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Dream Chronicles: The Endless Slumber
A Walkthrough by Michael Gray
AKA The Lost Gamer ([email protected])
Copyright 2012


For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html


Table of Contents:
001.  General information
002.  Walkthrough
003.  Credits



001-General Information
---------------------------------------------------------

This is a walkthrough for the game called "Dream
Chronicles: The Endless Slumber", or as it is more commonly
known, "Dream Chronicles". This is the first game in the
series, and it has been released on many different
platforms.

If you want to contact me about this guide, use my email
address, [email protected].

Thanks to jgs/mk for the fairy artwork, seen at the top of
the guide.

002-Walkthrough
---------------------------------------------------------

Chapter 1
---------

The game begins with the main character, Faye, waking up in
her bedroom. She just had a nightmare about Lilith, the
Fairy Queen of Dreams, casting a Sleep Spell on the entire
kingdom.

The door leading out of the room is frozen shut, and Faye's
husband is missing. Pick up the husband's diary, which is
on the ground. It will help guide her, with instructions on
what to do.

Take a match from the can of matches on the fireplace
mantle, then use the match with the fireplace. The fire
lights, and the ice on the door melts. Go through the door
to exit.

Chapter 2
---------

Faye wants to check up on her daughter, whose room is to
the left. The door is locked with an animal puzzle.

Find all six animals on the screen. A fish is on the left
wall, and a bird is sleeping in the middle plant hanger. A
green lizard and green frog are at the bottom of the
railing to the stairs leading downstairs. A cat is left of
the right door, and a butterfly is on the railing to the
stairs.

When you have the animals, use them on the animal-shaped
holes on the ceiling. The cat goes in the cat hole, the
frog goes in the frog hole, and so on.

Getting all six animals into the holes in the ceiling opens
the doorway to the left.

There are jewels on this screen. For example, one is on the
ground, right of the right door. There is an optional
challenge in this game: you can find all the jewels, hidden
in the various screens. There are 115 jewels in all.

Chapter 3
---------

Use Lyra's lamp, which is on the left side of the room,
below and right of the yellow light. Look at the bed to see
that Lyra is suffering from the Sleep Spell.

There is a key, in the frame of Lyra's bed. Pick up the key
and use it on the chest in the lower/left. Look in the
chest to get another key. Use this key on the dollhouse for
a puzzle.

There are six switches at the bottom of the screen. Flip
three of them to light up all the rooms in the dollhouse.
The proper three switches are the left two switches and the
second-from-right switch. This gives you the key, which you
can use on the door to exit.

Chapter 4
---------

There is a saw and three groups of wood on the walkway.
Pick up the saw, then use it on all three groups of wood.
Pick up the rope near the door, then use the rope of the
sawed blocks of wood to get a bridge section.

Use the bridge section on the bridge. Click on the door to
the treehouse. Two pieces of chalk appear on the bridge,
and one piece appears by the treehouse. Pick up all the
chalk.

Use the green chalk on the horse, the yellow chalk on the
bear and the blue chalk with the soldier. You have to use
the chalk pieces in that order. Then, tap on the door
again.

Six stones from the sign fall off. One is on the roof of
the three house, and one is on the roped part of the tree
branch. The other four are all on the wooden area in front
of the tree house. Once you have them all, use the stones
on the door to open it.

Chapter 5
---------

Click on the exit, which is the hole in the floor. A broken
wagon appears on top of it.

You need to find all the tools here: two wheels, two
washers, two nuts, a screwdriver, a hobby horse, and an
oilcan. They are inside the bookcase in the back and the
bench on the right.

Use the wheels on the wagon, then use a washer and nut on
each wheel. Use the oilcan on both wheels, then click the
wagon to move it.

Use the screwdriver on the lock, then use the wagon on the
trapdoor to open it.

Chapter 6
---------

Pick up the shovel in the doghouse, then use it on the
ground here. Some parts of the ground are loose, and in one
of the loose patches of dirt, you find the key. It is, as
you may have guessed, dirty.

Pick up the bucket behind the doghouse, and pick up the
crank in the lower/right corner. Take the scissors which
are in front of the base of the well, and use the scissors
on the rope ladder at the right to get rope.

Use the rope, then the bucket on the well to tie the bucket
to the well. Use the crank on the empty slot to the right
of the well. Click the bucket to put it in the well, then
click the crank to pull up some water.

Use the dirty key on the bucket of water to clean it, then
use the key on the door to the left. Go inside.

Chapter 7
---------

Seven books are on the floor here. You want to put the
books into empty spaces on the shelves.

