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Dream Chronicles 2 - The Eternal Maze Cheats and Walkthrough
[courtesty of anne]Screenshots ©Big Fish Games and PlayFirst
Overview:
Dream Chronicles 2 picks up where the first one left off. While it's nice to have the knowledge of playing the first one, it isn't absolutely necessary, although it would make understanding the basic game play play. You are Faye, a mortal, trapped in the fairy world trying to find your husband, Fidget, and free him from the clutches of the evil fairy Lilith. Lilith was promised to Fidget but his family chose to leave the fairy world and he married Faye. Their daughter, Lyra, is under a sleeping curse also put on by Lilith, but don't worry your mother-in-law is keeping a close eye on her. Speaking of which, your mother-in-law, Aeval who speaks through the plants, is helping guide you through the fairy land to reach your husband and break the curse. The game starts with you imprisoned in a forgotten prison, can you escape and find your husband and reverse the curse?
Tips & Tricks:
Finding Items:
* scroll over the screen and information will pop up about them. If you are having trouble finding something this comes in handy.
* if you can't find something wait a bit and it will sparkle
* the locations of the items will change every time you play the game
Avael's Dairy: this is how your mother-in-law will help guide you through the game.
* the right hand side will give you more insight to your adventure
* the bottom of the left page will always give you a hint
Dream Piece: these are small white crystals (unlike the first game, where they were different colors) that you need to find in order to complete the Dream Jewel's.
Dream Jewel:
* These are scattered around in different chapters, but not every one (this is also unlike the first game where they were already in your book). They are gold and be sure to pick them up.
* Once you find them and collect enough Dream Piece's you can meditate on them and it will answer questions and give hints. The hints are always at the bottom of the page, they may not make sense right away so store the information away for use later in the game.
* There are 15 different Dream Jewel's, but you only get 8 different ones per game (if you want to see them all, you have to re-play the game)
Meditation:
* This is a mini-game that appears after a Dream Jewel is completed
* When you first finish a Dream Jewel it will say "meditate"
* If you wait and do the puzzle later, you can click on the dairy, and then the dreams tab, and underneath it will say "unlock secret"
* You then must take the mixed up words/phrases and make them into a sentence that makes sense
* They always start with the word that is capitalized
* If you are stuck, answers are listed below separately from the chapters
Dream Prison
Chapter 1
1. click on the center of the room (it looks like a frog head)
2. pick up the hammer
3. use the hammer on the glass and take the book
4. take Avael's diary
5. if you read the diary entry, the bottom will tell you what to do next, if not…
6. click the flower the appears on the wall
7. when you click the entry, a little white arrow will appear and say "Leave Chamber"
Chapter 2:
1. find the animals that match the shapes on the tree
2. place the animals into the matching shapes on the tree
3. now you have to put the bark back in place like a jigsaw puzzle
4. leave chamber

Chapter 3
1. first you must solve the wall puzzles on the right and left side, it will show you a shape or shapes momentarily which you must then recreate
* when you have the piece in the right place it will turn green, if it is wrong, it will stay red
2. right wall: take off the tiles and recreate the circle
3. left wall: take off the tiles and recreate a sideways "8" at the top, a triangle on the bottom right and a square on the bottom left
4. next you must choose the correct stones across the water, but if you get it wrong the puzzle will just reset and you can try again
5. the last puzzle is a bit harder, although you don't have to put the pieces in order (whew), this game is like a game called "Lights Out" and the trick is to start at the bottom and click the block above a red block, then when they are all white, move to the next line and click the blocks above those red blocks until they are all white and so on and so forth until you reach the top
6. leave chamber

[right click, view image to see full size]

