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Dreamscapes 2: Nightmare’s Heir - Full Walkthrough with Tips and Puzzles

Dreammaster 2: Legacy of Darkness. Laura was able to defeat the Sandman, but again she is faced with trouble. This time, the villain came for her beloved Tim and put him into a coma. Moreover, the Sandman seriously intends to make Tim his successor, but for now he is torturing him, forcing him to go through the most terrible nightmares in his sleep. You need to help Laura defeat her sworn enemy, otherwise Tim will forever remain a prisoner of dreams. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1
  3. Chapter 2
  4. Chapter 3
  5. Chapter 4
  6. Chapter 5
  7. Chapter 6
  8. Chapter 7
  9. Chapter 8
  10. Bonus Chapter

Dream Lord 2: General Tips

This is the second part of the game about the adventures of Laura, who fights against the lord of dreams - the Sandman. In the first part, Laura successfully passed the tests and gained the ability to stop time. Now the danger has fallen on her husband Tim. The Sandman found them and stole Tim’s mind, placing him in a coma. Now Tim cannot wake up and is forced to go through a series of constant nightmares until he finally surrenders to the onslaught of the enemy.

Since Laura cannot penetrate her husband’s subconscious, this mission is entrusted to you. Travel through Tim’s dreams and collect the details of his favorite alarm clock. When you have all the parts, Tim will wake up and the destruction of the Sandman will become possible. During the passage of the game, you will need to look for various items and use them correctly. In case of difficulty, you can use the hint.

The game has several difficulty modes: choose the one in which you will be comfortable playing. This guide will not mention every time you need to zoom in. Screenshots will show each large-scale scene. Hidden object puzzles are referred to as HOPs. This walkthrough does not explain the decisions of the HOP. It only shows the location of the HOP and the item received.

You will be shown puzzle solutions that are not randomly generated. Please read the in-game descriptions for each puzzle. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest.

Dream Master 2: Chapter 1

Walk forward; talk (A).

  1. Take the HOLDER; look at the photo (B).
  2. Use the HOLDER on the shovel; receive the SHOVEL (C).
  3. Walk back.

  1. Use the SHOVEL (D); take DOOR KEY.
  2. Use DOOR KEY; click on the door; take the SURGICAL SAW (E).
  3. Go forward.

  1. Use SURGICAL SAW (F).
  2. Talk to Laura.
  3. Go to the hospital.

  1. Take DR. PHILLIPS CARD (G).
  2. Take DOCTOR RICHARDS CARD (H).
  3. Take VALVE; enlarge the patient card; take the CLIP (I).
  4. Walk back twice.

  1. Use the CLIP on the lock of the bag (J); click; take the ALARM CLOCK.
  2. Go to the hospital.

Click on the door, go forward.

  1. Click on any place in the location.
  2. Look at the instructions.
  3. Unfasten the holster at the policeman; take the GUN (K).
  4. Use PISTOL; take the OXYGEN PILLOW (L).

  1. Use VALVE and OXYGEN PILLOW; take the OXYGEN CYLINDER (M).
  2. Walk back.

Use the OXYGEN CYLINDER (N); open the elevator door.

  1. Take DR. HARRISON’S MAP (O).
  2. Take DR. WONG’S MAP (P).
  3. Take DR. EMBER’S CARD (Q).
  4. Go to Tim’s room.

  1. Use DR. PHILLIPS CARD, DR. RICHARDS CARD, DR. HARRISON CARD, DR. WONG CARD, and DR. EMBER CARD (R).
  2. Go to the room.

  1. Click on any place in the location.
  2. Speak (S).
  3. Take the ALARM KEY (T).
  4. Place the ALARM CLOCK and ALARM KEY on the alarm clock; take the ALARM (U).

Dream Master 2: Chapter 2

  1. Press (A).
  2. Zoom in on the area in front of the TV (B).

  1. Take MASK 1/5 (C) and MASK 2/5 (D).
  2. Take the LEVER (E).
  3. Take the SPHERE (F).
  4. Take CHESS PIECE 1/7 (G).
  5. Take the RING (H).
  6. Walk back.

  1. Take MASK 3/5 (I).
  2. Use RING; click; take DIARY, ALARM PIECE, and KEY (J).
  3. Return to TV.

  1. Use KEY (K); turn the key in the well; click on the shelves with items.
  2. Complete the HOP; receive a BELL.
  3. Walk back.

