Dream Chronicles By CasaNova73099 Version 1.3 (Completed: November 29 2008) (Modified: December 3, 2008) (Modified: May 19, 2009) ------------------------------------------------------- TABLE OF CONTENTS 1. Introduction 2. Gameplay Controls & Tips 3. The Story 4. The Cast 5. Walkthrough: 5.1 Chapter 1: Faye and Fidget's Room 5.2 Chapter 2: The Upstairs Hallway 5.3 Chapter 3: Lyra's Bedroom 5.4 Chapter 4: The Balcony 5.5 Chapter 5: Lyra's Treehouse 5.6 Chapter 6: The Backyard 5.7 Chapter 7: Tangle and Aeval's House (The Library Room) 5.8 Chapter 8: Tangle and Aeval's House (The Secret Room) 5.9 Chapter 9: Tangle and Aeval's House (The Piano Room) 5.10 Chapter 10: Tangle and Aeval's House (The Front Garden) 5.11 Chapter 11: Tangle and Aeval's House (The Greenhouse) 5.12 Chapter 12: The Park (The Statue of Wish) 5.13 Chapter 13: The Park (The Puppet Theatre) 5.14 Chapter 14: The Village/Gates Of Wish 5.15 Chapter 15: The Woods 5.16 Chapter 16: Outside Of Lilith's Mansion 5.17 Chapter 17: Lilith's Mansion (The Foyer) 5.18 Chapter 18: Lilith's Mansion (The Mysterious Room) 6. The Dream Jewels 7. Ending Note & Legal Notice ------------------------------------------------------- 1. INTRODUCTION Dream Chronicles was one of those 'rare-find' games from 2007 that was able to successfully mix a variety of gaming genres (namely adventure, hidden-object and puzzle solver) into one neat little package. Combine that with the beautiful graphics, mystical soundtrack and a storyline that blurred the line between reality and fantasy and well, the result is pure addiction to this game. On the flip side however, there are a number of puzzles in DC that are rather tedious, hard, or just downright confusing to solve, and after a while you'll probably be ready to pull out all of your hair - if you haven't done so already. This is where I come in, and this handy 'little' guide is not only a walkthrough for all 18 chapters, but it always helps in keeping track of all of the Dream Jewels (if you're one of those types that like to collect everything in a game). I tried to make everything as clear as possible for you guys, but if you're still stuck or if something is not working for you or even if you've discovered something that I have forgotten to include in this guide, please feel free to email me at casanova73099 at yahoo dot com. Ok then - onto the actual guide! ------------------------------------------------------- 2. GAMEPLAY CONTROLS & TIPS *There's not much to go on when it comes to 'movement' in DC. Since this is primarily a hidden-object game, most of your time will be spent clicking or mousing over objects to see whether they are useful or even useable. All in all, explore your options. *If you ever get stuck, a necessary item will flash briefly, prompting you to either analyze it or place it into your inventory. However it is sometimes one of those 'blink-and-you'll-miss-it' kind of things so you'll sometimes need to wait a few seconds for a hint on what to do next. *On the lower part of the screen (to the right of the PAUSE button) is your inventory. At any given time you can hold up to ten items that can be used on the current chapter. This will prove useful in the later chapters but at the same time -if you can avoid it - you should also take care not to fill up your inventory with items that may be unnecessary as it will leave less room for items that will move you along in the chapters. *To the right of the inventory bar is Fidget's journal, er...diary. This keeps track of your progress throughout the story, your collection of Dream Jewels and other interesting tidbits about Fidget's life before he married you. It also hints at what you need to accomplish in order to move on to the next chapter. ------------------------------------------------------- 3. THE STORY In the tiny little town of Wish, a woman named Faye lived a quiet but normal life with her husband Fidget, their young daughter Lyra, and Tangle and Aeval, Fidget's parents. Then on one evening - and in a rather lifelike dream - everything changed. A powerful fairy named Lilith suddenly appeared and placed the village of Wish under a powerful sleeping spell, and during all of the confusion Fidget disappeared, leaving only his diary behind as a clue. With his notes in tow, Faye now must slowly but surely find her way to her beloved Fidget, even if it means leaving the only place she has ever known as home and to dare and go up against the Fairy Queen of Dreams... ------------------------------------------------------- 4. THE CAST Faye: The main character, or in layman's terms - you. Although you are but a humble and devoted housewife, in this magical medieval world, you're the only one able to escape Lilith's sleeping spell. It is also only you who can defeat Lilith, find your missing husband and save your