Icebound Secrets 4: House of Memories Written Walkthrough Guide + Morphing Objects

writ­ten 8/15/26, updat­ed 9/8/26


  • Pub­lished: Crooto Soft­ware
  • Plat­form Played: Android mobile
  • Price: Free
  • Rat­ed: E10 (Fan­ta­sy Vio­lence)
  • Genre: Adven­ture
  • Date Released: May 17, 2026

Con­tents

Use your browser’s “find” fea­ture to quick­ly find key­words


This is a writ­ten walk­through for Ice­bound Secrets 4: House of Mem­o­ries plus mor­ph­ing object loca­tions pub­lished by Crooto Soft­ware and devel­oped by Ele­phant Games, played on Android mobile

Game Start

Watch intro cin­e­mat­ics (There’s always some­one cry­ing in these games…)

NOTE: Hints and skips cost coins… and a lot of it!! 25 a puz­zle skip and 5 a hint! That means it’s high­ly like­ly that the puz­zles will not be as sim­ple as the pri­or games…


Part 1: Arrival (Tutorial)

  • Click any­where
  • Take Mys­te­ri­ous Let­ter, open it, take Cop­per Ring, read it, get Note
  • Take Suit­case Latch, Sewn Pouch, Col­ored Shard, Pan­el Piece, read Clue
  • Use Suit­case Latch on bench; Take Bolt Cut­ters and Sap­phire Brooch
  • Use Cop­per Ring on mail­box; Take Bronze Ele­phant
  • Use Bolt Cut­ters on gate; Go into Yard
  • Take Green Gear, Comb, Gold Medal­lion, read and take Note
  • Back at Gate, use Gold Medal­lion in mail­box; Take Gar­den Gnome
  • Use Comb and Gar­den Gnome on win­dow; Take Post­man ID and Shov­el
  • Use Shov­el on dirt; Take Red Gear
  • Give post­man Post­man ID; Take Blue Gear
  • Back in Yard, use Green, Red, and Blue Gear on foun­tain

Fountain Gear Puzzle

First puz­zle of the game!! Rotate the 3 wheels and match the col­ors

Solu­tion (Click to Expand)

The Way I Did It:

  1. Green Right 1
  2. Blue Right 1
  3. Red Right 2
  4. Green Left 2
  5. Blue Left 2
  6. Green Left 1
  7. Blue Left 3
  8. Red Left 1
  9. Blue Right 1
  10. Green Right 1
  11. Blue Right 1
  12. Green Left 1
  13. Red Left 2
  14. Green Right 1 (END)

Might be a round­about way, I’m sure there’s a more suc­cinct method, but this was repeat­able and got to the answer

GR1, BR1, RR2, GL2, BL2, GL1, BL3, RL1, BR1, GR1, BR1, GL1, RL2, GR1

Hint: Aim for the image below

  • Take Dec­o­ra­tive Flower and Man­sion Key
  • Use Man­sion Key on door; Go into Liv­ing Room
  • Take Dec­o­ra­tive Flower, Scis­sors, Pan­el Piece, Read Note
  • Sewn Pouch + Scis­sors = Winged Medal­lion and Iron Bell
  • Go back to Gate; Use Winged Medal­lion on crane; Take Dec­o­ra­tive Flower
  • In Yard, use Dec­o­ra­tive Flower x3 on hedge door

Garden Hidden Object Puzzle

First hid­den object puz­zle!!

  • Take Bronze Ele­phant
  • Go to Liv­ing Room; Use Bronze Ele­phant x2 on shelf; Take Urn Lid, Frame Piece, and Note
  • Use Frame Piece on pic­ture frame; Take Nail and read/take Note
  • Go to Yard; Use Nail in dog­house and Urn Lid in dirt for Pan­el Piece x2
  • Back in Liv­ing Room, use Pan­el Piece x4 on pic­ture frame

Note: There’s a Pan­el Piece in the suit­case at the Gate which may or may not have been able to be tak­en before this point

Frame Panel Piece Puzzle

Using the arrows, move the pieces so that the Hands are on the out­side and the eyes are on the inside

Solu­tion (Click to Expand)

My Solu­tion (there are oth­er, pos­si­bly more suc­cinct ways)

  1. Right-Right 3
  2. Left- Left 1
  3. Right-Right 1
  4. Left-Left 1
  5. Left-Right 2
  6. Right-Right 1
  7. Left-Left 1
  8. Right-Right 1
  9. Left-Left 1
  10. Right-Left 1

RR3, LL1, RR1, LL1, RR1, LR2, RR1, LL1, RR1, LL1, RL1

  • Go into Stranger’s Shel­ter
  • Click any­where; Take Diary
  • Take Hunter Image, Acid Jar, Dec­o­rat­ed Han­dle, Col­ored Shard, Read Clue
  • In Liv­ing Room, use Dec­o­rat­ed Han­dle on cab­i­net; Take Chem­i­cal Reagent, Deer Image, Read Note
  • Back in Shel­ter, use Hunter and Deer Image on frame; Take Repair Amulet
  • Use Repair Amulet on green box in Liv­ing Room; Take Ham­mer
  • Go to dog­house; Use Ham­mer in dog­house for Wood­en Bar; Take Chem­i­cal Glass (The note said that the dog took the beaker… and then some­how hid it under­neath the loose board in its house??)
  • Use Wood­en Bar, then Ham­mer on win­dow; Take Lab Pow­der
  • In Shel­ter, use Chem­i­cal Glass, Acid, Reagent and Lab Pow­der on work­table

Chemical Puzzle

Fol­low instruc­tions and mix the chem­i­cals (Just tap on them in prop­er order)

Solu­tion (Click to Expand)

This isn’t real­ly a solu­tion, it’s just writ­ten out ver­sion of the instruc­tions

  • HCl + Mg = Red
  • Acid + HCl = Yel­low
  • Mg + Acid = Orange
  • Orange + Red = Pur­ple
  • Yel­low + Pur­ple = Blue
  • Yel­low + Orange = Green
  • Green + Blue = FIRE
  • Get Sol­vent; Use it on Liv­ing Room door
  • Go into Music Hall (The kid is play­ing piano with the lid closed…)
  • Take Orna­ment, Drum­stick, Note, and Sculp­tor Kit, Look at Clue
  • Use Sculp­tor Kit and Drum­stick on stat­ue (WOW, this detec­tive is hel­la tal­ent­ed!); Get Harp
  • Use Harp on adja­cent stat­ue for Vio­lin Bow; Use it on last stat­ue; Take Cam­era Lens
  • Use Cam­era Lens and take Cam­era; Use it on the anom­aly to dis­pel it; Take Orna­ment and Gold­en Bell; Note Clue
  • Use Orna­ment x2 in Liv­ing Room for Pro­jec­tor Part
  • Use Project Part on Shel­ter’s pro­jec­tor for Bell String
  • Go to Music Hall; Use Bell String, Gold­en Bell, and Iron Bell on back wall

Music Hall Bell Puzzle

Click on bells in cor­rect order as pre­sent­ed by the game in 3 rounds (Hint: you saw the sequences as a clue before already)

  • Take Diary Dec­o­ra­tion
  • Diary + Diary Dec­o­ra­tion + Notes x6 = Pho­to of Stranger, Safe Disk, and Restored Diary
  • Give the lady Restored Diary and Pho­to of Stranger; Take Safe Disk
  • Use Safe Disk x2 on safe (Answer: 513)
  • Take Pre­cious Hair­pin, Match­es, and Hang­ing Lantern
  • Go to Gate, use Hang­ing Lantern on crane; Get Ruby
  • In Liv­ing Room, use Match­es on cob­webs; Take Pli­ers
  • Pre­cious Hair­pin + Pli­ers = Ruby and Lock­pick
  • Go to Music Hall; Use Ruby x2 on stat­ue; Get Raven Brooch
  • Use Lock­pick on drum stat­ue; Take Plate Frag­ment
  • Go to Gate; Take Gold Plate from crane stat­ue (Could not get despite spir­it­ed pok­ing of the screen up until this point)
  • Use Gold Plate, Plate Frag­ment, and Raven Brooch on piano in Music Hall; Take Film Reel
  • Go back to Shel­ter, use Film Reel in pro­jec­tor

