The Adventure Escape Mysteries series features a host of point-and-click puzzle RPGs with an escape room vibe. If you’re playing Sweet Dreams right now, read on for my full walkthrough of all the locations and puzzles.
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 big first day. What he doesn’t know is our heroine Revi, a dream creator, has got his back, aiming to give him a great night’s sleep. But it’s her first day working the Dream Machine, so who knows what issues may crop up…
If you’re looking for some hints on a particular part of Chapter 1, go directly to the relevant explanation using the links below. This first installment of the walkthrough guides you through Chapter 1 of the game. If you’re looking for help in later chapters, click through to the links just below the table of contents for all the rest of the chapters:
- Sweet Dream Walkthrough, Chapter 2: Revi enters Arlo's dream to find him and try to get him out safely, so he can wake up and go to school. But things are never that easy...
- Sweet Dream Walkthrough, Chapter 3: After the failed attempt to reach the gate in the sky, the guys look for a way to get back to the cloud with help from the residents of a lighthouse.
- Sweet Dream Walkthrough, Chapter 4: Our heroes have made it up and into the room of portals, but Arlo gets scared, and all the doors break! It's time to go restore the portals and head into the first one.
- Sweet Dream Walkthrough, Chapter 5: As Arlo and his friends continue into a second portal, they find themselves miniaturized and stuck in Arlo's bedroom! How will they escape?
- Sweet Dream Walkthrough, Chapter 6: We're now tackling the third and final portal, hoping to open the door to get Arlo to finally wake up from his dreams. But everything seems to be upside down and reversible.
- Sweet Dream Walkthrough, Chapter 7: The concluding part of the adventure sees Arlo facing his fears about school in a scary nightmare.
Powering up the Dream Machine
Pick up the Key Card (a1), read the note from Shoku (a2), and then use the key card on the mechanical room door (a3). Click the screen (a4) to find it’s turned off and take the Empty Battery in the close-up.
Copy the pattern of pink dots on Shoku’s note to open the door (see above), and then click the door again to head to the power generator.
Take the Hex (b1) and then click the big yellow button (b2) to open the top compartment and take a second Hex. Select the charger (b3), add the battery to charge it, and receive the Charged Battery.
Return to the screen (a4), add the charged battery, and make a note of the brain power symbols (above). Head back to the generator and add this combination to the lock (b4) by clicking the colored buttons. What you need to get right is the number of points on the objects, which is pink 8, purple 5, green 6, and yellow 4. Once complete, you’ll get a Key and reveal a new puzzle behind this one.
Go back to the Dream Machine room, use the key to open the door (a5), and go through it to an office. Select the desk (c1) for a close-up, take the third Hex from the chair, 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 generator and add the three tiles to the puzzle on the wall (b4). Align the tiles so that they look like the image above, and then the power will be back on.
Related: Haunted Hunt Walkthrough (Adventure Escape Mysteries)
Programming the Dream Machine
Go to the Dream Machine, click the console (a6), and input the instructions exactly as you find them on the console instructions sheet. Use the blue lights to help you make your first choice, bubbles or lines around the machine (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 right to light the first star and get more instructions.
For the second set of instructions, you need to check the fan in the power generator (b5), and Arlo’s age on the desk in the office (c1, which is five), while the faces work in the same way as they did before. Set the machine as you see below, and pull the handle to light the second star.
This time you get a set of Dream Strips from the machine. Select the machine to the left of the console you just used (a7), add the strips, and construct the dream image (see above). Note that the button at the bottom allows you to rotate the image, which you’ll need to do to place some of the pieces correctly.
Once that’s complete, click the console (a6) once more once you get the final set of instructions. This time you need the date (September 9), the number of stars above the desk in the office (c2, which is eight), plus the usual smiley face game (see the full answer below).
Now you can pull the switch to get the final star and turn on the machine. Click the big red button on the console (a6) next. What could go wrong…? You’ll receive the Emergency Procedures.
Emergency procedures
Select the now broken console (a6) and take the Metal Rod. Head into the office and use the rod to break the glass (c3), giving you access to the xylophone. Use your instructions to work out the pattern of colors to play on the xylophone (look at what would be the next color down, left to right, to find the sequence. So play the following:
- Yellow
- Orange
- Red
- Green
The wall moves away, giving you access to the dreamscape entrance. Grab the Lightstone (d1) and the Sticky Note (d2), then click the cupboard (d3) to open it to take the Crank, and open the other cupboard (d4) to take some Keys.
Now select the puzzle on the right (d5). You need to open the doors, click the moon shape, and then see which door to open next. If you want the solution, click the moon shapes in the following order (see below):
- 4,3,6,1,2,5
Once complete, take the second Lightstone. Select the dark floor panel (d6) and get some more Keys (you should have five now).
Go back to the power generator and use the crank to operate the machine on the left (b6). Now you can click the yellow central button (b2) to open up the other compartments and take more Sticky Notes (three now), a Ladder, and more Keys (nine in total). You’ll have one cubby that requires a gem to open, but all the others should be openable.
Entering the dream
Now that you have a ladder, return to the office and use it to access the jars (d7), where you’ll find two more Sticky Notes (behind the red and blue jars). Make sure to knock all the jars down though, as you’ll also find more Keys (15 now), and a third Lightstone. Also, grab the Cloud Gem (d8) from the top of the stairs.
Head back to the broken console, use the cloud gem to open the compartment on the right (a8), and take the Moon Gem. Use the moon gem to open the secret drawer you found behind the jars (d7), and take the Star Gem. Add the star gem to the top-left section of the brain console (a4), and take the Celestial Gem. Now you can use the celestial gem on the final cubby hole (b2) to open it and find a fourth 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 close-up to begin and then look at your sticky notes to work out which keys need to go where. They’ll give you a whole row and two full columns of information, plus a diagonal and a square. If you want the solution, see below:
- Triangle. circle, diamond, moon, diamond
- Circle, triangle, star, square, star
- Star, diamond, circle, triangle, square
Now you can head through the door and enter Arlo’s dream!
To continue this walkthrough here at Pro Game Guides, click through to my Sweet Dream Walkthrough Chapter 2 - Adventure Escape Mysteries!