[right click, view image to see full size]
Ancient's Place
Chapter 4
Part I
1. collect the 4 round stones
2. collect the 4 square stones
3. collect the 4 stones with symbols
4. collect the mold
5. place the round stones in the four stones with holes which are on each side of the three doors
6. the 4 stones with symbols you collected will now fit into the spaces by the far left door, all you need to do is recreate the symbol of the circle
7. go through the door that just opened to Chapter 5 (printing machine)
Part II
1. you have now created 4 more square stones with symbols, they can be used on the far right door
2. just recreate the square shape this time and then exit through the open door to Chapter 6 (mold machine)
Part III
1. use the hammer on the 6 oblong stones laying around
2. once they are broken into 12 square stones, pick them up
3. go back to the printing machine and use the molds you created to make new symbols
4. the molds will shatter when you have made the amount you need so just keep using the machine until that mold disappears
5. come back here and use the new symbols on the last door, recreate the shape like you did before
6. leave chamber
Chapter 5
1. collect the 2 wooden boards
2. collect the 2 wheels
3. get the metal handle
4. drag the 2 wheels to the printing machine
5. drag the metal handle to the left side of the printing machine
6. place the mold in the bottom of the funnel shape
7. place a square rock in the square hole
8. pull handle and take out symbol
9. repeat with the other three square rocks and then exit back to Chapter 4 (Stonehenge)
Chapter 6
1. get the hammer
2. collect the 3 blank molds
3. find the 2 wooden bars
4. collect the wooden circle
5. find the ring that holds the crystal ball
6. find the crystal ball
7. put the wood bars back in their proper place
8. put the wooden circle on top of the bars
9. put the ring on top of the wooden circle
10. put the crystal ball inside the ring
11. the handle will appear, get it
12. place handle on the machine
13. turn the handle until the machine stops the crystal glows
14. place the blank mold in the middle of the machine
15. take out mold and repeat with the 2 remaining blank molds
16. exit and go back to Chapter 4 (Stonehenge)
Chapter 7
1. get the blank mold
2. collect the 3 wooden boards
3. go back to the mold machine and use the machine to create a new mold
4. go to the printing machine and use the remaining four square stones to create symbols
5. return here and in the places on the wall re-create a diamond symbol
6. the waterfall will stop to reveal a bridge
7. place the 5 boards you collected on the bridge
8. go to the other side
Chapter 8
1. pick up the Dream Jewel at the bottom of the door
2. go back through the other 4 areas to find the 4 keys
3. cross back over the bridge and you'll find one to the right behind some rocks
4. in the Stonehenge area you will find one to the right
5. through the far left door you can find one behind and too the right of the machine
6. through the far right door you can find one to the right by the railing
7. return to the door
8. place the keys in the 4 holes
9. now you need to turn them until they are no longer red
10. go inside
The Mortals Maze
Chapter 9
Maze Tips & Tricks:
1. watch for Dream Pieces, they are hidden around and also in the barrels
2. watch for white sparkles, they will help guide you through the maze
3. if you get totally stuck, reset the level and start over
L = Left, R = Right, F = Foward
1. first you need to wander around and find the 3 map pieces
2. F, L, F, R, F, F, R, F, L, F, F (this will route will get you the map)
3. once you have the map you can easily follow your movements at the top of the screen (note: there is a tiny little white arrow on the blue dot, it will tell you exactly which way you are facing)
4. to find the key (starting from last point): L, F, F, R, F, F, R, F, F
5. to get to the door (starting from last point) R, R, F, F, L, F, F, F, R, F, F, R, F
6. use key in door and continue
7. to get next key (starting from last point) F, F, L, F, F, L, F, F, F, R, F, F, F, F
8. to get hammers (starting from last point) F, R, F, F, F
9. to get to next key (starting from last point) L, F (Dream Piece), F
10. to get to door (starting from last point) F, L, F, F (Dream Piece), F
11. put 2 keys you have in door (if you want, you can wait)
12. now we need to go back and bust open some of those barrels to find the other 2 keys so click back
13. to get next key (starting from door) L, L, F, F, F, R, F, F, F, R, F, F, F, L, F, F, F, F, F (use hammer on barrel and get key)
14. to get next key (starting from last point) L, F, F, F, L, F, F, F (use hammer on barrel and get key)
15. to get back to door (starting from last point) L, L, F, F, F, R, F, F, F, R, F, F, F, F, F, R, F, F, F, L, F, F, F, L, F, F, F
16. put all 5 keys in door, once again you'll have to turn them until they are no longer red (note: the middle one will always turn them all red)
17. go outside