Picture Jigsaw Puzzle

  • Lis­ten to the sto­ry (Again with the cry­ing faces)

Part 2: Into the City

  • Take Gate Lever
  • Go out to Gate
  • Take Board x2 and Screw­driv­er; Use Gate Lever (How does that just fit in there and work??)
  • Go to Music Hall; Use Screw­driv­er on fire­place; Take Board
  • Take Board from Yard
  • Go to Liv­ing Room; Use Board x4 on stairs (Yeaaaah, I would­n’t trust walk­ing on that…)
  • Go up to First Floor (Isn’t it 2nd floor?)
  • Take Can­dle­stick, Wax Knife, and Key with Crane
  • Back at Gate, use Key with Crane on crane’s lantern; Take Can­dle
  • Take Can­dle from Liv­ing Room shelf
  • In Music Hall, use Wax Knife on stat­ue for Can­dle
  • Can­dle­stick + Can­dle x3 + Match­es = Lit Can­de­labrum;
  • Use it on the dark spot upstairs; Take Tri­an­gle Fig­urine and Vol­ume III
  • Use Tri­an­gle Fig­urine on toy chest; Take Oil­er and Paint Tube; Read Note
  • Head back to Gate; Use Oil­er on gate

Path to City Puzzle

Click on every num­ber in order to move so that you land on all green tiles (Hint: You must use all num­bers before the piece moves. Make sure not to land on any red ones)

Solu­tion (Click to Expand)

My Solu­tion:

  1. R5
  2. R4
  3. R7
  4. L1
  5. R5
  6. R3
  7. R3
  8. R7
  9. L2
  10. L2
  11. R4
  12. R5
  13. L2
  14. L2
  15. R5

R5, R4, R7, L1, R5, R3, R3, R7, L2, L2, R4, R5, L2, L2, R5

  • Now you’re at City Cen­ter
  • Take Dancer Fig­urine, Dec­o­ra­tive Horse, Bro­ken Key, Ice Tongs, But­ton, Read Note
  • Use Ice Tongs on vend­ing machine for Library Token
  • Use Library Token on library box for Book with Book­mark
  • Book with Book­mark = Left Lock Part + Vol­ume IV
  • Back on First Floor, use Dec­o­ra­tive Horse; Take Pro­trac­tor and Dancer
  • Use Dancer Fig­urine on table; Take Vol­ume VI
  • Go to Liv­ing Room; Use Vol­umes II, IV and VI on shelf; Take Melody Note
  • Go to Music Hall; Use Melody Note and Bro­ken Key on piano

Piano Lock Puzzle

Press the keys in the cor­rect order

(Answer: If 12345, then 25134)

  • Take Car Key; Go use it at City Cen­ter; Take Pin and Cloth
  • Go to Yard; Use Cloth on win­dow for Wet Cloth
  • Go Upstairs; Use Pin on ted­dy bear for Right Lock Part
  • Use Left and Right Lock Part on armoire

Rotating Armoire Puzzle

Rotate and slide to solve the puz­zle (Sor­ry, no solu­tion this time. It seems long-wind­ed, but not tricky, so go for it… After com­plet­ing the puz­zle, it real­ly isn’t tricky, it’s just annoy­ing!! Still not dif­fi­cult, though)

  • Take Dirty Pho­to Frame + Wet Cloth + Pro­trac­tor = Fam­i­ly Pho­to
  • Go back to lady, give her Fam­i­ly Pho­to
  • Go to City Cen­ter; Use Din­er Coast­er on din­er
  • Get Lighter (That guy does­n’t look asleep to me)
  • Take Fire­crack­er, Dol­lar x2, Vend­ing But­ton, Nee­dle, Col­ored Shard, look at ingre­di­ent list
  • Use Sap­phire Brooch on purse; Take Dancer and Incom­plete Pen­dant
  • Back out­side, use Dol­lar x2 on vend­ing machine; Take Soda
  • Use Fire­crack­er and Lighter on shop stall; Take Twist­ed Frag­ment and Lemon
  • Inside Din­er, use Twist­ed Frag­ment on ice cream booth

Diner Hidden Object Puzzle

  • Get Straw­ber­ry Ice Cream
  • Use Straw­ber­ry Ice Cream, Lemon, and Soda on din­er counter

Diner Cocktail Puzzle

Swap and rotate tiles so that they all match their neigh­bors

  • Get Ener­giz­ing Cock­tail; Give it to that guy; Take Vend­ing But­ton; Get Dancer
  • Back Upstairs, use Dancer x3 on table; Take Library Key
  • Use it to go into the Library. Hmm… It appears we found our vil­lain
  • Take Razor, Chain, note Clue, Fab­ric Scrap, and Sewing Spool
  • Nee­dle + Sewing Spool = Thread with Nee­dle
  • Go back to Gate; Use Fab­ric Scrap and Thread with Nee­dle on Hat
  • Inside Din­er, use Razor on coat for But­ton
  • Go Upstairs; Use But­ton x2 and Thread with Nee­dle on Toy Bear; Take Rose
  • Incom­plete Pen­dant + Chain = Pen­dant
  • In Library, use Hat, Pen­dant, Toy Bear and Rose on anom­aly
  • Read Note; Take Trol­ley; Use on shelf

Shelf Climbing Puzzle

Click on cor­rect items to climb up (Answer: Gold Han­dle, Draw­ers, Draw­ers, Draw­ers, Man Stat­ue, Gold Han­dle, Fab­ric, Gar­goyle, Books)

  • Get Charlene’s Notes; Go give it to her; Take Hang­ing Chain and Half Heart
  • Go to City Cen­ter; Use Hang­ing Chain in car trunk; Take Axe
  • Use Axe on board­ed up door
  • Go into Aban­doned House
  • Take Half Heart, Col­ored Shard, Fish Emblem, Doll Ring, Look at Clue
  • Back in Library, use Fish Emblem on bear for Book Box and Cop­per Octa­gon
  • Use Half Heart x2 on desk; Take Wrench and Vend­ing But­ton
  • Go to Aban­doned House; Use Wrench on wood planks; Take Vend­ing But­ton and Doll Hand
  • Go Upstairs; Use Doll Hand x2 on desk; Take Vend­ing But­ton
  • Go to Din­er; Use Vend­ing But­ton x5 on juke­box

Jukebox Puzzle

Using pri­or clue, press the cor­rect but­tons

  • Take Vinyl Record over to Aban­doned House and use it on the table; Take Pat­terned Bracelet; Use it on the stat­ue; Take Cop­per Octa­gon
  • Use Cop­per Octa­gon x2 on wall

Rune Mechanism Puzzle

Rotate things by press­ing the yel­low bits so that the yel­low bits attach to the out­side inden­ta­tion

(Hint: Do the side cir­cles first, then the mid­dle)

Get to this point, then fin­ish it out
  • Take Char­lene Film Reel back to her

Part 3: Getting There

  • Get Nail File (I have a few ques­tions: who is film­ing, why did­n’t they help, where are they now, and why were they hid­ing film reels?)
  • Go to City Cen­ter; Look at tram, read Clue
  • Take Tram Valve in car trunk; Use Nail File on Vend­ing Machine; Take Speedome­ter
  • Go to Aban­doned House; Use Nail File on phono­graph for Brake Han­dle
  • Use Tram Valve, Speedome­ter, and Brake Han­dle on tram
  • Click and go to Embank­ment; Take Col­ored Chalk
  • Take Iron Dish­es (Looks like mon­key cym­bals to me…), Bear Claw, and Fish Key
  • Use Col­ored Chalk on wall; Take Toy Tow­er
  • Go to Shel­ter; Use Iron Dish­es on mon­key; Take Bear Claw and Toy Tow­er
  • Go Upstairs; Use Toy Tow­er x3 on toy box

Toy Tower Puzzle

Move the parts to make 3 tow­ers by slid­ing them around

  • Get Gold­en Hook
  • Book Box + Fish Key = Toy Tow­er and Leather Strap
  • Go to Aban­doned House; Use Leather Strap on stat­ue; Get Bro­ken Cryp­tex and Yel­low Wire
  • At Embank­ment, use Gold­en Hook on blue box; Take Harpun Tip (“Har­poon”) and Col­ored Shard
  • Use Har­poon Tip on boat (It’s spelled cor­rect­ly on the boat descrip­tion) for Harpun (“Har­poon”)
  • Use Har­poon on fish under bridge; Read Note and take Green Wire
  • Use Green and Yel­low Wire on elec­tri­cal box