  1. Place BELL (L); click on the bell.
  2. Walk forward.

  1. Click on any place in the location.
  2. Place the LEVER in the free slot (M) for a mini-game.
  3. The solution to the mini-game is random. Click on the levers to pick up the winning combination. Take CHESS PIECE 2/7.
  4. Walk forward.

  1. Take the SPHERE (N).
  2. Take CHESS PIECE 3/7, read note (O), place SPHERE.
  3. Take SCISSORS and MASK 4/5 (P).
  4. Walk back to the TV.

  1. Use SCISSORS; take MASK 5/5 (Q).
  2. Use SCISSORS; take CHESS PIECE 4/7 (R).
  3. Return to the gorge, go straight ahead.

  1. Place SPHERE (S).
  2. Walk forward.

  1. Place the MASKS 5/5 for a mini-game.
  2. Put the masks back in place. When the mask is placed correctly, her eyes glow. Solution (T).
  3. Walk forward.

Dream Master 2: Chapter 3

  1. Take the BUCKET (A). Remove the wheel; take the TOW ROPE.
  2. Take STONES 1/2 (B).
  3. Attach the TOW LINE (C).
  4. Get down.

  1. Talk to Tim.
  2. Take CHESS PIECE 5/7, PIECE OF FINS, and STONES 2/2 (D).
  3. Walk back and straight.

  1. Take CHESS PIECE 6/7 (E).
  2. Move the rocks; take the JAR OF OIL (F).
  3. Press (G) to activate a HOP.
  4. Complete the HOP; receive CHAINSAW.
  5. Walk forward.

  1. Click on the gremlin.
  2. Take the RAG (H).
  3. Take MEDALLION PIECE 1/2 and CHESS PIECE 7/7 (I).
  4. Walk back twice.

  1. Use RAG; take the METAL PLATE (J).
  2. Go down the cliff.

  1. Use METAL PLATE (K); take DRY HERB.
  2. Walk down and then forward twice.

Use METAL PLATE (L).

  1. Use the CHAINSAW (M).
  2. Go to the cave.

Place the DRY HERB and use the JAR OF OIL and STONES 2/2 to light the fire (N).

  1. Take the BONE (O).
  2. Take the note and the ALARM PIECE (P).
  3. Place STONES 2/2 for a mini-game.

  1. Arrange the stones correctly to get the picture.
  2. Solution (Q).
  3. Click on the opening that opens.

  1. Use BONE (R); take the ROPE.
  2. Return to the cliff.

  1. Use ROPE (S).
  2. Talk to Tim.

Take the ALARM PIECE (T).

Dream Master 2: Chapter 4

  1. Take the MEDALLION (A).
  2. Walk back twice.

  1. Place the MEDALLION (B). Turn the medallion, click on the cord.
  2. Walk forward.

Click on the chessboard (C) to activate a mini-game.

  1. Place CHESS PIECES 7/7 on the board.
  2. Arrange all the queens on the field so that none of them fall under the battle of the others. You can place a figure in an unlit area. Solution example (D).
  3. Walk forward two times.

  1. Take the CUTTERS (E).
  2. Go back twice, then go right.

  1. Use the CUTTERS on the chain (F), then use the BUCKET (G).
  2. Get on the boat.

  1. Take RING 1/2 and GROWTH ACCELERATOR (H).
  2. Walk back, then left.

  1. Use GROWTH ACCELERATOR (I); take the SIGN OF FIRE (J).
  2. Back out twice, then go left and straight.

  1. Place FIRE SYMBOL (K).
  2. Open; press the button (L).
  3. Go right.

  1. Take the SPOKES (M).
  2. Take RING 2/2 and BULBS 1/3 (N).
  3. Go forward.

  1. Press (O) to activate a HOP.
  2. Complete the HOP; to find all the items, open the boxes. Receive DEFLATED BALLBOON.
  3. Go forward.

  1. Take RUBBER GLOVE 1/2 (P).
  2. Go back, go up the stairs.

  1. Take RUBBER GLOVE 2/2 (Q).
  2. Zoom into the dashboard (R).

Click here (S).

  1. Take note and MOUSE KEY (T).
  2. Go back.

  1. Use RUBBER GLOVES.
  2. Take the SCREWDRIVER (U).

  1. Take BATTERY 1/2 (V).
  2. Take the VALVE (W).
  3. Walk back.

  1. Use SCREWDRIVER; open; take BULBS 2/3 (X).
  2. Place the DEFLATED BALL on the pipe; attach the VALVE; take the INFLATED BALL (Y).
  3. Walk back.