Merrow's Cottage
Chapter 10
1. pick up crowbar in front of the fountain
2. use it on the doors on the ground
3. push the valves down by matching 2 colors at a time, there are several different combinations: *red *yellow *pink *purple
*yellow *purple *red *pink
4. pick up the key
5. click on the switch (looks like a head) and turn the electricity on
6. go through the open door on the left
Chapter 11
1. pick up the plate
2. attach it to the end of the rope
3. exit and pick up the heavy stone (far right in grass)
4. re-enter and put the stone in the plate
5. exit and click the switch to turn the electricity back on
6. use the key to enter Merrow's house
Chapter 12
1. pick up the key
2. get the record from behind the picture
3. click on the circuit box, you need to rotate the shapes until the pipes all connect straight across from left to right, this will power the 2nd floor

[right click, view image to see full size]

[right click, view image to see full size]
Chapter 13
1. go upstairs
2. pick up the 2 keys
3. pick up the record
4. if you click on the gramophone, Aevel will tell you it's magical and you need to put the hexagons back and then play the record
5. pick up the key
6. pick up the record
7. pick up the hexagons
8. exit out
9. pick up the rest of the gramophone pieces and hexagon's which are also on the 1st floor, outside, and the water building
10. go back to Merrow's studio and go through the small keys until you open the 4 boxes on the shelves in the gramophone area
11. put the hexagon's on the gramophone
12. put the record with the red label on and it will play it a sound
13. you need to click the correct symbol that matches the sound(if you click the wrong one, just keep trying)
14. do the same thing with the other 2 records
15. Record w/Red Label: Fire, Ocean, Horse
16. Record w/Yellow Label: Cat, Bird, Cow
17. Record w/Black Label: Frog, Lightning, Rain
18. now the safe will be open, get the key
19. go downstairs and change the circuits so they connect from right to bottom
Chapter 14
1. use the key to open the door to the lab
2. turn on the lights (click around the right side)
3. zoom in on the plant (it's Merrow!)
4. you can now talk to him until he asks you to make a fire
5. agree to make a fire and he will give you a match
6. go outside and collect 4 logs
7. go back inside and put the logs in the fire place and strike match
8. zoom in on Merrow again
9. go upstairs and get the bottle "Liquid of Plant Life", if you didn't see it when you were there before, it's a purple bottle on the top shelf, left side
10. go back downstairs and pour it in the first flask to the right of the fireplace
11. get the empty bottle from the shelf and get the liquid when it turns yellow (note: if you get it when it turns blue, Merrow will yell at you and you'll have to put it back in and try again)
12. grab the burner base and place it under the second flask
13. pour yellow liquid into flask
14. grab candle and light it from the fireplace
15. put candle in burner base
16. when the liquid turns green take put in the empty bottle
17. zoom in on Merrow and pour it in his glass
18. talk to him and agree to let him guide you
Lake of Dreams
Chapter 15
1. grab the harpoons
2. use them to open up the various barrels
3. find the 3 pieces of wood that lying around the deck
4. now let's repair the boat by placing the boards like a jigsaw puzzle
5. get the paintbrush and dip it in the blue paint
6. paint the boat
7. click the boat to put it in the water
8. attach the oars
9. click the boat to cross the water
Chapter 16
1. pick up the circles with symbols
2. go down the footpath
3. collect the circles with symbols there
4. go back and go to the tower
Tower of Dreams
Chapter 17
1. we must unlock the puzzle to open the doors
2. pick up the remaining 3 circles with symbols
3. on each side of the steps are small triangular buttons, push them
4. circles should appear on each side of the tower, this is where the circles with the symbols must be placed to unlock the door
5. the right one uses the half sun symbols and the flower symbols
6. the left one uses the cloud and full sun symbols and the tree symbols
* they are in the correct spot when they turn blue
* right puzzle: you need to match the sun with the direction the flower would point towards is like in nature
* left puzzle: you need to match the seasonal clouds with how the tress would be in that season

[right click, view image to see full size]