"Red Hot Tips from Time in a Volcano" goes in Travel.
"Water, The Mysterious Friend" goes in Water.
"The Power of Winds" goes in Natural Forces.
"Nostrapakus" goes in Past, Present And Future.
"Plants, Flowers and Humans" goes in Plants.
"Studies Of Rocks Unaffected By Water" goes in Geology.
"Dreams and Their Darker Interpretations" goes in Brain and
Imagination.

Once you've done that, a blue book appears on the
right/middle shelf of the left bookcase. Pick it up, and
pick up the globe sitting on top of the bookcase. Use the
glove on the empty spot on the top/right shelf of the
middle bookcase to open a drawer.

Look in the drawer to get a crystal. Put your book in the
middle of the floor and tap it to open it. Use your crystal
on the book, then use it on the crystal ball in right
bookcase, upper/right shelf. This opens a hidden
passageway.

Chapter 8
---------

This room is dark, and you have to use the crystal to see.
Your goal is to find all eight cards here.

There are two vibrating vases, which you must find and
click. One opens the bottom shelf of the bookshelf on the
right; the other opens the top shelf of the bookshelf on
the left. There is also a vibrating crystal ball, which you
must click to get rid of. Click the button behind the ball.
These vibrating things open up drawers and other things,
letting you find cards.

Four of the cards are in the room, and four of them are
inside books. Find the four books and click them to get
cards.

Once you have all eight cards, go to the design against the
right wall. If you haven't pressed the button behind the
crystal ball, this is impossible. The design is a
challenge. You want to place all eight cards on the board,
opposite of the symbol it is paired with.

The right arrow goes with the left arrow.
The male goes with the female.
The moon goes with the sun.
The plus goes with the minus.
Fire goes with water.
The circle goes with the square.
The two lines go with the X.

Solving this puzzle unlocks the exit.

Chapter 9
---------

This is the parlor room. There are seven portraits in this
room; one is under the piano, two are on top of the piano,
one is near the door, one is under the railing to the
stairs, one is right of the right plant, and one is right
of the stone face design above the door. Find all the
portraits, then put them in their proper locations on the
wall. You'll notice that each portrait is tied to a short
song.

Pick up the crank, which is left of the plant in the
lower/right. Use the crank on the hole at the top of the
piano. That makes a crowbar appear against the right side
of the screen. Pick up the crowbar and use it on a loose
floorboard at the bottom/middle of the screen to get a key.
Use the key to unlock the piano lid.

Now it's time to play all seven piano songs, one for each
portrait. Turn the crank and a song plays. Simply repeat
the tune, by pressing the same keys that are highlighted
when the song plays. At any time, you can turn the crank to
see the notes again, or you can click on another empty
portrait for a different song.

The songs are...

CEEEDEFEEDDDCDEC
EEFGGFED
DECDEFEC
GAGEGAGE
EEGEEG
CCDEDCC
AGEFDC

Play all seven songs to fill all seven portraits. You can
then use the door to leave.

Chapter 10
----------

The walkway here should be decorated. Pick up all the
various tiles on this screen: four yellow, three red, two
purple and two green.

Click on the yellow tile on the bottom of the screen to see
what the pathway SHOULD look like. Use the tile pieces in
the spots where they should go. Putting them all in place
opens the door to the next area, on the right.

Chapter 11
----------

Pick up the carnivorous plant on the floor, on the left
side of the room, and use it on the golden part of the
shelf on the right. Click on the plant, and he talks to
you.

Choose the nice conversation topics, when talking to the
plant, or else the conversation ends abruptly and you have
to try again. Agree to help the plant, who claims that some
plants here are out of place.

The shelf below the talking plant should have blue pots.
The shelf across from it should have gold pots, and the
upper shelf on the left should have red pots. Pick up the
various pots here that are in the wrong places, and put
them on the proper shelves.

The plant will then ask you to water the plants in red
pots. Pick up the watering can behind the last blue pot,
then use it on the dying red plants. This opens the exit
door.

Chapter 12
----------

The statue that should go on the pedestal here is missing.
Click on it to get the clue "up, up, down, up, up". There
are five stones at the base of the statue. Click on them to
switch them from up to down, and vice versa. Make it so all
the stones, besides the middle one, are up.

The various statue parts appear now. A leg and arm are
against the left gate, a bust and a torso are against the
back gate, a shoulder, an arm and the trunks are in the
grass in front of the pedestal, a leg is against the right
gate, and a book is hidden in a bush on the right.

When you have all the pieces, put them where they should go
in the statue. Build the statue from the bottom up, and the
exit gate unlocks.

Chapter 13
----------

Pick up the rope against the far gate, and the rope on the
tree on the left. A mask is hidden by the right side of the
theater, and the other mask is hidden left of the theater.
Use both masks on the proper indentations at the bottom of
the theater, then use the rope to pull aside the curtains.

There are five puppets here. Take off their heads, then put
the puppet heads on the correct bodies. The male and female
soldier are on the left, the joker is in the middle, and
the king and queen are on the right.