Embankment Grate Puzzle

Remove the bars in the cor­rect order

  • Now you’re at Artist’s Square
  • Take But­ter­fly Amulet, read Note and notice Clue
  • Take Hatch Han­dle, Fake Apple, Bear Claw and Artist Item
  • Go to Embank­ment; Use Hatch Han­dle on red cov­er; Take Tur­pen­tine, Fake Grapes, and Glue Sol­vent
  • Use But­ter­fly Amulet on wall box; Take Bear Claw, and Pock­et Knife
  • Go Din­er; Use Glue Sol­vent on Ele­gant Cup
  • Go to Artist’s Square; Use Fake Grapes, Fake Apple, and Ele­gant Cup on stature; Get Artist Item
  • Use Tur­pen­tine and Pock­et Knife on the bench; Take Plat­form Switch
  • Use Plat­form Switch on the ground

Artist Square Hidden Object Puzzle

Odd­ly short puz­zle… Thought there’d be more to find

  • Get Muse Amulet and Cryp­tex Ring
  • Use Muse Amulet on easel; Take Artist Item
  • Go back to Embank­ment; Give the man Artist Item x3; Get Cryp­tex Ring (She’s quite the mag­pie, isn’t she…?)
  • Bro­ken Cryp­tex + Cryp­tex Ring x2 = PUZZLE

Cryptex Puzzle

Rotate the rings to con­nect the two sides (It’s more of a mini-puz­zle because the pieces will auto­mat­i­cal­ly light up. Too easy)

  • Take Scratched Film and Police Mas­ter Key (Whoa! Super use­ful!)
  • Go to Artist’s Square; Use Police Mas­ter Key on house door

Door Lock Puzzle

Rotate the pieces to cre­ate the 4 pat­terns in the dia­monds (yeah, I had NO IDEA what to do and had to use the skip func­tion to even under­stand… I think…?)

I think this is what you’re sup­posed to do?
  • You’re in the Work­shop
  • Take Polaroid Body, Paint Tube 2, Col­ored Shard, Polaroid Lens, Fish­ing Lure, Read Clue
  • Use Paint Tube x2 on shelf; Take Brush
  • Out on Embank­ment, use Fush­ing Lure on tack­le box; Take Mem­o­ry Land­scape
  • Go to Artist Square; Use Mem­o­ry Land­scape on easel; Take Red But­ton and Bear Claw
  • Go to Library; Use Bear Claws x5 on bear

Bear Claw Puzzle

Arrange the claws in prop­er order (Hint: you’ve seen the solu­tion already)

Answer (L‑R): Wing, Crown, Fish, X, Flower

  • Take Dirty Pho­to Car­tridge back to Work­shop; Use it and Brush on table; Take Polaroid Car­tridge
  • Polaroid Body + Polaroid Lens + Polaroid Car­tridge + Red But­ton = Polaroid
  • Use Polaroid on anom­aly; Take Dessert Spat­u­la
  • Go back Upstairs; Use Dessert Spat­u­la on desk for Piece of Cake
  • Go to City Cen­ter; Use Dessert Spat­u­la on car trunk for Medal­lion
  • Go to Embank­ment; Take Red Flow­ers from wall
  • Go to Work­shop; Use Red Flow­ers, Piece of Cake, and Medal­lion on anom­aly; Take Mech­a­nism Token
  • Use Mech­a­nism Token on base­ment door

Basement Door Puzzle

Choose cor­rect tiles to light up the blue square and match each tile. Dou­bling up will can­cel out the col­or (Same puz­zle as in pri­or game). Do it 3x

Answer:

If: 1,2,3,4,5,6,7; 8,9,10,11,12,13,14

Then: A) 3,5,8,9,10,14; B) 2,4,5,7,10,12; C) 1,3,5,7

  • Now you’re in Work­shop Base­ment
  • Take Wind­ing Key, Tweez­ers, read Note, take Flower Pho­to
  • Go to Work­shop; Use Wind­ing Key; Take Spat­u­la and Pol­ish; Read Note
  • Back in Base­ment, use Spat­u­la on shelf; Take Fork and Small Cloth
  • Go to Work­shop; Use Tweez­ers on sofa for Rab­bit Tal­is­man; Click on cush­ion for Hairdry­er Cap; Use Fork for City Pho­to
  • Go to Artist’s Square; Use Rab­bit Tal­is­man on stat­ue box; Take Spi­ral Heater
  • Go to Base­ment; Use Spi­ral Heater and Hairdry­er Cap on table for Hairdry­er
  • Back in Work­shop, use Scratched Film, Pol­ish, Hairdry­er, and Small Cloth on table
  • Take Restored Film to Base­ment and use on pro­jec­tor
  • Take Portable Pro­jec­tor to man; Take Palette Knife and Three Hands Tal­is­man
  • Go to Base­ment; Use Palette Knife on rear wall; Take Girl Pho­to
  • In Work­shop, use Flower, City, and Girl Pho­to on easel

Girl Picture Paint Puzzle

Col­or the can­vas accord­ing to clues. You can mix col­ors on the palette (This puz­zle is ter­ri­ble because the girl’s pic­ture shows a red shirt, but it’s actu­al­ly white, and the rest of it is basi­cal­ly all sub­jec­tive. The final col­ors are not the same as the clue pic­tures as I cre­at­ed col­ors much clos­er than the actu­al answer. End­ed up hav­ing to waste ANOTHER skip with a whop­ping 25 coins because I had no idea what the devel­op­ers want­ed)

Solu­tion (Click to Expand)

Answer:

  • Flow­ers = Red
  • Leaves = Green
  • Sky = Blue
  • Shirt = White
  • Hair = Yel­low
  • Skin = White + Red (Pink)
  • Build­ings = White + Black (Gray)
  • Get Artist’s Muse; Give it to the dude

Battle for Artist Hidden Object Puzzle

Find and use items to beat the evil mon­ster

Solu­tion (Click to Expand)

Answer:

  • Rake > Paper Air­plane
  • Paper Air­plane > Boy’s Hand
  • Umbrel­la > Bro­ken Street­lamp
  • Kite > Man
  • Mir­ror > Woman
  • Star > Stat­ue
  • Sick­le > Bike Bas­ket

Use remain­ing items on Boss (Fan, Shield, Cam­era, First-Aid Kit)

  • Get Movie Cam­era and Tog­gle Switch

Part 4: Getting Close

  • Take Artist’s Tal­is­man to Base­ment and use on rear wall; Take Emer­ald Eye and Steer­ing Wheel; Read Note
  • At Embank­ment, look at rub­ble pile; Take Ruby Eye
  • In Work­shop, use Emer­ald and Ruby Eye on skull; Take Tog­gle Switch
  • At Embank­ment, use Steer­ing Wheel and Tog­gle Switch x2 on boat
  • You’ve reached Cin­e­ma Area
  • Use Movie Cam­era on amo­ma­ly
  • Take Tiara, Bro­ken Revolver, Flash­light, Cloak­room Tag, and read Note
  • Use Cloak­room Tag on mail­box; Take Mech­a­nism Belt; Use it and Flash­light on the tick­et booth; Take Ear­ring
  • Use Ear­ring on guard’s zip­per; Take Blank Key to artist man
  • Get Pen­cil and Blank Paper from work­shop and bring back to him (Why can’t peo­ple do things on their own? Do they not have legs? That man annoys me)
  • Head down to the Base­ment; Look at shelf and use Blank Key and Key Dia­gram

Key Making Puzzle

Use ver­ti­cal and hor­i­zon­tal arrows for place­ment, cycle shapes, then lever to cut the key