[right click, view image to see full size]
Chapter 18
1. collect the 7 pipes
2. now you must place the pipes according to size into the holes on the organ
* the 4 short ones go across the bottom, the 2 medium ones go on the left and right side of the top and the 1 large one in the middle
3. zoom in on the organ
4. this game reminds me of those electronic "Simon Says" games, watch the keys that light up while it plays music, then repeat the sequence and a stair will appear, you need to do this for every step
* the sequence will change every time you play the game
5. if you forget sequence, click on the organ to play it again
6. go upstairs
Chapter 19
1. zoom in on the open book
2. the letters are scrambled in some of the paragraphs but aren't too hard to read
3. pick up the book from on top of the left shelf and place it on the far left book holder
4. pick up the book from by the stairs and put on the other book holder
5. all the books should reappear
6. pick up the 10 books scattered around
7. now lets put those books back where they belong by rolling your mouse over the different sections to see what category they are and if there is an empty spot (review the rules from the big book)
* Fairy, Fairy Lord, & Dark Magic books go on the empty center shelf
* Book of Fire = Water section
* Book of Peace = War section
* Book of Light = Dark section
* Book of Myths = History section
* Book of Night = Sun section
8. stairs should appear, go upstairs

[right click, view image to see full size]
Chapter 20
1. pick up the music stand and score sheets scattered around all levels
2. once your inventory is full, go back to the music room and assemble the music stands in front of each of the chairs
* click on the lighter spots in front of the chairs to place the bases
3. now zoom in on each of the stands and like a jigsaw puzzle, put the pieces back together
* when you have the paper in the right spot it will make a tinkling noise
* when you have it complete, it will zoom out automatically and that music stand will glow blue
* you might have to leave and get the rest of the score sheets when you have some inventory open
4. go back to the library and take the crystal ball
5. place the crystal ball on the vibration between the 2 books on the left
6. click on the left book and read the rules
7. click on the instruments on the right page and they will be placed in your inventory
8. do not close the book, you must place them back in the book in the correct order
9. once they are in order, go back upstairs and you'll see the instruments
10. pick them up
11. by reading the information on the score sheets, you can figure out what instrument goes where and place them in the seats, if you are correct they will play a tune
* there are 7 instruments, of which you only use 5 per game
12. go upstairs

[right click, view image to see full size]
Chapter 21
1. pick up the chess pieces which can be on any of the levels
2. put them back together by dragging them over the pieces until they fit
3. zoom in on the board
4. go back to the library, click on the right and read the rules for Chess
5. another matching game similar to the organ
6. every time you get it right it will take away a brown piece, if you get it wrong, it will take away your piece
7. once you've gotten rid of all the brown pieces more stairs will appear
8. go upstairs
Chapter 22
1. collect the pieces of amore which are scattered all over
2. they must be replaced in order
3. one completed more stairs will appear

[right click, view image to see full size]
Chapter 23
1. listen to Merrow
2. click the bed and listen to Avael
3. escape through the window
Chapter 24
1. click on the 6 windows and collect the removable pieces (note: you can only see 2 of them, the other 4 you can see the backs of but your cursor will show the way)
2. start to place them in their correct spots
3. it's pretty simple, just match the colors
4. enter the tree
The Eternal Tree
Chapter 25
1. click on the left door with the symbol
2. listen to what Avael has to say
3. the last Dream Jewel had a hint about this: starting at noon the correct order is red, blue, yellow, green, purple, blue
4. at the top is a round, colored jewel, keep clicking each one until the colors match the clue
5. once it's correct the door opens, enter it
The Labyrinth
Note: I found it helpful to draw myself a picture of the maze using the clue from the Dream Jewel Osiris
1. one of the very first Dream Jewels gave you the map for this
2. see the map key for all the items you need
3. once you have the 3 colored stones, go back to the heads
4. the stones should be placed like this (picture a plus sign): the green goes in the top of the +, the brown goes in the left side of the +, and the blue in the right side of the +
5. you now have the key for the last door
6. go to the door and use the key
7. exit the labyrinth and give the potion to Fidget
The End... or is it?
Dream Jewels
Dream Jewel of Abalona: Outside the prison walls lies the place where the fairies originated.
Dream Jewel of Casseopea: Fairies do not want the mortal world to know about their secret ways of life.
Dream Jewel of Osiris Merrow is an inventor who left the fairy realm and so lost his powers.
Dream Jewel of Nereus If Fidget becomes her husband, Lilith will have total control over the dreams of mortals.
Dream Jewel of Rhiannon The tower is where the Fairy Lord watched over all, and where the Dream Librarian resides.
Dream Jewel of Frey The Fairy Lord went out on one of his quests, but never returned.
Dream Jewel of Arachna Lyra could be the Chosen Child because she is the daughter of a mortal and a fairy.
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