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Sweet Dreams walkthrough Chapter 3 – Adventure Escape Mysteries

Fixing the lighthouse!

Adventure Escape Mysteries is a series of puzzle RPGs in which you point and click your way through the stories. If you’re stuck at any moment during your plays, below you’ll find a full Chapter 3 walkthrough of Sweet Dreams. 

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Adventure Escape Mysteries Sweet Dreams walkthrough, Chapter 3

At the end of Chapter 2, Arlo and Revi had almost made it to the gate but instead, their balloon had burst and crashed to earth! This guide covers the whole of the following chapter, in which they get help from Shoku. If you need earlier or later chapters, don’t worry. Just head to my Sweet Dreams walkthrough hub page.

Entering the lighthouse

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Take the Stick (a1), the Fire Sign and a second Stick (a2), a third Stick (a3), and the Shovel (a4). Knock down the sandcastle (a5) to find a fourth Stick, then add them to the fire (a6) and use the sign to help guide you in building it (see the image below with just the purple stick left to place).

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Click the shutters (a7) to open them and take the Oven Mitt and Kettle. Use the shovel on the two buried Stars (a8) and then pick them up with the oven mitt (along with a third Star, a9). Throw the three stars on the fire to get it going, then use the kettle in the sea to get some water. Put the full kettle on the fire until you get a Hot Kettle, then use it on the ice (a10) to melt it, and meet Ozzy.  

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Next, you need to use the jumping animals (b1) and the code on the wall (b2) to work out the positions of the animals to beat the code on the cupboard (b3). You need to note the number of wheels (or the shape) that represent each animal and the matching symbol’s closeness to the square and circle on the side of the lighthouse. I’ve shown the answer below. 

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This releases a row of flags. Note the shape of each flag, then match it to one of the colors on the door (b4). In the picture below, I just need to make the first box (blue) to show a circle to complete the puzzle. 

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After you’ve opened the door, you can head inside Ozzy’s house.

Related: The Squire’s Tale Walkthrough Guide (AE Mysteries)

Collect the castle flags

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Select the spiky urchin (c1) to receive an Urchin Spine, then click the crack in the pillar (c2) to find the starfish and receive a Pearl, which you can add to the fish image on the pillar (c3). Look out for the green fish floating by and click its back to get a Flag. Head upstairs.

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Click the sand (d1) to get a second Flag, add the two flags to the castle here (d2), and then head upstairs again.

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Click the cracked plank (e1) to reveal a green button, and then click the window (e2) to open it. Select the window once more to reveal a kite puzzle. What you need to do is follow each rope from the base to see which animal ore symbol is at the top. The answers are:

  1. Blue jellyfish
  2. Grey bat
  3. Yellow bolt
  4. Pink butterfly
  5. Green Dragonfly
  6. Red heart
  7. Orange dragon

Now select the bottle toss game on the wall (e3) and, from left to right, select the items in the list above and smash those bottles to win the puzzle (from left, it is top, bottom, top, bottom, top, middle, middle). Once you’ve succeeded, take the Doubloon from the machine. 

Talk to Catherine (e4) to find that she wants something blue and sparkly. Now use the urchin needle to pop the balloons (e5), pick up a third Flag plus a Party Cracker, and then head back downstairs. Use the party cracker to wake up the turtle (d4) and when it moves, take a second Pearl

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Add the flags to the castle (d2), then click the entrance to the castle (d3) to start a maze puzzle. If you’re stuck on this one, I’ve marked the shells you need to go through in order on the image above. Click the crab to finish, and get your second Doubloon.

The pirate parrot

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Head up once more until you meet the pirate parrot, who needs something sweet. Take the Gemstone (f1), then select the barrel (f2) for a puzzle. 

Note the fish is one of the ones you saw on the lowest floor of the lighthouse. If you watch, it swims in a particular pattern to the different flowers. The order is Pink, Purple, Blue, Pink, and Yellow. Change the images to follow that pattern (see below) and you’ll receive a third Pearl.

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Click the cannon (f3) three times and get a fourth Pearl, then head back down to Catherine (e4) and give her the gemstone. Take the Cotton Candy she gives you up to the pirate parrot, which allows you to press the Blue Button behind his wing (f4). Note it lights up on the treasure chest (f5). 

Go down one floor and press the Green Button (e1), down again and press the Purple Button (d5), Head down to the aquarium, add the remaining pearls to the fish sculpture (c3), then take the third Doubloon that appears in the fish’s eye. 

Press the Pink Button (c2), then head right back upstairs to the treasure chest (f5). Press the yellow button on the treasure chest and take your fourth Doubloon. Add them to the captain’s door (f6) and then head inside.

Related: AE Mysteries Picture Perfect walkthrough

The captain’s room

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Take the Corkscrew (g1), Package (g2), and Butterfly Net (g3), and then pull back the carpet corner (g4) to reveal four symbols (red sail, blue anchor, skull, striped sail). Select the ships in bottles (g5) and use the corkscrew on the yellow-sailed ship bottle to get the Key. Now note the bottle letters that match the symbols on the floor, which gives you the word AHOY.

Click the curtains (g6) to open them and find a Sculpture, and use the key on the locked cabinet (g7) to find a second Sculpture and some Soap. Use the net to collect four Star Jewels (g8), then use the soap on Lotti’s flipper (g9) to free it. 

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She can now open the package and you a third Sculpture. Take the fourth Sculpture from the sofa she was sitting on, then add them all to the shelf below the ships in bottles (g5). Once placed, click the light switch above the sculptures to turn on the lamps on either side of the window (g6). Note the shapes and put the sculptures into that order (see above). This opens up the gold buttons below each sculpture and Lotti will give you a Spyglass.

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Use the spyglass on the window (g6) to view space. Look back at the sculptures, and note the grey corner shape on each one and the position of the object on each sculpture concerning it. This is the shape you need to select with the gold buttons below. From left to right (in terms of the gold buttons), I’ve marked the shapes you need 1-4 on the image above (round moon, satellite, triple moon, and galaxy). This opens the compartment below, from which you can take three Star Jewels.

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Select the globe (g10) next and spell out the word AHOY by using the buttons to find the two parts of each letter. Once complete, it will open, allowing you to take five Star Jewels. Add all the jewels to the lantern (g11) and then use them to color the glass so that no color is next to itself. See the almost complete lantern above. They’ll thank you for fixing the lighthouse and you can move on out of the dream world, concluding Chapter 3.

If you want to continue with us here at Pro Game Guides, simply click through to my Sweet Dreams walkthrough Chapter 4 - Adventure Escape Mysteries!


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Author
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.

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Sweet Dreams walkthrough Chapter 3 – Adventure Escape Mysteries

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