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Follow the dark path or use the light
Dream Chronicles Pack Shot

Dream Chronicles


Complete Walkthrough Guide

by CasaNova73099


By CasaNova73099

Version 1.2 (Completed: November 29 2008)
       (Modified: December 3, 2008)

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



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!



*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 

*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.



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...



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. 

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.

Faye and Fidget's daughter. Doesn't have much of a role 
in the game and is only seen once throughout all 18 

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.

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?










5.1 - 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, the final key in this room will appear. Take 
it and use it to unlock the door leading to the 









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 

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.  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 

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 

*"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 

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 

*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(though sometimes for some strange reason you 
could wind up with duplicate cards.  On one instance I 
ended up with 12 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 
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 

*The pause symbol (two parallel vertical lines) with 
the "x" symbol (no clue what that is supposed to 

*The circle with the square.

Don't worry about any of the extra cards (if you have 
any), for you now will have completed the crest. The 
extras will disappear from your inventory and another 
secret passageway will open up...








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.) Seven 
songs (and several choice and colorful words directed 
towards the creator of this particular level) later, 
you finally finish the puzzle and 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.


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 

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 
*Plants in a golden pot sit across from the blue potted 
*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 

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 


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 

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 


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, 
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 









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 almost always the sign 
for the mansion and the one on the leftis the sign for 
the town). Eventually you'll complete both diagrams 
carved into the trees and the signs depicting a mansion 
and the town 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"), 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 

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

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 

Chapter 9: Tangle and Aeval's House (The Parlor Room)
Dream Jewels: 9

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: 11

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: 7



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.