family and friends from eternal slumber. Fidget: Faye's husband. At the onset of the game, Fidget has going missing and his disappearance is in relation to both your dream and the strange spell that has enveloped Wish. And as you set out in an effort to save Fidget however, you'll learn that there's more to your darling husband's past and heritage than he has let on. Lyra: Faye and Fidget's daughter. Doesn't have much of a role in the game and is only seen once throughout all 18 chapters. Tangle and Aeval: Fidget's father and mother, respectively, and therefore your in-laws. Like your husband Fidget, there seems to be more to your in-laws than what meets the eyes, and while they don't actually appear in the game, their wisdom and hints assist you in your quest. Lilith: The Fairy Queen of Dreams who has taken it upon herself to become the self-appointed rival of Faye. Lilith is very beautiful, but like the saying goes, it's only skin deep because Lilith is clearly also very resentful and angry towards you and your family. Now why ever though could THAT be? ------------------------------------------------------- 5. WALKTHROUGH *DREAM SEQUENCE 1* "I HAD A DREAM... IN MY DREAM, LILITH, THE FAIRY QUEEN OF DREAMS... CAST A SLEEP SPELL OVER THE ENTIRE KINGDOM... EVERYTHING AND EVERYONE FELL INTO A DEEP ENCHANTED SLEEP... SOMEHOW, I FEEL MY HUSBAND FIDGET AWAKEN ME TO THIS STRANGE, NEW WORLD..." ------------------------ 5.1 - Chapter 1: Faye & Fidget's Bedroom As you awaken to what seems like a peaceful normal day, the door leading out of your bedroom freezes over. After pondering whether or not this is all but a dream, one thing becomes clear: you have got to leave the room to figure out what on earth's going on... As the Gameplay Controls & Tips section suggested, start scoping the room for any objects of importance - particularly the strange old book lying on the floor just begging to be picked up. Once you do, you discover that it's actually Fidget's diary and that there are hints throughout its pages to help lead you to him. After the diary is placed into your inventory, grab the matches from on top of the mantle and then light the fireplace. The mysterious ice will melt away and finally grant you access to the rest of the house... ------------------------ 5.2 - Chapter 2: The Upstairs Hallway The moment you step out into the hallway, the animal caricatures that decorate the glass window panes of the skylight disappear. The only way to proceed further is to locate the six missing animal icons (fish, butterfly, lizard, frog, bird and cat) and replace them into the ceiling. Check near the railing/banister of the stairs for the lizard, butterfly and frog (though sometimes the lizard can be found on the ceiling), the left-hand wall for the fish, up near the hanging plants for the bird and on the floor near your bedroom door (or by the hallway drawer) for the cat. Once all six animals have been restored to their rightful places, you will now be able to enter Lyra's room. However if you're collecting all of the Dream Jewels make sure to collect the two jewels here before moving on - the game doesn't allow you to backtrack from room to room... ------------------------ 5.3 - Chapter 3: Lyra's room Lyra's room is virtually pitch-black the moment you walk in. Feel around for a lamp (somewhere towards the left of the room) to be able to proceed further. The second you do, you discover that Lyra too has fallen victim to Lilith's spell and is totally unresponsive - all the more reason for you to find Fidget and somehow put an end to Lilith's plans... Inspect the foot of Lyra's bed (or rather the bed frame itself) to uncover a well-needed key. Use the key to unlock the large wooden chest and to obtain another key. Use this new key to unlock Lyra's dollhouse and then analyze the dollhouse. Inside the dollhouse is a puzzle that relies on a bit of trial and error. You'll have to figure out which switches to flip on and off in order to light up all the rooms in the dollhouse. There are also 9 dream jewels hidden within the rooms of the dollhouse, so if you're collecting them all, be careful not to activate all the lights in the dollhouse before you do (since the game will not allow you to investigate the dollhouse again). Once you figure out the combo (or if you're too lazy to bother: 1,2,5), the final key in this room will appear. Take it and use it to unlock the door leading to the balcony... ------------------------ *DREAM SEQUENCE 2* "JUST AS IN MY DREAM, MY DAUGHTER LYRA IS UNDER A SLEEP SPELL... MY HUSBAND FIDGET HAS BEEN TAKEN AWAY BY LILITH, THE FAIRY QUEEN OF DREAMS... LILITH SEEMS TO BE PUTTING OBSTACLES IN MY WAY, BUT I CAN HEAR FIDGET GUIDING ME... I MUST FIND FIDGET AND BRING HIM HOME..." ------------------------ 5.4 - Chapter 4: The Balcony Out on the balcony, Lilith