Place the INFLATED BALL and use the SPOKES (Z).

  1. Click on the spot where the cat was sitting.
  2. Take BATTERY 2/2; use the MOUSE KEY on the mechanical mouse; take the DOOR HANDLE (A).

  1. Place BATTERIES 2/2 on the remote (B). Press the button on the remote control.
  2. Click on the fire truck.

  1. Take the WRENCH (C).
  2. Place the DOOR HANDLE on the car door (D).
  3. Move away from the fire truck, click on the place where the mousetrap is located.

  1. Take the MECHANICAL MOUSE. Use the WRENCH and free Tim (E).
  2. Go back to the fire truck and talk to Tim.
  3. Go forward.

  1. Talk to Tim (F); take DRAWER PUZZLE PIECE.
  2. Take the ELECTRIC TAPE (G).
  3. Use MECHANICAL MOUSE here (H); the cat will run away; take part of the alarm clock from the floor.
  4. Go to the attic.

  1. Place DRAWER PUZZLE PIECE (I); open; take the THREAD, DIVING MASK, and SPHERE (J).
  2. Go to the control panel.

  1. Place SPHERE (K).
  2. Return to the kitchen.

  1. Use the THREAD on the jar of Laura.
  2. Take the CAR PIECE (L).
  3. Walk back.

  1. Place CAR PART (M).
  2. Take BULBS 3/3 (N).
  3. Go to the attic, then - to the control panel and click on the remote control.

  1. Place the BULBS 3/3 for a mini-game.
  2. The solution to the mini-game is random. By dragging the tokens, unravel the network in such a way that the desired image is obtained. Collect 3 images to make the machine work.

Talk to children; take the ALARM PIECE (O).

Dream Master 2: Chapter 5

  1. Walk forward two times, place the RINGS 2/2 and play a mini-game.
  2. Rotate the rings to complete the picture. Solution (A).
  3. Take note and SPHERE.
  4. Walk down 2 times, then right.

  1. Place the SPHERE here (B).
  2. Click on the boat and swim forward.
  3. Talk to the Sandman, then click on the gremlin.

  1. Take the ALARM PIECE (C).
  2. Go forward.

  1. Take the CRANK and note. Place the PIECE OF FINS on the flipper; take the FINS (D). Take the MEDALLION under the flippers.
  2. Walk down 4 times, then go left and straight.

  1. Place DIVING MASK and FINS (E); take SCUBA.
  2. Walk down twice, then go right.

  1. Take the SPHERE (F).
  2. Get on the boat.
  3. Use the SCUBA on the whirlpool ahead.
  4. Click on the bathyscaphe.

  1. Take the RING (G).
  2. Walk back and click on the ship.

  1. Take ELECTRODE; place RING (H).
  2. Take the IRON ROD and MEDALLION PIECE 2/2 (I).
  3. Walk back.

  1. Use IRON ROD; take the DAGGER (J).
  2. Return to the ship.

  1. Use DAGGER (K); take BUY.
  2. Walk back, click on the bathyscaphe.

  1. Place ELECTRODE (L); take WELDING MACHINE.
  2. Place BUOY (M); click on the bathyscaphe.
  3. Take BOTTLE and LANTERN (N).
  4. Return to the ship.
  5. Use the LANTERN on the ship to activate a HOP.
  6. Complete the HOP; receive ROPE.

  1. Use WELDING MACHINE; then use the BALLOON and ROPE (O). Take BUOY.
  2. Return to the bathyscaphe.

  1. Place BUOY (P).
  2. Rise to the surface.

  1. Take note.
  2. Zoom in; take the ALARM PIECE and click on the valve (R).
  3. Go forward.

  1. Place MEDALLION PARTS 2/2 (S).
  2. Go to the book.

Dream Master 2: Chapter 6

  1. Take the HOSE (A).
  2. Go left.

  1. Take the LADDER (B).
  2. Click on Tim (C) and take the GARAGE KEY, which he will drop on the ground (D).
  3. Open the mailbox; take note (E).
  4. Walk back.

  1. Use GARAGE KEY (F); turn the key and press.
  2. Go to the garage.

  1. Take the JAR (G).
  2. Place the LADDER in the hole (H).
  3. Get down.

  1. Place HOSE (I).
  2. Place here (J) the second end of the HOSE and the JAR.
  3. Walk back.

  1. Click on the motorcycle for a HOP.
  2. Complete the HOP; receive a BLADE.
  3. Walk back.

  1. Use BLADE; take HARD FAT (K).
  2. Walk left.

  1. Use BLADE; click on the parcel; take the VALVE (L).
  2. Return to the garage and go down into the hole.

  1. Place the VALVE and select it (M).
  2. Place the HARD FAT in the jar (N) and turn the burner knob; take the FAT JAR.
  3. Go outside.

