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Sweet Dreams walkthrough Chapter 7 – Adventure Escape Mysteries

Facing your nightmares!

In the AE Mysteries game Sweet Dreams, you need to help wake Arlo up and get him off to his first day at school. Below you’ll find my Chapter 7 walkthrough, which takes you through the final part of the game.  

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Adventure Escape Mysteries Sweet Dreams walkthrough, Chapter 7

If you’re looking for solutions to puzzles and mini-games that occur in earlier parts of Sweet Dreams, head to my Sweet Dreams walkthrough hub page to find links to all the other chapters. This guide covers Chapter 7 when you need to help Arlo out of his nightmare.

Getting to school

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Click the branch (a1) to receive a Twig, use it to remove the cobwebs (a2), and take the Key. Use the key to open the box (a3) to take a Screwdriver and Garden Snips. Now use the snips on the other branches so you can get Arlo’s Bunny (a4). Give the bunny to Arlo.

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Now take the Scarf (b1), use the screwdriver to get the Bell from the bike (b2), and then talk to the animals (b3). Give the koala its scarf and it will give you the Umbrella. Use the umbrella on the moon (b4) and move on.

This starts a mini-game in which you have to click all 10 tickets you see as you float along. All the tickets are in plain sight on the near shore, so as long as you stay focused it is easy to get them all. Use the bus tickets to talk to the animals (b3), who will ask if you can fix things. Select the machine next to them (b5), and add the bell to the top.

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Now use the moon once more to go along the river. There’s a sunflower right at the end (c1), so click it to gain some Seeds (It may be possible to do this on your first run when you get the tickets). As you go, note the amount of crows on each tree as well as the letter the tree shapes into (c2). This will give you a passcode, TIME.

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Give the seeds to the crow (b6), then take the Red Wire from its nest. Use the screwdriver to remove the plate on the bottom of the machine (b5), add the red wire, and add the bus tickets. Now use the password (TIME), click the red button, and select the bus. You need to pair up all the animals so that each pair is unique. If you’re stuck, see my example above.

Related: Haunted Hunt Walkthrough (Adventure Escape Mysteries)

The school map

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Select the desk (d1) to find that you need stickers, stamps, and crayons to proceed. There are six areas to explore which are set up in a circle. Use the direction areas to move between the scenes freely. It doesn’t matter which direction you go in each time. 

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Move to room eight and open the cubby holes (e1) to gain a Book and the Stickers

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Go to the water fountain next and take the Stool (f1) that’s underneath it. 

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Use the stool to remove and take the Ruler from the window (g1), noting that the blue flag now shows an upside-down white triangle. 

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Head to the book drop next and use the ruler to unblock the box (h1). Take the Crayons from the book drop box and then add the book to it. Mrs Goodbook will give you your ID Card

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Use your card to open the cupboard by the water fountain (f2), take the Stamps, and then head back to Mr Redpen. Select the map on the desk (d1), add the crayons, stickers, and stamps, and complete the map puzzle. All the clues you need are scattered around the corridors. If you want to skip that part, I’ve pictured the completed map above. 

Opening your cubby

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You’ll receive Arlo’s Cubby instructions. Head to the cubbies and click them (i1) to find a grey plaque with four changeable symbols. Click the odd-colored tile outside the yellow door by the water fountain (f3) to find a Key. Use the key to open the lost and found box, and receive a Scarf

Use the scarf in the water fountain (f4) to get a Wet Scarf and then use the wet scarf to clean the book drop window (h2). Click the clean window to check out the grid that has been revealed. 

Note that each symbol you saw on the plaque by the cubbies has a corner cut off. Match that corner to Arlo’s Cubby Clue, and then find the symbol in the grid that has a matching corner in that color. You should find the following (from left to right on the plaque): Bee, Rainbow, Ladybug, and Bird. Change the plaque symbols (i1) to match to receive the Backpack and enter your class. 

Related: Echo Bay Murders – Chapter 1 Walkthrough

Attending class

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Lift the carpet corner (j1) to find a Block and take a second Block from under the table (j2). Move the toy (j3) to get a third Block, then keep clicking the easel (j4) until you find the Number Three. Open the cupboard (j5) to get Number Two, then click the cage (j6) and take the fourth Block and Paper in the close-up. 

Give the blocks to the giraffe (j7) and get the Scissors. Now add the scissors and paper to the diagram on the table (j8) to start a cutting puzzle (see the solution below). Once done, you’ll get the House.

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Give the house to the hippo (j9) to get the Red Key. Use it on the paint pot (j4) to make a Blue Key and use that to open the box in the cupboard (j5). Match the balls inside until there is only one left, and get the Ball. Give the ball to the frog (j10) and get the July Sign. Add that to the cage (j6) and take the Glasses. Give the glasses to the koala to get the Chalk

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Click the chalkboard (j11) with the chalk selected to start a matching puzzle. I’ve marked the four pieces that make up the image above. This gets you the letter A and begins a second puzzle, which I’ve marked the answers to in the image below.

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You now have the letters A and B, but there’s yet another chalkboard puzzle to solve. If you’re stuck on it, I’ve marked the five pieces that make up the puzzle below. This gives you ABC, completing the puzzle and shrinking the teacher. Take the Number One that’s now by the teacher’s feet, add all the numbers and letters to the door, and head through the door. 

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You now have to complete a series of tile-switching puzzles. You can’t go wrong here, as when you swap a piece into the correct place it will stick and you have unlimited turns. The best way to progress is to start by looking for tiles with corners, then add the other edges, and finally complete the central areas. See below for the completed pictures you’re making. 

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And with that, you can walk through the portal and back to your bed. Congratulations! You’ve beaten Sweet Dreams! 

For more AE Mysteries game walkthroughs, check out AE Mysteries Picture Perfect walkthrough and Vanishing Act walkthrough (Adventure Escape Mysteries) here at Pro Game Guides!


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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 7 – Adventure Escape Mysteries

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