has managed to destroy the wooden-plank bridge leading to Lyra's tree house (though why you simply couldn't just leave the house by heading down the stairs I'll never know). Anyway, you'll have to do a little construction work in order to proceed further. Gather up the saw and rope lying about and then use the saw on the wooden planks here. The pieces will automatically mesh together so that they are the exact length needed to complete the bridge. Use the rope you just acquired to tie it all together and then place the section of bridge with the rest of the bridge to get across. When you go to open the door to Lyra's tree house, the color drains away from the cartoons drawn on the outside. Use the newly placed pieces of chalk and color in each character with the right color: the horse with green, the bear with yellow and the solider with blue. Now head for the door to the tree house... I have to say that by now you must really hate Lilith for she yet again manipulates things so as to slow you down. Six stones from Lyra's name above the doorway suddenly disappear, and now you have to retrieve and replace them in order to enter the tree house. One is on the roof of the tree house and one is on the branch that supports the treehouse. The last four stones lay nearby the tree house and/oron the bridge. Replace the stones back into Lyra's name and now enter the tree house. No, really - you can actually go in now... ------------------------ 5.5 - Chapter 5: Lyra's Treehouse Inside of Lyra's tree house you notice a trap door that leads down to the ground level, but before you can leave, Lyra's broken-down wagon appears on top of it, refusing tobudge until it's been fully repaired. Curse you, Lilith... Once again it's time to play handyman, er woman (whatever).Get to searching and gather up two wheels, two washers, two nuts, a screwdriver and an oilcan. If you're having troublelocating some items, thoroughly inspect all the levels of Lyra's bookcase and the toy bench, moving the toy prop horse out of the way if necessary. Now fully prepared, start repairing the wagon: placing the wheels on first, then the washers and then the nuts. Lubricate the wheels with the oilcan and then wheel it off of the trap door. Use the screwdriver to undo the screws and then open the door. Oh yeah, that's right, it WON'T open. Why would Lilith want to make your life easy? Then again, this shouldn't be a problem. Use the toy prop horse you found lying around and bash your way out... ------------------------ 5.6 - Chapter 6: The Backyard You land in your garden and in front of a gate that leads to Tangle and Aeval's house. But to get inside, you'll need the key. Normally the key is easy to access, but your pet dog Bobby had other plans. You'll now have to dig up the yard in search of where Bobby might have buried the key... Scope the yard for loose patches of dirt and then dig them up with the shovel that is lying around on the ground. It's almost always towards the lefthand side, but if for some reason it isn't, keep digging until you eventually you find the key, but now you'll have to clean off all the dirt and muck caked onto it. There's a well nearby but it doesn't seem to be operational. Not for long, though. Start looking around for the crank and a discarded bucket to reattach to the well. Now to find some rope... Use the abandoned shears lying in front of the well and use them to take apart the rope ladder to Lyra's tree house. Now use the rope and bucket to wash off the key and then unlock the back door to your in-laws' home... ------------------------ 5.7 - Chapter 7: Tangle and Aeval's House (The Library Room) Stepping into Tangle and Aeval's house, you find yourself standing in a library. There is one lone book lying on the floor, but it soon disappears and seven other books appear in its place. Return the books to their respective slots and you'll reclaim the first book... As you pick up each book, you'll notice that each one falls under a particular subject/genre. Match the books to the bookshelves with similar themed books: *"Red Hot Tips from Time in a Volcano": Travel (...Seriously?) *"Water, The Mysterious Friend": Water *"The Power of Winds": Natural Forces *"Nostrapakus": Past, Present And Future (...This was a tough one to figure out) *"Plants, Flowers and Humans": Plants *"Studies Of Rocks Unaffected By Water": Geology *"Dreams and Their Darker Interpretations": Brain and Imagination When all seven books have been returned, an eighth book (dark gray/bluish in color)will appear somewhere on the shelf between the genres of literature and past, present and future. Retrieve it and you'll learn that you need to somehow charge up a crystal to move on. Now then, if you've noticed an empty spot in the world section of the library, it'll indicate that a globe once sat