Solu­tion (Click to Expand)
  1. Square, UP
  2. Sharp Point, MID
  3. Forked, UP
  4. Square, UP
  5. Round, LOW
  6. Square, MID
  • Take Ser­vice Entrance Key to Cin­e­ma Area and use on door
  • Go into Behind the Scenes
  • Take Chis­el, Trig­ger, Col­ored Shard, Cash Reg­is­ter But­ton, Read Clue
  • Back at Embank­ment, use Chis­el on rub­ble for Met­al Orna­ment
  • At Cin­e­ma Area, use Cash Reg­is­ter But­ton (Looks more like a lever to me) for Rub­ber Gloves
  • Use Met­al Orna­ment on mail­box; Take Med­ical Clamp (Tweez­ers… they had one ear­li­er!! That’s what you get for get­ting rid of stuff pre­ma­ture­ly)
  • Go Behind the Scenes, use Rub­ber Gloves and Tweez­ers on bro­ken light for Fuse
  • Use Fuse on door lock for Mini-Puz­zle: Use pri­or clue to input the code (Answer: 2541)
  • Go into Office; Click any­where; Take Crane Head
  • Take Wood­en Boy, Light­bulb, Police Whis­tle, Sylvi­a’s Per­son­al Item, and read Note
  • Go into hall, use Wood­en Boy on box; Take Sylvi­a’s Per­son­al Item
  • Out in Cin­e­ma Area, use Whis­tle on man; Take Hook on Cord (Bungee Hook); Use it on cin­e­ma door for Stone Mask
  • Go back to Artist’s Square; Use Tiara and Stone Mask on stat­ue

Many-Armed Statue Positioning Puzzle

Posi­tion the arms appro­pri­ate­ly. You saw the answer ear­li­er (I hate these puz­zles because it’s hard to tell the exact posi­tion they want and it’s easy to be off by just a tiny bit)

  • Get Rit­u­al Dag­ger and Sylvi­a’s Per­son­al Item
  • In Office, use Three Hands Tal­is­man and Rit­u­al Dag­ger on small table; Take Tusk and Red Scarf
  • Out in Hall, use Red Scarf on Light­bulb (Why could­n’t we have done this ear­li­er with the gloves?)
  • Back in Office, use Light­bulb x2 on dress­ing table
  • Take Crane Body and Sylvi­a’s Per­son­al Item (...how’d that get back there if there’s no way to access it?)
  • Give woman Sylvi­a’s Per­son­al Item x4 for Dec­o­ra­tive Per­son­al Item
  • Use Dec­o­ra­tive Tusk x2 on table

Office Hidden Object Puzzle

  • Get Crane Wings and Bul­lets
  • Go into Hall, use Crane Body, Head, and Wings on shelf; Take Flower Plate
  • Use Flower Plate on door in rear

Flower Tile Sliding Puzzle

Slide and rotate tiles until pic­ture is achieved (Hint: Tiles go dull when in cor­rect spot)

  • Go into Large Cin­e­ma Hall
  • Take Revolver Drum, Emp­ty Buck­et, Emp­ty Cone and Lad­der
  • Bro­ken Revolver + Trig­ger + Revolver Drum + Bul­lets = Loaded Revolver
  • Use Lad­der on rail­ing; Take Pearl Ear­ring
  • Back in Behind the Scenes, use Emp­ty Buck­et on pop­corn machine; Take Black Can­dle (Can­dle in a pop­corn machine?? Would­n’t it melt??); Use Emp­ty Cone on cot­ton can­dy (I have nev­er actu­al­ly had cot­ton can­dy in a waf­fle cone, but appar­ent­ly it’s a thing!)
  • In Office, use Black Can­dle on small table; Take Spare Gear
  • Back in Cin­e­ma Hall, use Pop­corn, Pearl Ear­ring, and Cot­ton Can­dy on anom­aly; Take Old Poster
  • Uh oh… Use Movie Cam­era; Then use Loaded Revolver on chan­de­lier
  • Go back to Office; Use Old Poster on wall

Office Wall Safe Button Puzzle

Using clue, press the right but­tons

  • Take Sylvi­a’s Film
  • Burnt out Cam­era + Sylvi­a’s Film + Spare Gear = Cam­era with Mem­o­ry
  • Give cam­era to the woman; Take Seal­ing Amulet
  • Use it in Cin­e­ma Hall (Red Ener­gy), Cin­e­ma Area (Blue Ener­gy), Work­shop (Yel­low Ener­gy); Embank­ment (Blue Ener­gy), Library (Yel­low Ener­gy), and Music Hall (Red Ener­gy)
  • Go to Cin­e­ma Hall; Use Red, Blue, and Yel­low Ener­gy on wood­en door

Magical Door Lock Puzzle

Slide and rotate the squig­gles so that they don’t touch (Same puz­zle as the last game! Let’s see if it’s exact­ly the same… IT IS!! Just a tighter fit than before)

  • You have entered the Edit­ing Room
  • Read and take Sylvi­a’s Con­fes­sion to Sylvia, her­self; Take Secret Com­part­ment Han­dle to Cin­e­ma Hall and use on hatch; Take Crys­tals of Sor­row, Love, and Nos­tal­gia
  • Go to Edit­ing Room, use the Crys­tals on their prop­er stat­ues, then use Loaded Revolver on all 3
  • Take Bro­ken Stained Glass, Sign Yang, and Sign Yin
  • Go to Office; Use Yin and Yang Signs on dress­ing table; Take Rit­u­al Film and Sil­ver Owl
  • Go to Cin­e­ma Area, use Sil­ver Owl on mail­box; Take Blow­torch and Pan­el Switch
  • Go to Edit­ing Room; Use Pan­el Switch on con­sole

Green Panels Puzzle

Slide the green tiles and move the key to the key slot (Oh boy… this looks annoy­ing… Oh. It’s actu­al­ly pret­ty easy)

This is how I did it:

  • Get Shelf Key; Use it on red lock­er for Col­ored Shard and Han­dle Piece
  • Bro­ken Stained Glass + Col­ored Shard x8 = Rit­u­al Stained Glass
  • Use Rit­u­al Stained Glass in Cin­e­ma Hall

Stained Glass Differences Puzzle

Find the dif­fer­ences with a twist! Every time you click on the wrong thing, you lose 1 life! No choos­ing willy nil­ly!

  • Get Half Han­dle and Rit­u­al Film
  • Go to Edit­ing Room; Use Han­dle Piece and Half Han­dle on cam­era; Take Rit­u­al Film
  • Place Rit­u­al Film x3 on ground, then use Blow­torch

Part 5: Let’s Take her OUT (END)

  • Take Coin; Take Met­al Eye
  • Go to Cin­e­ma Area; Take Jammed Scis­sors and Hook (pry bar)
  • Go Behind the Scenes; Take Duster
  • Go Cin­e­ma Area; Use Pry Bar and Duster on ground; Take Helm Crest and Coin (Notice how the “Hook” looks like a hook on the scene image but looked like a pry bar before)
  • Use Helm Crest on stat­ue; Take Gold­en Bird and Olive Branch
  • Go to Cin­e­ma Hall; Take Oil Jug to Behind the Scenes and place on table along with Olive Branch; Take Olive Oil (How long have those olives been there to be use­ful?)
  • Jammed Scis­sors + Olive Oil = Gar­den Shears (The entire jug??)
  • Use Gar­den Shears on that gate
  • Go into Muse­um Park
  • Take Ten­nis Ball, Seashell, Bro­ken Lad­der, and Plank
  • Now that you got the first Plank, take one from under the bench and from Cin­e­ma Area
  • Use Ten­nis Ball on dog anom­aly; Get Dog Col­lar = Coin
  • Use Coin x3 on toy vend­ing machine; Get Suc­tion Dart and Clay
  • Go to Cin­e­ma Area; Use Clay and Met­al Eye on ground

Eye Laser Puzzle

Move the lens­es to direct the lasers to the col­ored jew­els. Col­or com­bi­na­tions must be cor­rect!