  1. Use JAR OF FAT (O); click.
  2. Go to the house.

  1. Take the KNIFE (P).
  2. Examine the sandwich and take the LANTERN LIGHT (Q).

  1. Click on the bed.
  2. Take TV PANEL (R).
  3. Go to the garage.

  1. Place the LIGHT BULB on the lantern (S); take the LANTERN.
  2. Go to the house.

  1. Use the LANTERN here (T) for a HOP.
  2. Complete the HOP; receive a KEY.
  3. Go to the garage.

  1. Use KEY; take the SLEEPING PILL (U).
  2. Go to the house.

  1. Examine sausage; use KNIFE and SLEEPING PILL (V); take SAUSAGE WITH SLEEPING POTION.
  2. Go outside and go left.

  1. Place the SAUSAGE WITH SLEEPING POTION on the lawn in front of the dog (W).
  2. Talk to Tim.
  3. Click on the lawn and take the alarm clock piece.

Dream Master 2: Chapter 7

  1. Walk back to the location with the TV.
  2. Use the ELECTRIC TAPE (A). Insert socket.
  3. Place the TV PANEL (B) and close it.
  4. Take the note on the floor.

  1. Turn the knob on the TV (C).
  2. Go to the TV (D).

  1. Remove the cover from the bed. Take PICTURE PIECE 1/3 and HAIRPIN (E).
  2. Remove the pillow from the sofa. Take the GLASS (F).
  3. Use HAIRPIN (G).
  4. Enter the door.
  5. Click on the gremlin.

  1. Take SAFE PIECE and MEDALLION 2/2 (H).
  2. Use the GLASS on the faucet (I); draw water; take HOT WATER.
  3. Open the cabinet, click on it; take PICTURE PIECE 2/3 and SOAP BALL (J).
  4. Click on the tub (K) and activate a HOP.
  5. Complete the HOP; receive STAIN REMOVER.
  6. Walk back.

  1. Use STAIN REMOVER (L); you will find number 2.
  2. Go to the window.

  1. Take PICTURE PIECE 3/3 (M).
  2. Place the HOT WATER on the window; you will find the numbers 6+1 (N).
  3. Move away from the window.

  1. Place PICTURE PARTS 3/3 (O); you will find the number 8 (P).
  2. Click on the painting to find the safe.
  3. Place the SAFE PIECE on the safe (Q); enter code 278.
  4. Take the HANDLE. Place the SOAP BALL on the slingshot; take the LOADED SLINGSHOT (R).
  5. Go to the window.

Place the HANDLE here (S) and go through the window.

  1. Take the COIN (T).
  2. Return to the room.

  1. Use COIN (U); take the BOARD (V).
  2. Go to the window, to Tim.

  1. Use the LOADED SLINGSHOT on the bird (W).
  2. Use BOARD.
  3. Talk to Tim.

Go to the window and take the ALARM PIECE (X).

Dream Master 2: Chapter 8

  1. Walk back, to the left and straight ahead along the path.
  2. Place CRANK; take the ICE AX (A).
  3. Walk down twice and to the right.
  4. Get into the boat (B) and swim forward.

  1. Use ICE AX (C); take SNOW SIGN.
  2. Go back 3 times, go left and straight along the path.

  1. Place SNOW SIGN (D); click.
  2. Take the ALARM PIECE; press the button (E).
  3. Walk left.

  1. Talk to Tim.
  2. Take NAILS 1/6 (F).
  3. Take NAILS 2/6 (G).
  4. Take PLANKS 1/3 (H) and PLANKS 2/3 (I).
  5. Walk forward.

  1. Take NAILS 3/6 and MAGNET (J).
  2. Take NAILS 4/6 (K).
  3. Walk back.

  1. Use MAGNET (L); take RING.
  2. Walk forward.

  1. Use RING (M); enter code: 2480.
  2. Walk forward.

  1. Take NAIL 5/6 (N).
  2. Take BOARD 3/3 (O).
  3. Take NAIL 6/6 (P).
  4. Click here (Q) to activate a HOP.
  5. Complete the HOP; receive the HAMMER.