there. Retrieve said globe hidden on top of the leftmost bookcase and set in on its stand. This will cause a drawer on the bottom of the middle bookcase to pop open and inside is a crystal. Place the book you just obtained onto the floor and then open it, revealing a space just large enough for the crystal. Charge up the crystal and then hold it up to the crystal ball on the rightmost bookcase. To your surprise, the middle bookcase will slide open, revealing a hidden passage behind it... ------------------------ 5.8 - Chapter 8: Tangle and Aeval's House (The Secret Room) You enter the secret passageway with only a charged crystal as your only means of light. Here in the darkness, you must locate cards with magic symbols and then place them where they belong to advance further. This can prove to be a bit of a hassle since a majority of the cards are hard to spot(due to their size), and when you couple that with only a small spotlight to work with, this chapter can be a bit frustrating. What follows is a 'guesstimate' of where to find the cards. Keep in mind too that in order to find all the cards, you'll also have to move around the vases and the crystal ball that vibrates when you come in contact with them since they will unlock compartments and drawers in the room that were originally off-limits... *Towards the bottom left half of the room. *On top of the desk near the bottom left half of the room. *Tucked away behind part of the shelf (right above the desk where you got the second card. *On top of the central bookcase, somewhat to the right -hand side. *Hidden inside of Tangle's diary on the top shelf of the central bookcase. *Tucked away in a book with "Strange Symbols" - on the shelf right below where you found Tangle's diary. *Hidden inside of a book entitled "The Secret Lives of Fairies"- somewhere on the bottommost shelf. *Hidden inside "The Fairy's Guide To Casting Spells" - on the top left-hand bookshelf. When all's said and done, you should have a total of 8 cards. Go back to where you moved the crystal ball and touch the knothole hidden underneath. Now explore the right-hand side of the room to see an illuminated crest scrolled on the wall (as well as the three dream pieces). Here is where I nearly lost my mind trying to solve this stupid puzzle. Basically what you have to do is pair off cards that are opposites of each other. So for instance, there is an arrow symbol pointing upward on the crest. You then will want to place the card with an arrow symbol pointing downward and then place it diagonally across from it. This strategy works with the majority of the other cards: *The right arrow with the left arrow. *The gender signs for male (circle with an arrow at top right) and female (circle with plus sign). *The crescent moon with the circle (perhaps it represents the sun?). *The plus sign with the minus sign. *Fire (vertical squiggle lines) and water (horizontal squiggle lines). *The pause symbol (two parallel vertical lines) with the "x" symbol (no clue what that is supposed to represent). *The circle with the square. Upon completion of the magic crest, another secret passageway opens, granting you access to your in-laws' parlor... ------------------------ *DREAM SEQUENCE 3* "MY IN-LAWS AND MY HUSBAND, IT SEEMS, ARE ALL FAIRIES... YEARS AGO THEY LIVED IN THE FAIRY WORLD, BUT NOW THEY LIVE HERE AS MORTALS... LILITH, THE FAIRY QUEEN OF DREAMS WANTS FIDGET AS HER HUSBAND... I MUST LEAVE THE COMFORT OF TANGLE AND AEVAL'S HOUSE AND VENTURE OUT INTO THE WORLD TO RESCUE FIDGET AND FREE OUR DAUGHTER FROM THE SLEEP SPELL..." ------------------------ 5.9 - Chapter 9: Tangle and Aeval's House (The Piano Room) Stepping out into the light, you find yourself inside of your in-laws' parlor. Trying the front door will reveal that it'll only open if "the whole family is watching". This involves retrieving missing family portraits and hanging themon the wall... You will find seven portraits lying throughout the room (one cleverly concealed on top of the stone face that overlooks the room) and the crank to the piano. As you place the portraits in their respective places on the wall, you notice that they will become grayed-out and that the piano will play a different melody each time. This'll prove to be important in a short while, but for now, concentrate on getting those pictures back on the wall. Replacing the crank back onto the piano causes a crowbar to appear near the doorway. Take it and use it to pry up one of the loose floorboards in the parlor. Hidden underneath is the key to unlock the piano. Now your memory must come into play. You'll now have to click on a portrait of your choice, memorize the notes that play, and then play them back on the piano. The crank of the piano helps make the ordeal a bit easier (since turning it once you analyze the piano closely