Pick up the crank by the gate and the two gears by the
circular things on the right. Use the gears and the crank
on the gear-shaped thing below the puppets. This opens the
exit gate.

Chapter 14
----------

To start with, zoom in on the exit gate. It has five
pillars here, each with a certain number on it. You want to
find items, which weigh the same as the numbers on the
pillar.

Back away to the main screen. There are ten items on this
screen, half of which go on the exit pillars, and half of
which don't. There are also six weights, which you can use
on the scale at the fruit stand in order to weigh objects.
Your goal is to weigh the various objects and thereby find
the five objects which go on the exit pillars.

The problem is that your character cannot carry too many
items at once, so your inventory quickly becomes full. To
empty to inventory, go to the exit gate and drop items on
the wrong pillars. Then, back away. The items you put on
incorrect pillars will automatically return to their
original places.

If you put an item of the proper weight on a pillar, the
number goes to the very bottom of the pillar, where it is
half-visible. Blue sparkles also appear. If you don't want
to bother with using weights, your only option is guessing.
Use the items on the exit pillars, until you find the five
items which go on the five weights.

Chapter 15
----------

It's dark, here in the forest. Search through the dark to
find two sign boards, a lamppost and two metallic objects.
In the middle of the screen is the base of a lamppost. Use
all your items here to build the lamppost, which lights up
the forest. You might have to rotate the three parts at the
bottom of the lamppost to turn the light on.

You can now look at the tree trunks. The tree trunk on the
left has six pieces. You want to move them around, so they
look like the picture on the lower lamppost sign. The tree
trunk on the right has seven pieces; you want to move them
around, so they look like the picture on the upper lamppost
sign.

When the two tree trunks resemble the two lamppost signs,
they'll start to glow. Click on the lamppost to reach the
mansion.

Chapter 16
----------

Click on the door here to make four stone pillars arise
from the floor. Look at them all. The pillars have a
pattern of symbols on them, and some of the symbols are
missing. All the symbols currently on the pillars are
loose.

Your goal is to collect all the symbols on the pillars (and
in the scenery here), then put them in the proper places on
the pillars. If a piece is in the proper place, it begins
to glow. If all symbols on a pillar are correct, the pillar
glows.

One pillar is Roman numerals, from one to twelve. That is
I, II, III, IV, V, VI, VII, VIII, IX, X, XI and XII.
Arrange them, as if they are on a clock face.

One pillar is geometric shapes, ordered from least number
of sides to most number of sides. That is triangle, square,
pentagon, hexagon, heptagon, octagon, nonagon and then
circle.

One pillar is the phases of the moon, from full, to
appearing on the right side, to empty, to appearing on the
left side.

One pillar has the signs of the Zodiac. They are aquarius,
capricorn, sagittarius, scorpio, libra, virgo, leo, cancer,
gemini, taurus and aries.

Finishing all four pillars opens the door.

Chapter 17
----------

It's dark here, even though the lights were on just a
little while ago. There are four columns here, each with a
button on it. One button makes the lights flicker once, one
makes them flicker twice, one makes them flicker three
times, and one makes them flicker four times. Press the
four buttons in that order (one, two, three then four) to
turn on the lights completely.

Click on the stairs. They flip over, and various lights
appear on the posts here. You want to repeat the pattern:
click on the posts, in the order the lights appeared on
them. Every time you solve the puzzle, two paintings appear
on the screen, and a fourth of the stairs go in place.

You have to do this challenge four times, to fill the
stairs completely. Then, put the eight paintings on the
wall on the top floor. This opens the exit door.

Chapter 18
----------

There are four puzzles on the four walls here. Each puzzle
has a number of tiles attached to it. The tiles represent
items you've had in your inventory, over the course of the
game.

Your goal is to collect tiles from the various walls, then
fill up the walls with the proper tiles. When all the tiles
in a wall are correct, the wall starts to glow.

The "Simply Green" wall needs a frog, a lizard and a plant.

The "Essential Powers" wall needs a globe, a watering can,
a match and a card representing wind (it has three
squiggles on it).

The "Lightest to Heaviest" wall needs metal things,
arranged in the right order. From top to bottom, place a
nut, a screwdriver, scissors, a saw, a crowbar and a
weight.

The "Fake Dream Jewels" wall has a series of clues on it,
which indicate the order of items. From top to bottom,
place a crescent moon, III, a cat, VII, a hobby horse, pi,
a mysterious book and a magic crystal.

Solving all four puzzles ends the game. Our heroine
confronts the evil Lilith, and she is reunited with her
husband for a brief time. The story, of course, continues
in the sequel.

003-Credits
---------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2012.  If you want
to use any part of this FAQ, ask me first (instructions
under general information).