  • Take Snake Skull and Fire Sym­bol
  • Go to Cin­e­ma Hall; Use Snake Skull on back of chair; Take Bil­liard Ball, Shoe Brush, and Plank
  • Back in Cin­e­ma Area, use Shoe Brush and Fire Sym­bol on stat­ue; Take Flint and Ancient Nails (see? Those olives should have been hel­la dried out!)
  • Bro­ken Lad­der + Planks x4 + Ancient Nails + Bil­liard Ball = Lad­der
  • Use Lad­der and Seashell on tree (First, what a shell! Sec­ond, how does one get tied up like that? Would be real­ly tricky to tie a grown man up that high and that way on a tree)
  • Take and use Lock Code on bike; Look at pho­to and Offer Let­ter; Take Vin­tage Cam­era and Com­pact Mir­ror
  • Give the man Offer Let­ter

Man’s Story Hidden Object Puzzle

  • Take Flash Pow­der
  • From tree, take Flash Tray + Com­pact Mir­ror + Flash Pow­der = Flash Reflec­tor
  • Use Vin­tage Cam­era, Flash Reflec­tor, and Flint on cam­era stand

Vintage Camera Puzzle

Rotate the screen and guide the strik­er to the two icon ties with­out hit­ting a locked tile (So, what’s inter­est­ing is that the instruc­tions say you can’t hit a locked tile, but it means you can’t move on a locked tile. You HAVE to land on locked tiles to solve the puz­zle)

  • Go into Muse­um Lob­by
  • Take Torn Toy, Fire Cab­i­net Key, Muse­um Tick­et, Pat­terned Tile, and read Note
  • Use Fire Cab­i­net Key; Get Fire Emblem
  • Use Muse­um Tick­et on gate
  • Go to Antiq­ui­ty Exhi­bi­tion
  • Take Com­pass Rose and Ruler
  • Use Ruler on cab­i­net; Take Glass Cut­ter, Pat­terned Tile, and Thread and Nee­dle
  • Back in Lob­by, use Glass Cut­ter and Suc­tion Dart on fire box; Take Fire Extin­guish­er
  • Go to Exhib­it; Use Fire Extin­guish­er on fire­place; Take Pat­terned Tile and Sil­ver Bird
  • Back out to Muse­um Park; Use Gold and Sil­ver Bird on tree; Take Plush Ear
  • Head back to Cin­e­ma Hall; Take Syn­thet­ic Fiber from back of chair
  • Go to Exhib­it; Torn Toy + Syn­thet­ic Fiber + Plush Ear + Thread and Nee­dle = Toy Dog
  • Use it on anom­aly; Take Mute Fig­ure and Scoop
  • Go to Muse­um Park; Use Scoop on grav­el; Take Pat­terned Tile and Mnemosyne Key
  • In Muse­um Lob­by, use Pat­terned Tile x4 on anom­aly

Museum Step Puzzle

Move steps so that the pat­tern lights up

Answer:

If: 1, 2, 3, 4, 5, 6

Then: 2, 6, 4, 3, 5, 3, 6, 1, 6

  • Take Stained Paint­ing and go to Embank­ment; Give it to that annoy­ing artist man; Take Ingre­di­ent List (I dun­no… I thought maybe HE COULD HELP ME being the artist and all, but, as usu­al, I have to do every­thing around here!)
  • Ingre­di­ent List = Work­shop Key
  • Go back to Muse­um Lob­by; Use Work­shop Key to get into Restora­tion Work­shop
  • Take Sailor Fig­urine and Knight Glove
  • Use Sailor Fig­urine on ship; Take Liq­uid Nitro­gen Sprayer and Blind Fig­urine
  • Use Liq­uid Nitro­gen Sprayer and Knight Glove on chest; Take Deaf Fig­urine and Pro­tec­tive Lac­quer
  • Go to Muse­um Lob­by; Use Blind, Deaf, and Mute Fig­urine; Take Cot­ton Pads and Box Dec­o­ra­tion
  • Go to Exhib­it; Use Box Dec­o­ra­tion on shelf

Antiquity Exhibition Box Puzzle

Ori­ent the arrows so that the cor­rect num­ber of arrows are point­ed at each sym­bol

S= sin­gle rota­tion

Just need to rotate the cir­cled tile (there are oth­er ways to solve this puz­zle)

  • Take Emp­ty Film Cam­era and South­ern Con­ti­nent
  • Go to Restora­tion Work­shop; Use Com­pass Rose, Flame Emblem, and South­ern Con­ti­nent on globe; Take Sculp­tor Chis­el and Recipe Book
  • Use Recipe Book and Flint on work­table

Restoration Workshop Hidden Object Puzzle

Drag each card to the item that’s miss­ing in them. You may have to inter­act with the item before you can.

  • Get Clean­ing Flu­id
  • Ingre­di­ent List + Cot­ton Pads + Pro­tec­tive Lac­quer + Clean­ing Flu­id = Restora­tion Kit
  • Use Stained Paint­ing and Restora­tion Kit on easel
  • Take Restored Paint­ing to Muse­um Lob­by and use it on anom­aly
  • Go up to Mem­o­ry Gallery (Why is every kid named Ethan in these puz­zle games?)
  • Take Stone Book, Sil­ver Spoon, and Name Plate
  • Use Name Plate on bust; Take Sculp­tor’s Scalpel and Mal­let
  • Back at Muse­um Park, use Sil­ver Spoon next to bird­house for Resin
  • Go to Exhib­it; Use Sculp­tor’s Scalpel on frame for Founder’s Image
  • Back in Mem­o­ry Gallery, use Founder’s Image, Sculp­tor’s Chis­el, and Mal­let on anom­aly
  • Take Clothes­pin out to bird­house to get Mnemosyne Key
  • Back in the Gallery, use Mnemosyne Key x2 on door

Gear Chain Door Lock Puzzle

Arrgghh… So close yet so far away! Slide the tiles to con­nect the sil­ver gears to the spin­ning gold one so that all the gold ones spin

  • Enter Hall of Mnemosyne’s Priest­ess (Final Area!!)
  • Take Rune Eye; Use it in the sar­coph­a­gus; Read Note, take Dent­ed Lid, Moon Sym­bol, and Open Ampho­ra
  • Use Moon Sym­bol and Stone Book on stat­ue; Take Pho­to­graph­ic Film
  • Emp­ty Film Cam­era + Pho­to­graph­ic Film = Film Cam­era
  • Use Film Cam­era on Mnemosyne

Film Camera Puzzle

Use the arrows to move the col­ors so that they match the out­er ring (It’s real­ly not that hard. I just switched things a lot until it was even red and blue, then moved them into posi­tion after that)

  • Get Spir­it Pho­to
  • Look at altar; Read Clue; Take M Mono­gram and Bronze Ham­mer
  • Go to Restora­tion Work­shop; Use Dent­ed Lid and Bronze Ham­mer on chest (I… guess she’s just frozen like that?)
  • Open Ampho­ra + Resin + Ampho­ra Lid = Mnemosyne Ampho­ra
  • Use Bronze Ham­mer at Yard (Green), Library (Yel­low), and Embank­ment (Blue)
  • Go to Gallery; Use M Mono­gram on pyra­mid for last Ampho­ra (Pur­ple)
  • Go to Hall of Priest­ess; Use Ampho­ra x5 and Spir­it Pho­to (…wait. There’s one more slot, though!)

Let’s Seal Her UP!

Move the amphorae along the tracks so that they’re in the cor­rect col­or slot (Ah. That’s why there’s one emp­ty slot)

Solu­tion (Click to Expand)

One pos­si­ble solu­tion (there are oth­er, poten­tial­ly short­er ones):

  1. Red, Green, Blue, Yel­low, Green
  2. Red, Pur­ple, Green, Yel­low, Blue
  3. Red, Pur­ple, Green, Yel­low, Blue
  4. Red, Pur­ple, Green, Yel­low, Blue

The pat­tern is “Z” shapes

  • Aaaaand of course, noth­ing is ever that easy… Geez, I’m so tired of look­ing at her face!

Final Battle Tetris!

Dog­gone it! Thought it was over! Move the pieces from the left to the right (Hint: Do the sep­a­rat­ed ones, first)

  • At last!! Vic­to­ry!
Kill it! Kill it with fire!
Not only was this man 100% unhelp­ful, but he seems very old to have such a young child

GAME COMPLETE!