will repeat the song of the portrait you selected), but it's still a bit of a headache to do so (I personally took out a pen and pad and wrote down the musical notes as they were played: Portrait at far top right: AGEFDC Portrait below far top right ("Lullaby & Goodnight): EEGEEG Portrait next to far right: CCDEDCC Large Bottom-most Portrait: GAGEGAGE Top Middlemost Pic: DECDEFEC Portrait next to far left("Ode To Joy"?): EEFGGFED Portrait at far top left: CEEEDEFEEDDDCDEC Once the final song is played, you finally finish the puzzle and you can exit Tangle and Aeval's house... ------------------------ 5.10 - Chapter 10: Tangle and Aeval's House (The Front Garden) Splendid. You find yourself in yet another yard that Lilith has decided to tamper with. This time around, the spiteful Fairy Queen of Dreams has removed and thrown all throughout the area the decorative tiles that once lined the pathway to the greenhouse. Retrieve and restore them to their rightful places in order to leave the garden... Search the garden high and low (literally - some tiles lie on top the greenhouse and the fencing) and you should eventually end up with four yellow circles, three red shapes, two purple petal-thingies and two green leaf tiles. Then click on the lone yellow tile on the pathway and for a brief moment, a layout of the tiles can be seen. Slowly reassemble the tile pathway and once the final piece has been set, you can enter the greenhouse. Yep. It's that simple... ------------------------ 5.11 - Chapter 11: Tangle and Aeval's House (The Greenhouse) Inside of the greenhouse, it is a totally wreck. Well not really, but many of the plants happen to be in disarray, and amongst the plants you find a carnivorous plant that...wait a minute - a CARNIVOROUS plant that vibrates?! Normally, most people would leave such a plant alone, but seeming how it is that you're now locked in the greenhouse (and couple with the game's track record that touching/moving objects that vibrate is 'a good thing'), pick up the little monstrosity and set it on the table on the right. As you closely inspect the strange plant, to your astonishment it actually comes to life! Selecting the plant once more, it realizes that you're not Aeval and asks for you to state your business. A string of multiple choice selections soon appear and you have to choose your words carefully in order to get this strange being's help. Simply put, you should explain to it that you want to restore order to things and that you're really not sure how to do it (since you just discovered today the truth about your husband and in-laws.). Then, when the plant discovers your identity, it'll ask for a favor - one which you must carry out regardless of whether you actually care about the horrid thing or not. The plant (or Herbert as he eventually introduces himself as) goes on to explain that his relatives - the plants in the greenhouse - are all out of place and yes you guess it, only you can place them back where they belong: *Plants in a blue pot sit underneath where Herbert rests. *Plants in a golden pot sit across from the blue potted plants. *Plants in a red pot sit above the golden potted plants and across from Herbert. Herbert thanks you and out of the kindest of your heart (yeah, right), you ask if there's anything else you can do. He'll go on to mention that some of the plants (three in red pots) are drying up and that you should do something about it. There's a watering can over by the blue potted plants and once you've watered the plants, Herbert will open the greenhouse door for you... ------------------------ Chapter 12: The Park (The Statue of Wish) Now you stand in a small park and outside of its iron gates lies a path that leads out towards the village of Wish. However you soon find that the gate is locked (big surprise there) and that the statue of the beloved founder of the town has disappeared. Somehow you must restore the statue and unlock the gate to get into town... Fidget's diary reveals that the way to proceed further is to go "up, up, down, up, up". Looking down at the base of the statue, you'll see that the middlemost stone is "up". Keep pressing stones until it resembles Fidget's riddle: that is to say the two stones to the left and right are "up" and the middlemost stone is "down". Once this is done, the missing pieces to the statue will appear throughout the area. Gather up all the pieces (2 legs, the trunks, the chest, 2 arms, a shoulder, a bust and a book) and piece it back together again. The gate will finally unlock and you can advance further. ------------------------ Chapter 13: The Park (The Puppet Theatre) In another part of the park, a huge puppet theatre stand sits on your left and the gate to your right is locked. Somehow this strange theatre holds the key to unlocking the gate and granting