look your nightmares !
In the AE Mysteries game Sweet Dreams , you need to aid wake Arlo up and get him off to his first Clarence Day at school . Below you ’ll come up my Chapter 7 walkthrough , which take you through the final part of the secret plan .
Adventure Escape Mysteries Sweet Dreams walkthrough, Chapter 7
If you ’re wait for solutions to puzzles and mini - game that occur in earlier parts of Sweet Dreams , promontory to mySweet Dreams walkthrough hub pageto find liaison to all the other chapters . This guide covers Chapter 7 when you need to assist Arlo out of his nightmare .
Getting to school
snap the branch ( a1 ) to receive aTwig , practice it to move out the cobwebs ( a2 ) , and take theKey . employ the tonality to start the box ( a3 ) to take aScrewdriverandGarden Snips . Now apply the snip on the other branches so you’re able to getArlo ’s Bunny(a4 ) . Give the bunny girl to Arlo .
Now take theScarf(b1 ) , use the screwdriver to get theBellfrom the motorcycle ( b2 ) , and then talk to the animals ( b3 ) . Give the koala its scarf and it will give you theUmbrella . expend the umbrella on the moon ( b4 ) and move on .
This get a miniskirt - game in which you have toclick all 10 ticketsyou see as you float along . All the tickets are in unvarnished sight on the near shoring , so as long as you outride focused it is easy to get them all . Use the jalopy ticket to talk to the animals ( b3 ) , who will need if you’re able to fix thing . Select the machine next to them ( b5 ) , and add up the bell to the top .
Now habituate the moon once more to go along the river . There ’s a sunflower the right way at the remainder ( c1 ) , so come home it to gain someSeeds(It may be possible to do this on your first run when you get the tickets ) . As you go , note the amount of crows on each tree as well as the letter the tree regulate into ( c2 ) . This will give you a passcode , TIME .
Give the seeds to the crowing ( b6 ) , then take theRed Wirefrom its nest . apply the screwdriver to absent the scale on the bottom of the machine ( b5 ) , add the red-faced conducting wire , and add the bus tickets . Now use the countersign ( TIME ) , come home the red clitoris , and select the passenger vehicle . You call for to match up all the animal so that each pair is unique . If you ’re stuck , see my example above .
Related : Haunted Hunt Walkthrough ( Adventure Escape Mysteries )
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The school map
Select the desk ( d1 ) to observe that you needstickers , stamps , and crayonsto proceed . There are six domain to research which are arrange up in a circle . Use the direction areas to move between the scenes freely . It does n’t matter which direction you go in each time .
Move to room eight and start the cubby holes ( e1 ) to gain aBookand theStickers .
Go to the water fountain next and take theStool(f1 ) that ’s underneath it .
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Use the throne to remove and take theRulerfrom the windowpane ( g1 ) , noting that the blue flag now shows an upside - down white Triangulum .
Head to the book drop next and use the rule to release the box ( h1 ) . Take theCrayonsfrom the book drop box seat and then impart the record book to it . Mrs Goodbook will give you yourID Card .
Use your card to open up the cupboard by the water spring ( f2 ) , take theStamps , and then head back to Mr Redpen . Select the map on the desk ( d1 ) , lend the crayon , stickers , and stamps , and complete the map teaser . All the clues you require are spread around the corridors . If you need to decamp that part , I ’ve pictured the completed map above .
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Opening your cubby
You ’ll receiveArlo ’s Cubbyinstructions . Head to the cubby and click them ( i1 ) to find a gray-headed brass with four changeable symbols . clack the odd - colored roofing tile outside the lily-livered threshold by the water natural spring ( f3 ) to notice aKey . apply the key to get to the lose and found box , and receive aScarf .
Use the scarf in the water fountain ( f4 ) to get aWet Scarfand then use the sozzled scarf to clean the record drop windowpane ( h2 ) . Click the clean window to check out the power grid that has been unveil .
Note that each symbol you hear on the plaque by the snug has a quoin trim down off . Match that corner to Arlo ’s Cubby Clue , and then find the symbol in the grid that has a duplicate corner in that color . You should find the follow ( from allow to rightfield on the plaque):Bee , Rainbow , Ladybug , and Bird . shift the plaque symbols ( i1 ) to pit to welcome the Backpack and insert your class .
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come to : Echo Bay Murders – Chapter 1 Walkthrough
Attending class
Lift the carpeting corner ( j1 ) to retrieve aBlockand take asecond Blockfrom under the tabular array ( j2 ) . Move the toy ( j3 ) to get athird Block , then keep snap the easel ( j4 ) until you find theNumber Three . start the closet ( j5 ) to getNumber Two , then dawn the batting cage ( j6 ) and take thefourth BlockandPaperin the conclusion - up .
Give the blocks to the giraffe ( j7 ) and get theScissors . Now add the scissors and newspaper to the diagram on the table ( j8 ) to originate a cutting puzzle ( see the solution below ) . Once done , you ’ll get theHouse .
Give the house to the hippo ( j9 ) to get theRed Key . Use it on the paint pot ( j4 ) to make aBlue Keyand use that to open up the box in the cupboard ( j5 ) . Match the ball deep down until there is only one left , and get theBall . Give the ball to the frog ( j10 ) and get theJuly Sign . Add that to the cage ( j6 ) and take theGlasses . Give the glasses to the koala to get theChalk .
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come home the blackboard ( j11 ) with the shabu selected to get down a matching puzzle . I ’ve marked the four piece that make up the image above . This gets you the alphabetic character A and begin a second teaser , which I ’ve marked the answers to in the image below .
You now have the letter A and B , but there ’s yet another chalkboard puzzle to solve . If you ’re stuck on it , I ’ve marked the five pieces that make up the puzzler below . This gives youABC , completing the puzzle and shrinking the teacher . Take theNumber Onethat ’s now by the instructor ’s foot , add all the identification number and letter of the alphabet to the door , and maneuver through the threshold .
You now have to complete a serial publication of roofing tile - switching puzzles . You ca n’t go incorrectly here , as when you swap a opus into the correct billet it will bewilder and you have straight-out turns . The best way to progress is to part by looking for tile with corners , then tot the other edges , and in the end complete the key country . See below for the completed pictures you ’re do .
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And with that , you could walk through the portal and back to your bed . Congratulations!You’ve beaten Sweet Dreams !
For more AE Mysteries game walkthroughs , turn back outAE Mysteries Picture Perfect walkthroughandVanishing Act walkthrough ( Adventure Escape Mysteries)here at Pro Game Guides !
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