Morphing Objects/Collectibles

As the series pro­gress­es, the hid­den objects have pro­gres­sive­ly dimin­ished

Mansion Gate (1)

  • Flower on tree trunk

Yard (2)

  • Buck­et
  • Ball in dog­house

Living Room (2)

  • Hat
  • Ball of yarn in front of cab­i­net

Stranger’s Shelter (1)

  • Book on couch

Music Hall (1)

  • Bee­tle on stat­ue

First Floor (1)

  • Shirt

City Center (1)

  • Ice Cream sign

Diner (1)

  • But­ter­fly frame

Library (1)

  • Sword near rail­ing

Abandoned House (1)

  • Clock

Embankment (1)

  • Octo­pus stat­ue

Artist’s Square (1)

  • Bal­loon

Workshop (1)

  • Wall pic­ture

Basement (1)

  • Paint can on stairs

Cinema Area (1)

  • Fire hydrant

Behind Scenes (1)

  • Pic­ture on wall

Office (1)

  • Stat­uette

Large Cinema Hall (1)

  • Rail­ing embell­ish­ment

Editing Room (1)

  • Dan­ger sign

Museum Park (1)

  • News­pa­per on bench

Museum Lobby (1)

  • Bag on ground

Antiquity Exhibition (1)

  • Bust on man­tle

Restoration Workshop (1)

  • Bust

Memory Gallery (1)

  • Gar­goyle

Hall of Priestess (1)

  • Ptero­dactyl

Dreamscapes: Nightmare’s Heir Written Walkthrough + Bonus Level + Beholder Locations (Nintendo Switch)

writ­ten 1/17/26, updat­ed 1/18/26

Back to Video Game Guides

  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: $7.49; MSRP: $15.99
  • Rat­ed: T (Mild Lan­guage, Vio­lence)
  • Genre: Adven­ture
  • Date Released: Jan­u­ary 15, 2026

Played the 1st game in the series (Dream­scapes: The Sand­man), and this is the direct sequel. This was orig­i­nal­ly released Decem­ber 3, 2014 on PC

Game Start

Watch the intro cin­e­mat­ics

Tutorial: Hospital

  • Click on Lau­ra (who looks like a cultist)
  • Take the Han­dle from the win­dowsill, use it in the alley
  • Back out, use the Shov­el on the patch of snow to the right in front of the pow­er pole
  • Take the Key from Door [sic] and use it on the back of the ambu­lance
  • Take the Sur­gi­cal Saw and use it on the hos­pi­tal doors

This game has some very notice­able bugs in it, though noth­ing game break­ing. You can’t use the “Y” but­ton to keep your inven­to­ry open and use the items in the inven­to­ry. Then, every time you try to talk to a char­ac­ter in the game, you’ll see some full screen glitch­es

  • Go inside
  • Look on the desk, take the Valve, look at the file, take the Clip
  • Open the doors at the end of the room, and go through (Not sure how the screen is work­ing if time is stopped, but what­ev­er)
  • Take the cop’s Gun from his side, use it on the glass cab­i­net to the left
  • Take the Oxyge­nous Pil­low (I guess it’s sup­posed to be an oxy­gen reser­voir bag?), use it and the Valve on the yel­low tank next to the cop
  • Head all the way back to the ambu­lance, and use the Clip on the locked back inside for Alarm Clock Bell
  • Go back to the hos­pi­tal lob­by, use the Oxy­gen Cylin­der on the ele­va­tor door
  • Take Dr. Ember’s Card from his pock­et and use it on door to Tim’s room
  • Go in, and click on him
  • Take the Key from Clock from around Tim’s neck, then use it and Alarm Clock Bell on the alarm clock next to the bed

Dream World 1

  • Click on the crea­ture
  • Look at the cir­cle on the walk­way, take the Mask
  • Look at the TV area, take the Mask on the bear, Mask under TV, Sphere, and Lever
  • Look at the pow­er strip, take the Ring
  • Look at the TV, take the Chess­piece
  • Back out, use the Ring on the cir­cle on the walk­way, take the file, Key, and alarm clock piece
  • Use the Key on the TV stand

Hidden Object: TV

  • Get Bell
  • Back up, use Bell on the rope hang­ing from the ceil­ing, then ring it
  • Go for­ward, click on the Sand­man
  • Use Lever where it’s miss­ing

Walkway Lever Puzzle

Pull the levers so that all the rocks line up into a walk­way

I just moved them a lot until it worked

  • Pick up the Chess­piece then go for­ward
  • Take the east­most Sphere
  • Take the Mask and Scis­sors from the boat
  • Go back and use the Scis­sors on the Mask hang­ing to the right of the TV
  • Look at the tree-look­ing thing, take the Chess­piece and diary page, then place a Sphere
  • Go up the stairs
  • Click on the crea­ture
  • Use the Sphere on the left pedestal
  • Go up and use the Mask x5 on the door

Mask Door Puzzle

Find the cor­rect place­ment of masks

Nightmare: Car Crash

  • Take Buck­et, then move the tire and take Tow­ing Cable
  • Look at the sign pole, take the Stone
  • Look down the cliff, talk to Tim
This is the full screen glitch I’m talk­ing about every time you talk to a char­ac­ter
  • Take the Chess­piece, Fin Piece, and Stone
  • Go back, then for­ward down the road
  • Click on the debris

Hidden Object: Rockfall

  • Get Chain­saw
  • Look at the rocks on the low­er left of the screen, take the Chess­piece and Can with Oil
  • Go up the path, click on the crea­ture
  • Take the Rug
  • Look at the right pil­lar, take the Chess­piece and Medal­lion Part
  • Go back to the entrance, use the Rug on the bot­tom right por­tion of the pole that’s stick­ing out
  • Look down the cliff, use the Met­al Plate on the dried brush
  • Go back to the cave entrance, use the Met­al Plate on the dirt in front of the right pil­lar
  • Use the Chain­saw on the spike
  • Go inside
  • Use the Dried Brush, Can with Oil, and Stones on the camp­fire
  • Take the Bone from the ani­mal skele­ton
  • Take diary entry and alarm clock piece from back wall, then use Stones

Stone Wall Puzzle

Place stones in prop­er places

  • Use the Bone on the rock­face win­dow to remove the climber’s appa­ra­tus
  • Go back to the entrance
  • Use the Tow Cable on the bot­tom of the sign­post, then go to the cliff and use the Rope

If you haven’t found all the Behold­ers, do it now

  • Talk to Tim and pick up the alarm clock piece

Dream World 2

  • Take the Medal­lion from the right flower, then use it back near the TV on the left cur­tain
  • Use the Scis­sors on the bear’s nose
  • Go through, use the Chess­piece x7 on the chess board

8 Queens Puzzle

Place the chess queens such that they nev­er cross paths (8 Queens is a real puz­zle)

  • Take the Nip­pers from the ground
  • Head back to the boat, use the Buck­et on the water, then use the Nip­pers on the chain
  • Look at the boat, then look at the buoy, take the Growth Accel­er­a­tor and Ring
  • Go back across the walk­way to the stair­case, and use the Growth Accel­er­a­tor on the left flower
  • Take the Fire Sign back to the light pil­lar, use it on the right side, then press the but­ton
  • Go up the stairs

Nightmare: Tim-belina

Just a joke on Thum­be­li­na

  • Look at the green chair, take the Light­bulb and Ring
  • Look at the yarn bowl, take the Knit­ting Nee­dles
  • Click on the cat
  • Go through the door­way
  • Look at the table, take the Glove, click on Lau­ra
  • Look at the dress­er

Hidden Object: Hall Dresser

  • Get Not Inflat­ed Bal­loon
  • Go up the stairs
  • Take the Glove from shelf, and Valve from box on ground
  • Look at the con­sole, take the diary entry and Key from Mouse
  • Look at the left coil, use Glove x2
  • Take Bat­tery
  • Go back to hall, use Screw­driv­er on wall pan­el, take Light­bulb
  • Use the Valve and Not Inflat­ed Bal­loon
  • Back in the liv­ing room, use the Ball (they mean bal­loon) on the cat, then the Knit­ting Nee­dles
  • Look at Tim, take the Bat­tery, use the Key from Mouse, take the Door Han­dle and Mechan­i­cal Mouse
  • On the green chair, use the Bat­tery x2, press the but­ton
  • Look at the fire truck, take the Wrench, use the Door Han­dle
  • Look at Tim, use the Wrench
  • Talk to Tim
  • Go into hall, use Mechan­i­cal Mouse on the cat, take the alarm clock piece
  • Talk to Tim for A Puz­zle Piece of the Box then take the Insu­lat­ing Tape
  • Go upstairs, use A Puz­zle Piece of the Box on the box, take Div­ing Mask, Sphere, and Thread
  • Use Sphere on the left coil of the con­sole
  • Go back to the hall, use the Thread on Lau­ra
  • Take the Part of the Car and use it on the fire truck
  • Talk the kids, take the Light­bulb, go up the stairs