you access to the village of Wish... Since the puppet theatre stand is also locked, you obviously need a key. However by examining the base of the stand, note that part ofthe logo (the iconic masks of comedy and tragedy/drama) is missing. Search throughout the area for the two masks and place them on the stand. The theatre doors will open, revealing closed curtains. You'll now need something to hold the curtains back. Search the area again (usually over by the tree to the left of the theater) for 2 coils of rope and use those to pull the curtains back. When you do, you'll reveal 5 puppets standing onstage and a crank set dead center on the stage. Pulling the crank causes the heads of the puppets to change places. The crank also disappears from view and now you must rearrange the puppet heads based on a story you once heard, which goes something like this: "Two soldiers were brought before the king and queen. As they ate, the court jester reveals that one of the soldiers is actually a woman and that she only impersonated a man so that she could be with her beloved." With that said, you must now swap the puppet heads so that they rest on the right puppets and in the right order. The king and queen sit to the extreme right and the court jester or joker (adorned in a checkered red and white outfit) sits in the middle. The male soldier stands in the foreground on the extreme left and the female soldier (has round cheeks and painted lips like a doll baby - similar to that of the queen) stands behind him. Once you've fixed the puppets, you'll now need to find the crank and the two gears for the mechanism to complete the puzzle and enter the village... ------------------------ Chapter 14: The Village/Gates Of Wish The streets of Wish are empty - making the village appear as if it were a ghost town. At the far end you can see the gates leading out of Wish. Upon closer inspection you'll also see five pillars with numbers on them. These pillars represent the special mechanism that unlocks the gates and the numbers are the weights of the items needed to unlock it. As you read Fidget's diary, it reveals that only a small lot of citizens (namely the owners of the toyshop, bookstore and fruit stand) carry the items needed to open the gate... Now then, how exactly do you find out which items you'll need? Well first you'll need to find a way to figure out the weight of any object. Head over to the fruit stand and you'll stumble across a scale. Perfect. Well, that is to say it would be perfect if only you had all the scales so that you're able to correctly weigh different objects (there are 7 in total as the Book of Weights sitting by the bookstore shows). Zoom out and then search the village high and low for the remaining weights (be careful not to fill up your inventory with other objects before you complete this part. If by some chance though this happens, abandon some objects at the gates' pillars - you can always go back to move them later). When you finish you should have the following weights: *One 50 lb *One 25 lb (the one originally left on the scale) *One 10 lb *One 5 lb *One 2 lb *Two 1 lb Now that you have all of the weights, leave them on the floor beside the scale to empty out your inventory. You can now go look for clues to find the items you'll need to unlock the gate. Head over to the bookstore (Gutenbooks) and a repressed memory will reveal that the bookshop keeper held onto four special books that were never marked for sale. Therefore, gather up all the books you find lying around (or at least the ones you can actually select). Now head for the bar (The Tipsy Owl) and the toyshop(Toyville). Each venue will provide clues to help you along - one speaks about weighting items first (therefore making finding the correct items for the gate all the more easier) and the other notes that using fruits, toys and books will help to unlock the gate. Continue throughout the village picking up items as you go (the toy wagon, the heavy ball, the porcelain doll and teddy bear near the toyshop and the bunch of grapes, pear, orange and melon at the fruit stand) and start weighing the items using the scales you found (You'll have to abandon some items in order to be able to pick up the scales). Backtrack between here and the front gate as you determine the weight of each item and then place the items where they would belong (the correct item will keep the pillar right on the number mark of the post).With the final object placed, the gate will open and you can leave the village... ------------------------ *DREAM SEQUENCE 4* "FIDGET IS GUIDING ME OUTSIDE OUR VILLAGE OF WISH... I'VE NEVER BEEN BEYOND THE GATES BEFORE... AS LONG AS THERE IS LIGHT, I WILL KEEP GOING... I FEEL ALONE AND ISOLATED WITHOUT MY HUSBAND AND DAUGHTER... I AM LOST AND DO NOT KNOW WHERE TO GO..." ------------------------ Chapter 15: The Woods After a lengthy journey, you find yourself in the woods at night. What's worse is that there are no visible signs and no light to show you where to go next. Guess you'll have to fix that... Fumble around in the darkness through the bushes and forest floor and gather up two pieces of board, a long metal object and three spherical-like metal objects. There in front of you, you can just make out the metallic base of a lamp post. Start piecing together the signage (the three smaller metal objects first, followed by the long metal object and then the boards) and you'll have ...a sign that you still cannot read. However by examining the bottom of the post (the three small metal objects), it will reveal that this part of the sign post can actually be rotated. Turn the pieces until all three are facing the same way - the circles should be in front facing you - and the lamppost will turn on. Now that you're no longer in the dark, maybe you can figure out which way to go now. Note the patterns on the signs in front of you and then choose any of the two tree trunks flanking it. Here you'll notice wooden tiles with symbols that are similar to that of the signs. Pick up the tiles and then try to duplicate the diagrams seen on the signs (you'll know when the tiles are in the right place because you'll hear a chime and the diagram on the right tree is the sign for the mansion and the one on the left is the sign for the town). Eventually you'll complete both diagrams carved into the trees and the sign depicting the mansion will glow blue. Make your way towards the mansion and more importantly to Fidget... ------------------------ Chapter 16: Outside Of Lilith's Mansion An ominous looking mansion awaits you at the end of the path. This is most definitely the home of Lilith and is a clear sign that your journey will soon come to an end. But as you near the door, it slams shut and four circles rise from the floor. Upon closer inspection, you notice that each circle is home to several different symbols. Very similar to what you had to do back in Chapter 8, you'll have to group the symbols together, this time by the things that they have in common and in the proper order. Most of the tiles can be found scattered amongst the four puzzles (though a scant few can be found lying on the ground, rooftop and in the bushes) Below is the key to solving the four puzzles: -One circle has a row of eight slots and is home to a number of symbols in standard shapes (circle, triangle, square, etc.) Arrange the symbols in order by the number of sides increasing by one. Therefore the completed pattern should appear this way: triangle, square, pentagon, hexagon, heptagon, octagon, nonagon and then circle. -Another circle has symbols that depict the different phases of the moon. Starting from the bottom of the circle, the pattern should move around the circle in a clockwise motion and should appear as follows: new moon (empty circle), crescent (crescent shape facing towards the right-hand side), first quarter (half-filled circle colored in on the right-hand side), waxing gibbous (circle almost completely filled in from the right hand side), full moon (white circle), waning gibbous (circle almost completely filled in on the left hand side), last quarter (half-filled in circle colored in on the left-hand side), crescent (crescent shape toward the left-hand side) -The third circle has symbols depicting Roman numerals from the number 1 to 12. Moving clockwise from the top, place the numbers down starting with the number 12. (For those not familiar with Roman numerals: ten is X, five is V and one is I. IV would give your four - since the one is before the five - but VI would give you six (since the one is behind the five). -The last circle has the astrological signs of the Zodiac. From the top and moving clockwise, the symbols are to be arranged as followed: Aquarius (water), Capricorn ('N' combined with loop at the end), Sagittarius (slanted arrow pointing to the right with line through it), Scorpio ('M' with arrow at the end), Libra (horseshoe-like shape above line), Virgo ('M' with loop at the end), Leo (curvy symbol with circle at the end - left side), Cancer (twin curved symbols with loops), Gemini (looks like the Roman numeral 2), Taurus (circle with horn-shaped curve at top - like a bull), and Aries (symbol whose curves resembles a ram). When you complete the four puzzles, the door to Lilith's mansion will open... ------------------------ Chapter 17: Lilith's Mansion (The Foyer) You're getting close, and apparently Lilith is getting antsy. The moment you enter the mansion, the lights go out, rendering the foyer pitch black. Somehow you must switch the lights back on so that you can see where to go next. Feeling around in the dark, you'll stumble upon four