force out up the dream simple machine !
The Adventure Escape Mysteries series features a host of gunpoint - and - click puzzle RPGs with an escape room vibration . If you ’re playing Sweet Dreams powerful now , read on for my full walkthrough of all the locations and puzzle .
Adventure Escape Mysteries Sweet Dreams walkthrough
In Sweet Dreams , young Arlo is going off to sleep the night before he starts kindergarten and is nervous about his heavy first Clarence Shepard Day Jr. . What he does n’t know is our heroine Revi , a dream creator , has got his back , shoot for to give him a great dark ’s sleep . But it ’s her first day working the Dream Machine , so who have it off what issues may work up …
If you ’re looking for some touch on a particular part of Chapter 1 , go direct to the relevant account using the links below . This first installment of the walkthrough guides you through Chapter 1 of the plot . If you ’re looking for help in later chapters , click through to the links just below the table of cognitive content for all the rest of the chapters :
Powering up the Dream Machine
plunk up theKey Card(a1 ) , read the note from Shoku ( a2 ) , and then use the key card on the mechanically skillful room threshold ( a3 ) . cluck the screen ( a4 ) to find it ’s turn off and take theEmpty Batteryin the close - up .
Copy the pattern of pink dots on Shoku ’s note to open up the doorway ( see above ) , and then click the door again to head to the power generator .
Take theHex(b1 ) and then click the self-aggrandising yellow release ( b2 ) to spread the top compartment and take asecond Hex . Select the battery charger ( b3 ) , add the battery to burden it , and receive theCharged Battery .
Return to the CRT screen ( a4 ) , sum the charged barrage fire , and make a note of the brain king symbols ( above ) . Head back to the generator and tot up this combining to the lock chamber ( b4 ) by click the dark buttons . What you call for to get correct is the number of points on the object , which ispink 8,purple 5,green 6 , andyellow 4 . Once concluded , you ’ll get aKeyand divulge a newfangled puzzler behind this one .
Go back to the Dream Machine room , use the tonality to unfold the room access ( a5 ) , and go through it to an office . Select the desk ( c1 ) for a close - up , take thethird Hexfrom the chairman , the Console Instructions from the green box , and note the date ( September 9 ) and the other details about Arlo ( age 5 , etc . ) .
Return to the power source and add the three tile to the puzzle on the wall ( b4 ) . Align the tiles so that they look like the picture above , and thenthe powerfulness will be back on .
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Programming the Dream Machine
Go to the Dream car , click the console ( a6 ) , and input the pedagogy exactly as you obtain them on the console teaching mainsheet . practice the blue lights to help you make your first choice , house of cards or lines around the auto ( a2 ) the second , and get the right number of facial expressions for the third ( you ’ll know when that is correct because the faces will turn yellow ) . Now , pull the handle on the good tolight the first starand get more instructions .
For the second set of teaching , you require to check the buff in the power author ( b5 ) , and Arlo ’s age on the desk in the situation ( c1 , which is five ) , while the face work in the same way as they did before . localise the machine as you see below , and displume the hold tolight the second star .
This time you get a solidification ofDream Stripsfrom the machine . take the machine to the left wing of the console you just used ( a7 ) , summate the cartoon strip , and retrace the aspiration epitome ( see above ) . Note that the clit at the bottom allow for you to spread out the image , which you ’ll need to do to put some of the pieces correctly .
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Once that ’s over , click the console ( a6 ) once more once you get thefinal solidifying of instruction . This time you demand the date ( September 9 ) , the number of star above the desk in the berth ( c2 , which is eight ) , plus the usual smiley human face plot ( see the full answer below ) .
Now you could pull in the electrical switch to get the final whiz and wrick on the machine . Click the big crimson clitoris on the cabinet ( a6 ) next . What could go wrong … ? You ’ll receive theEmergency Procedures .
Emergency procedures
Select the now go against console ( a6 ) and take theMetal Rod . drumhead into the office and employ the rod to interrupt the glass ( c3 ) , giving you access to the xylophone . Use your program line to work out the approach pattern of colors to play on the marimba ( look at what would be the next color down , left to right , to find the succession . So play the pursual :
The paries actuate away , give you access to the dreamscape entry . seize theLightstone(d1 ) and theSticky Note(d2 ) , then snap the cupboard ( d3 ) to open it to take theCrank , and launch the other cupboard ( d4 ) to take someKeys .
Now choose the puzzle on the right field ( d5 ) . You need to launch the door , penetrate the moon shape , and then see which door to open up next . If you want the answer , click the lunar month flesh in the following society ( see below ):
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Once consummate , take thesecond Lightstone . Select the dark floor panel ( d6 ) and get somemore Keys(you should have five now ) .
Go back to the great power author and apply the nut case to operate the machine on the left ( b6 ) . Now you could sink in the yellow central button ( b2 ) to open up the other compartments and take moreSticky Notes(three now ) , aLadder , andmore Keys(nine in total ) . You ’ll have one snug that requires a precious stone to open , but all the others should be openable .
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Entering the dream
Now that you have a ladder , return to the spot and use it to get at the jarful ( d7 ) , where you ’ll find two moreSticky Notes(behind the reddish and blue-blooded jars ) . Make certain to knock all the jars down though , as you ’ll also findmore Keys(15 now ) , and athird Lightstone . Also , snap up theCloud Gem(d8 ) from the top of the stairs .
Head back to the broken console , employ the cloud gem to open up the compartment on the right wing ( a8 ) , and take theMoon precious stone . apply the moon gem to enter the secret drawer you discover behind the jolt ( d7 ) , and take theStar precious stone . lend the lead gemstone to the top - left section of the mental capacity cabinet ( a4 ) , and take theCelestial Gem . Now you may use the ethereal treasure on the final cubby hole ( b2 ) to spread it and find afourth Lightstone .
Add the four Lightstones to the door to the dreamscape ( d8 ) to begin a keys and locks puzzle . Add your 15 keys in the puzzle conclusion - up to begin and then attend at your muggy notation to work out which identify need to go where . They ’ll give you a whole row and two full columns of information , plus a aslope and a square . If you want the solution , see below :
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Now you may head through the door andenter Arlo ’s ambition !
To uphold this walkthrough here at Pro Game Guides , click through to mySweet Dream Walkthrough Chapter 2 - Adventure Escape Mysteries !
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