If you haven’t found all the Behold­ers, do it now

  • Look at the con­sole, use the Light­bulb x3

Rope Puzzles

This is a 3‑part puz­zle, cre­ate the images (Hint: unrav­el the lines first, then solve it. The 3rd puz­zle is the eas­i­est)

  • Talk to the kids, pick up the alarm clock piece

Dream World 3

  • Look at the pil­lar of light, use the Div­ing Mask on the stairs, then inspect the light pil­lar itself and use the Ring x2

Light Pillar Ring Puzzle

Rotate the rings to com­plete the image

  • Take the diary entry and Sphere
  • Go back to the TV, use the Insu­lat­ing Tape on the pow­er strip and plug in the plug
  • Go to the water’s edge, use the Sphere on the right­most pedestal
  • Get into the boat and go for­ward
  • Click on the Sand­man, then the crea­ture
  • Take alarm clock piece from box
  • Go for­ward to the doors, use the Fin Piece on the fins on the ground
  • Take the Flip­pers, Han­dle, and Lock­et as well as the diary page
  • Go way back to light pil­lar, use the Flip­pers on the stairs, and the Han­dle on the ground to the left of the pil­lar
  • Take Scu­ba and Ice Axe (looks just like a reg­u­lar mat­tock)
  • Go back to the junk pile, use the Ice Axe on the ice, take the Ice Sign
  • Now, you have a choice of where to go next: either use the Ice Sign on the light pil­lar and press the but­ton, or remove the Sphere from the water’s edge and use the Scu­ba on the whirlpool

Nightmare: Under the Sea

  • Look at the ship in the dis­tance
  • Look at the right buoy, take the Medal­lion Part and Iron Rod
  • Look at the left buoy, take the Elec­trode
  • Go back, look at the rocks to the right, use the Iron Rod, take the Knife
  • Look at the bathy­scape, use the Elec­trode on the device, look at the port­hole, take the Ring
  • Go to the ship­wreck
  • Look at the right buoy, use the Knife
  • Take the Buoy back to the bathy­scape, use it on the han­dle
  • Take the Bal­loon (pret­ty sure they mean oxy­gen tank) and Flash­light
  • Back at the ship­wreck, use the Flash­light in the dark­ness

Hidden Puzzle: Shipwreck

  • Get Rope
  • Look at the buoy, use the Ring in the crack, the Weld­ing Appa­ra­tus on the ring, the Rope on that, then the Bal­loon in the port
  • Take the Buoy to the bathy­scape and use it on the oth­er han­dle
  • Go up

Find all the Behold­ers before pick­ing up the alarm clock piece

Dream World 4

  • Head to the next night­mare. If you just did the under­wa­ter one, go back to the light pil­lar, use the Ice Sign, take the alarm clock piece, and press the but­ton
  • Go into the night­mare

Nightmare: Swamp

  • Talk to Tim
  • Take Boards x2
  • Look at right­most post, take Nail
  • Look at walk­way to left of Tim, take Nail
  • Go for­ward
  • Look at water­wheel, take Mag­net and Nail
  • Go back, use Mag­net on walk­way left of Tim
  • Go to the door next to the water­wheel, take the Nail, then use the Ring

Barn Lock Puzzle

Fig­ure out the solu­tion, answer is how many legs each ani­mal has

Solu­tion: 2480

  • Go into barn, take Board from ground
  • Look at box, take Nail
  • Look at scythe, take Nail
  • Look at pile of stuff

Hidden Object: Barn

  • Get Ham­mer
  • Look at bro­ken lad­der in the back, use Boards x3, Nails x6, and Ham­mer
  • Take the Lad­der out to the water­wheel and use it on the gut­ter above
  • Take the Crow­bar into the barn, use it on the wood­en box
  • Take the Shov­el, Screw­driv­er, and diary entry
  • Look at scythe, use Screw­driv­er, take the Scythe
  • Go out to the gut­ter, use the Shov­el
  • Look at post in front of barn door, use Scythe
  • Go back, look at right­most post, use Scythe
  • Back at the water­wheel, click on the rope end
  • Talk to Tim, take the alarm clock piece

Dream World 5

  • Go to the junk area
  • Click on the big book, use Medal­lion Part x2
  • Go in

Nightmare: Up at Tree

  • Go left, take the Lad­der from ground, and Garage Key from the grass
  • In front of the house, take the Hose
  • Use the Garage Key on the garage door
  • Take Can from next to sleep­ing mouse
  • Look at motor­cy­cle

Hidden Object: Garage

  • Get Razor, use on the bags in front of the house, get Sol­id Grease
  • Go left to the mail­box, use the Razor on the pack­age inside, take Valve
  • Back in the garage, use Lad­der on the mechan­ic’s pit, and go down
  • Use the Hose and Valve on the blue tank
  • Con­nect the han­dle end, then use Can and Sol­id Grease
  • Pick up the wand (make sure you turn the valve)
  • Take the Grease up to the win­dowsill and use it
  • Go inside
  • Take Knife from the wall
  • Look under the bed
  • Look on the desk, click on the bread, take the Bulb
  • Go back to the garage, use the Bulb on the Flash­light
  • Look under the bed, take the Pan­el, use the Flash­light

Hidden Object: Underbed

  • Get Key, use it in the garage on the met­al box
  • Take Sleep­ing Pills back to the desk, click on a piece of meat, use Knife, then use the Sleep­ing Pills (not quite sure how the pills stay in there…?)
  • Go back to the tree, and put the Sleep­ing Sausage on the grass where you got the keys

If you haven’t found all the Behold­ers, do it now

  • Talk to Tim, take the alarm clock piece

Dream World 6

  • Go way back to the TV, install the Pan­el, turn the knob
  • Go into the screen

Nightmare: On the Edge

  • Look at sofa, move pil­low, take Glass
  • Look at win­dow, take Pic­ture Part
  • Look at bed, moved blan­ket, take Pin and Pic­ture Part
  • Use Pin on door
  • Click on crea­ture, pick up diary entry
  • Look at bath­tub

Hidden Object: Bathtub

  • Get Spot Remover
  • Look at sink, take Lock­et and Safe Part
  • Use Glass on faucet
  • Look at mir­ror, take Soap Ball and Pic­ture Part
  • Back in the room, use Spot Remover on sofa
  • Use Hot Water on win­dowsill
  • Use Pic­ture Part x3 on pic­ture
  • Under­neath that, use Safe Part

Wall Safe Puzzle

Fig­ure out the com­bi­na­tion based on clues found

Solu­tion: 278

  • Take Han­dle, use Soap Ball, take Sling­shot
  • Use Han­dle on win­dow, go out
  • Take Coin, use on bed
  • Back out­side, use the Sling­shot, then the Board

If you haven’t found all the Behold­ers, do it now

  • Talk to Tim, take the alarm clock piece

Dream World 7 (END)

  • Get on the boat and go past the junk area to the door
  • Use the Lock­et x2

Ball Puzzle

Rotate the lev­el to get drop the balls in accor­dance with their col­ors

Yeah, I tried, but I hate this type of puz­zle. Got this far and just skipped

  • Go in
  • Take the last alarm clock piece
  • Place the Clock in the device and close the door

GAME OVER!!