buttons along four columns, each one turning the lights on for a specific amount of time. The key here is to press each button in the order of times the lights flicker on (therefore, pressing the button that turns the lights on once would be first and then followed by the buttons that causes the lights to flicker on twice, then three times, then four times). The lights will then come on in full brightness and you can finally see throughout the room. Make your way towards the staircase and as you're about to make your way up, the stairs vibrate while lights dance from one post to another. You can't make your way up the stairs just yet and it seems as if mimicking the light patterns that dance along the lampposts and the banister of the stairs is the only way to rebuild the staircase and to progress any further. Oh goody, a game of Simon Says. Use your memory and wit (or whip out that trusty ol' pen and paper again) to complete each session of light patterns and pick up the discarded paintings (should be eight in total) that appear with each successful match. Eventually you'll be able to reach the top of the stairs. Place the paintings in their respective places and the door to the extreme left at the top of the stairs will open... ------------------------ Chapter 18: Lilith's Mansion (The Mysterious Room) This is it - you're almost done. The only thing standing between you and your husband is the completion of four final puzzles. Very similar to the strategy used to get into Lilith's mansion (Chapter 16) the key to solving each puzzle lies in assigning tiles with similar themes or to their proper place. An even bigger break for you comes in the form of actual hints written right alongside of each of the puzzles: *"Simply Green" - Place the frog, plant and lizard tiles here. *"The essential powers" - Place the globe (earth), match (fire), three squiggle lines (wind) and watering can (water) here. *"Those that are the hardest, then sorted from lightest to heaviest" - Place the metal nut, the iron screwdriver, the steel scissors/sheers, the iron saw, the iron crowbar and the 50-lb weight here. *Analyze the fake dream jewels here for your clues. Then place the crescent moon ("None can precede the white round night lady" This also happens to be the clue Herbert the plant gives you back in Chapter 11.), the Roman numeral III ("The 2 is 3"), the cat("The agile one goes between 3 and 7), the Roman numeral VII, the wooden hobby horse ("4th with 7 horses following"), the pi sign ("3 x 2 = 3.141592"), the mysterious book and the magic crystal ("pi is followed by the book. The book's contents follows."). With the final puzzle completed, sit back and watch the game's final cutscene. Congratulations - you've finally completed 'Dream Chronicles"! ------------------------------------------------------- 6. THE DREAM PIECES (*Optional to Gameplay*) The Dream Pieces are small glittery marble-like baubles scattered throughout nearly every chapter. They serve no actual purpose in helping you beat the game, but the option of searching and collecting all 115 of them does make things a bit more challenging for you. Below is a list of what chapters the pieces can be found in... Chapter 2: The Upstairs Hallway Dream Jewels: 2 Chapter 3: Lyra's room Dream Jewels: 15 (9 hidden inside of Lyra's dollhouse) Chapter 4: The Balcony Dream Jewels: 10 Chapter 5: Lyra's Treehouse Dream Jewels: 7 (2 of them are made to look like buttons on Lyra's doll) Chapter 6: The Backyard Dream Jewels: 8 Chapter 7: Tangle and Aeval's House (The Library Room) Dream Jewels: 8 Chapter 8: Tangle and Aeval's House (The Secret Room) Dream Jewels: 3 (Hidden on the magic crest) Chapter 9: Tangle and Aeval's House (The Parlor Room) Dream Jewels: 9 (2 are on the piano when you zoom in to play) Chapter 10: Tangle and Aeval's House (The Front Garden) Dream Jewels: 5 Chapter 11: Tangle and Aeval's House (The Greenhouse) Dream Jewels: 5 Chapter 12: The Park (The Statue of Wish) Dream Jewels: 5 Chapter 13: The Park (The Puppet Theatre) Dream Jewels: 5 Chapter 14: The Village/Gates Of Wish Dream Jewels: 13 (5 on the main street, 4 by the gate, 4 at the fruit stand) Chapter 15: The Woods Dream Jewels: 5 Chapter 16: Outside Of Lilith's Mansion Dream Jewels: 10 Chapter 17: Lilith's Mansion (The Foyer) Dream Jewels: 5 ------------------------------------------------------- 7. ENDING NOTE & LEGAL NOTICE Well, that's all folks. Hope you all enjoyed the guide (which has been provided for free personal use only. Any sort of commercial use is prohibited and any sort of public display/publication of this guide without my written consent is also forbidden), and once again, if you have any comments or suggestions about the guide, feel free to email me at casanova73099 at yahoo dot com.
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