  1. Use PLANKS 3/3, then NAILS 6/6 and HAMMER (R); take the LADDER.
  2. Walk back.

  1. Use ladder (S).
  2. Take the SHOT (T).
  3. Return to the room.

  1. Use the SHOT (U).
  2. Click on the drawer; take note, SHOVEL, and SCREWDRIVER (V).
  3. Use SCREWDRIVER (W); take the KOSU.
  4. Walk back.

  1. Use the SHOVEL (X).
  2. Use the SKIE (Y).
  3. Fasten the rope (Z).
  4. Walk back.

  1. Use the SKIE (A).
  2. Talk to Tim.

  1. Take the ALARM PIECE (B).
  2. You will return to the location. Walk back and to the right.
  3. Click on the boat and go forward two times.

  1. Click; place the MEDALLION 2/2 for a mini-game (C).
  2. The solution to the mini-game is random. Drive the balls into the pockets so that the balls of the corresponding color are in the flasks of the corresponding color.
  3. Walk forward.
  4. Click anywhere in the scene.

  1. Take the ALARM PIECE (D). The alarm clock is fully assembled. Receive ALARM CLOCK.
  2. Place the ALARM CLOCK (E) and click on it.

Dream Master 2: Bonus Chapter

  1. Talk to Laura.
  2. Take the ROCKER (A).
  3. Go right, then forward...

  1. Place the ROCKEL (B).
  2. Walk down twice, then left.

  1. Take the FUNNEL (C), vine (D), and MIRROR (E).
  2. Walk back, then right and straight ahead.

  1. Place the vine in the hole (F).
  2. Get down.

  1. Take the STONE and place the MIRROR (G).
  2. Take the REFRIGERATOR HANDLE (H).
  3. Walk back twice.

  1. Place REFRIGERATOR HANDLE (I).
  2. Go to the refrigerator.
  3. Zoom into the car (J).

  1. Take the KETTLE (K) and MIRROR PIECE (L).
  2. Walk down and click on the house.

  1. Take the PLATE HANDLE (M); use the KETTLE and take the KETTLE WITH SNOW (N).
  2. Use STONE (O); take KEYS.
  3. Return to the car.

  1. Use KEYS (P); click on the cabin to activate a HOP.
  2. Complete the HOP; receive a HOOK.
  3. Return to the house.

  1. Use the HOOK (Q).
  2. Go up.

  1. Take the SHOT (R).
  2. Walk back three times.

  1. Use the SHOT (S); take CANISTER and RAG.
  2. Place MIRROR PIECE (T); take MIRROR.
  3. Return to the refrigerator and go to the house.

  1. Use RAG (U); take the GLASS KNIFE.
  2. Walk down three times, then go left.

  1. Use the GLASS KNIFE (V); take MIRROR.
  2. Walk back, then right and forward twice.

  1. Place the MIRROR here (W) and here (X).
  2. Click on the mirrors so that the rays of light are directed at the spider.

  1. Use the GLASS KNIFE (Y); free the gremlin; select the cocoon again and take the TORCH (Z).
  2. Walk back.

  1. Use the TORCH here (A); receive BURNING TORCH.
  2. Return to the spider’s lair.

  1. Use BURNING TORCH (B); take the HOSE (C).
  2. Return to the refrigerator and go to the car.

  1. Open the gas tank (D), place the CANISTER and HOSE; take the GASOLINE CAN (E).
  2. Go to the house and go inside, remove the cover on the right.

  1. Take the PLIERS (F).
  2. Take the STARTER CORD (G).
  3. Walk back.

  1. Use FUNNEL, GASOLINE CAN, and STARTER CORD (H); click on the generator.
  2. Return to the house.

  1. Place KETTLE WITH SNOW and STOVE HANDLE (I); click on the stove; take the KETTLE WITH BOILING WATER.
  2. Walk back and climb the stairs to the roof.

  1. Use KETTLE WITH BOILING WATER and PLIERS (J).
  2. Walk back, click on the gremlin, then go into the house.

  1. Press (K).
  2. Go to the car.

  1. Enter code: 303122 (L); take the DART (M).
  2. Walk back three times.

  1. Place DART (N); take the TRANQUILIZER GUN.
  2. Return to the house.

  1. Use the TRANQUILIZER GUN (O).
  2. Examine the pocket; take the AMMONIA (P).

Use AMMONIA (Q). Congratulations! You have successfully completed the walkthrough of the game "Lord of Dreams 2: Legacy of Darkness Collector’s Edition".

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