Beholder Locations

Dream World

Entrance (3)

  1. Left float­ing plat­form
  2. Above lamp
  3. Walk­way hole

TV (3)

  1. Bot­tom of cur­tain open­ing
  2. Top edge of TV
  3. Eye­hole of east­most mask

Water’s Edge (3)

  1. Mid­dle sta­lac­tite
  2. Left rock­face near top
  3. Right­most sphere hold­er

Stairwell (1)

  1. Base of right pedestal

Behind the Curtain (1)

  1. Edge of floor

Walkway to Pillar (3)

  1. Walk­way, right
  2. Walk­way, left
  3. Ground edge, left of pil­lar

Light Pillar (2)

  1. Back edge left of pil­lar
  2. Right cor­ner right of pil­lar

Water (1)

  1. Rock in water, right

Junk Pile (5)

  1. Right bot­tom of ice in wheel spoke
  2. Right mid­dle in box­es
  3. Left mid­dle in books
  4. Left of ice (zoom in)
  5. Left side of tires above ice

Ritual Room Door (2)

  1. Left of tire
  2. Top left of door

Ritual Room (3)

  1. Top left pipes
  2. Top mid­dle ceil­ing
  3. Right side of appa­ra­tus (zoom in)

Nightmare: Car Crash

Road (4)

  1. Ground near sign
  2. Under­side of sign
  3. Under guardrail, right
  4. Ground next to sign pole (zoomed in)

Cliff (3)

  1. Rocks near weed, left
  2. Rocks near dried brush
  3. Top edge guardrail, right

Rockfall (3)

  1. Under large rock
  2. Under guardrail
  3. Rocks low­er left of screen near road

Cave Entrance (3)

  1. Left pil­lar
  2. Right top of cave entrace
  3. Low­er right part of screen, left of big rock

Cave (5)

  1. Eye sock­et of skull
  2. Upper right ceil­ing
  3. Ceil­ing above cow skull
  4. Upper right of rock­face win­dow (after puz­zle)
  5. Bot­tom mid­dle of rock­face win­dow (after puz­zle)

Nightmare: Tim-belina

Living Room (4)

  1. Toy train
  2. Bot­tom edge of fire­place
  3. Right of yarn bowl
  4. Fire truck near lad­der (need bat­ter­ies)

Hall (4)

  1. Yel­low light
  2. Top edge of dress­er
  3. Teapot spout
  4. Behind pan­el (need screw­driv­er)

Laboratory (4)

  1. Top of brick sup­port
  2. Gold sphere on ceil­ing
  3. Upper­most rafter
  4. Right side of right coil

Nightmare: Under the Sea

Entrance (4)

  1. Left Rock
  2. Ocean floor
  3. Right rock for­ma­tion, mid
  4. Near knife (zoom in)

Bathyscape (3)

  1. Left rock
  2. Right rock
  3. Port­hole

Shipwreck (3)

  1. Fig­ure­head
  2. Ship bot­tom
  3. Ship mid

Out of the Water (2)

  1. Bathy­scape body
  2. Top edge of door (after tak­ing diary entry)

Nightmare: Swamp

Walkway (2)

  1. Above fence, left
  2. Hole in roof

Waterwheel (4)

  1. Top left gut­ter
  2. Above water­wheel crotch of wood
  3. Water­wheel under rope
  4. Gut­ter, right edge (need lad­der)

Barn (4)

  1. Left of buck­et
  2. Left of scythe (zoom in)
  3. Under top rafter, mid
  4. Hole in wall, right

Nightmare: Up a Tree

Housefront (4)

  1. Above mid­dle win­dow
  2. Cir­cle win­dow
  3. Crack on dri­ve­way
  4. Win­dow frame (zoom in)

Tree (4)

  1. Tree trunk
  2. Road drain
  3. Fence left of mail­box
  4. Cir­cle win­dow of house

Bedroom (4)

  1. Stereo speak­er
  2. Book­shelf
  3. Top edge of edge
  4. Bas­ket on desk

Nightmare: On the Edge

Bedroom (4)

  1. Above door
  2. Ceil­ing Light
  3. Lamp
  4. Arm of sofa (zoom in)

Bathroom (3)

  1. Above mir­ror
  2. Edge of sink
  3. Sink over­flow (zoom in)

Outside (2)

  1. Side of build­ing
  2. Edge of ledge

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Extra Gameplay

  • Talk to Lau­ra

Extra: Dream World 1

  • Look at the boat, take the Oar­lock
  • Go to the stair­case, take the Mir­ror, Fun­nel, and Vine
  • Go to the junk­yard, and con­tin­ue for­ward
  • Look at the hole, use the Oar­lock and Vine, go down
  • Take the Stone from the mid­dle cocoon thing
  • Take the Han­dle from the right­most cocoon thing
  • Go back to the junk­yard and use the Han­dle on the refrig­er­a­tor
  • Go in

Extra Nightmare: Frozen

  • Go to the cab­in
  • Look at the win­dow, use Stone, take Key
  • Back up, then go towards the vehi­cle
  • Take Ket­tle from wheel treads and Mir­ror Shard from side­view mir­ror
  • Use Key in door

Hidden Object: Snow Vehicle

  • Take the Hook over to the tow­er, and use it to pull down the lad­der
  • Go up, take the Crow­bar
  • GO back­wards to the junk­yard and use the Crow­bar on the box to the left
  • Take the Rag and Jar­rycan[sic] (They mean jer­rycan), then use the Mir­ror Shard on the Mir­ror
  • Use the Rag on the bro­ken win­dow at the cab­in, then back­track again to the stair­case with the flow­ers
  • Use the Glass Knife on the left flower
  • Take the 3 Mir­rors to the spi­der’s nest, and put each one in a cocoon hold­er

Spider Mirror Puzzle

Turn the mir­rors to bounce the light at the spi­der

  • Use the Glass Knife on the cocoon where the big spi­der was
  • Take the Torch back to the door­way, use it on the cable fire, then use it on the hole in the spi­der’s den with the red eyes
  • Take the Hose
  • Go back to the red vehi­cle, look at the fuel tank, then use the Jer­rycan and Hose
  • Go to the gen­er­a­tor, use the Fun­nel and Gaso­line
  • Look at the snow in the cor­ner of the cab­in, take the Stove Han­dle, then use the Ket­tle
  • Oh look, the door is open now! Go inside
  • Look at the table in the back, take the Pli­ers, then use the Stove Han­dle and Ket­tle of Snow
  • Remove the cloth, take the Starter, then use it on the gen­er­a­tor
  • Turn the knob of the hot plate, take the Boil­ing Ket­tle up the tow­er, then pour it onto the icy anten­na (I’m not actu­al­ly sure if you can use the hot plate before turn­ing on the gen­er­a­tor)
  • Use the Pli­ers on the cord
  • Go back down, talk to the crit­ter
  • Go inside and talk to Tim…? I think he… smashed the crea­ture?
  • Look at the con­sole, remem­ber the num­bers, then go the red vehi­cle and look at the back pan­el

Vehicle Lock Code

Input the num­bers seen ear­li­er to unlock the hatch

Solu­tion: 30, 31, 22

  • Take the Sleep­ing Dart way back to the boat, and use it
  • Take the Tran­quil­iz­er (Blow­gun) back to the cab­in and shoot Tim
  • Search his pock­et for Sal Ammo­ni­ac and use it on the crea­ture

GAME DONE!

Extra: Beholder Locations

Extra: Dream World

Water’s Edge (4)

  1. Mid­dle sta­lac­tite
  2. Left bot­tom rock
  3. Floor of boat
  4. Right edge next to grass, between boat and pedestal

Staircase (3)

  1. Stair­case, left
  2. Right flower, bot­tom
  3. Lotus seed pod, left

Junkyard (3)

  1. Wood­en box with stuffed ani­mal
  2. Rock under lol­lipop
  3. Pink cat umbrel­la

Ritual Room Door (3)

  1. Left wall
  2. Bot­tom left met­al
  3. Bot­tom left remains of door

Antenna Tower (2)

  1. Pole, left
  2. Rail­ing, mid

Extra Nightmare: Frozen

Fun fact: this scenery is the same as in the pri­or game

Entrance (1)

  1. Edge of snow bank

Cabin Exterior (3)

  1. Roof light
  2. Inside gen­er­a­tor (zoom in)
  3. Top of tow­er

Snow Vehicle (3)

  1. Wheels, right-mid
  2. Wheels, front
  3. Right of fuel tank (zoom in)

Cabin Interior (3)

  1. Rafter, left
  2. Rafter, right
  3. Desk

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