a paintbrush, a set of oars, and an oar lock. Use the harpoons to open up the three barrels on the right side of the screen.

Two have wooden pieces inside. As for actually building the boat, there's really no good way to describe it. The shapes are fairly indistinguishable, so the best way to put the pieces in the boat is trial-and-error. Be sure to try a piece on both sides of the boat, and if it works in neither place, put it back and try another one. The oarlock should be the last thing to go on the boat.

Take your paintbrush and pick up some of the blue resin in the bottom-right corner of the screen. Then, use this brush on the boat to make it waterproof. Then you can push your boat into the water, throw the oars in, and hop aboard. Pretty easy scene, really. Outside the Tower of Dreams This first thing you will need to do is try to get through the gate. You will be informed that there is a magical puzzle that needs to be solved before you can pass.

Hit the two triangle buttons just at the top of the stairs. This will cause the puzzle on the sides to appear. Pick up the three rounded stones. Notice the two puzzles that appear to the left and right of the gate. This is where we will use the rounded stones, but we need a few more first.

Go back to where you first arrived on this island. Pick up all the rounded stones on this screen. By now your inventory should be getting pretty full, so go up the the gate again and zoom in the the puzzle to the right.

You will notice there are already a few pieces in place but they are in red indicating that they are in the wrong spot. Place the flower based pieces on the wall like this. And don't worry if you dont have them all yet. You will need to go find the last 2 pieces of the puzzle. They are in the forest area off to the right of the area you started in. Now do the same thing on the left side of the wall with the tree and weather based pieces arranged like this.

Now you can watch the magic happen before you enter the door. Inside the Tower of Dreams You will need to fix the organ. Simply find all the pieces 7 total , and place them in the organ. Putting the pipes back into the organ should be fairly straightforward. Now zoom in on the organ. Don't be intimidated by the amount of buttons on the organ, it is a pretty simple simon game.

Unfortunately the button sequences are randomized so you will be on your own for this part. Perhaps a peice of paper and a pencil will come in handy if you have trouble remembering the orders. Once you finish the organ section head upstairs. Pick up the two books one by the staircase and one on top of the book case on the left. Put the crystal ball and the books on the shelf to the left and the books should open, as well as the other books re-appearing around the room.

The three books that didn't disappear describe how to solve the other puzzles. Pick up the books scattered around the floor and on tables, there are 10 in total. They are pretty easy to find. If you mouse over a section it will tell you what it is, for example the volcano section or the history section. The books generally go in the opposite place they should. The book of fire goes into the water books section. The book of night goes into the sun books area. The book of peace goes into the war books area.

The book of light goes into the darkness books area. The book of myths goes into the history books area. The remaining 5 books go into the empty shelf in the middle.

Head up the stairs. First you will need to assemble the music stands. If you don't you could end up filling your inventory with the score pieces and have to restart the level. There are 4 complete stands in this room, and 4 score pieces. Head on back downstairs.



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