Dream Escape – Chapter 4 Walkthrough

11 Min Read

The protagonist is still suffering from wired dreams and fully confused how to get rid of. As she tries to solve puzzles and learn about dark secrets, the plot becomes more complicated. Coming out of dreamy world seems impossible; however, with your help, surely, the protagonist will succeed. Let’s explore Dream Escape: Escape Games Chapter 4 and solve puzzles with the help of this walkthrough guide.

Chapter 4 Walkthrough Guide

First, note the red arrow on the trunk and the green arrow on the chimney—behind the chimney is a little goldfish.

Observe the yellow arrow on the flowerpot and retrieve the key, then note the blue arrow on the window frame.

Use these four colored arrow clues to open the box and obtain the gas welding torch. Use the torch to burn through the iron railing beneath the window and enter the attic.

Place the goldfish on the wardrobe to gain access to a red potion bottle and a gear. Use the key to open the tin man’s chest and extract a small wheel.

Collect another gear and a bottle opener from the attic shelves, and install both gears into the tin man. Pick up the fallen long sword, use it to split the cracked wooden board, and retrieve the half key behind. Find a wooden stick with rope attached.

Return to the roof and, using the rope and sleeve, retrieve the lampshade from the tree trunk. Install wheels onto the model train’s closet and slide it open to expose a light bulb.

Place the bulb and lampshade onto the chandelier. Examine the eye chart and follow its circled directions (lower right → upper left) to open the chess box and collect a switch.

Install the switch on the small table, complete the board game there, and retrieve another half key.

Combine the two halves to forge a full key. Use it to unlock the door to the lower floor. Take the jar of mothballs from the small table drawer, open it with the opener, and scatter mothballs to drive away snakes, revealing a pointer.

Mount the pointer on the clock and rotate until both hands overlap to release a key from the cuckoo clock’s mouth.

Open its drawer to gather a battery. Count the number of yellow eyes on the leopard, red on butterflies, and blue on the ray, then use these to open a color-coded box and gather another battery. Insert both batteries into the thermometer, solve its puzzle, and collect a blue potion bottle.

Combine the bottles to create a purple potion, then use it on the door’s overgrown plants to wilt them and open the exit.

Tackle the knotted rope on the upper corridor handrail with a rope-unwinding puzzle and collect a candle from the chandelier.

Finish the Sokoban puzzle on the pillar to earn two bronze seals; place them below on the second floor and slide them to spell REAL.

Use this password to unlock a book on the shelf, revealing a bird skull inside. Use the skull to open the specimen-room drawer and collect broken stones.

Inspect the hall door, count its right angles to form 1432, and open a box holding a brush. Dip the brush in butterfly scales and apply it to the hall portrait to reveal additional shapes: count trees, boats, rocks, birds to form 6427, then open a box and retrieve waxed strips.

Collect a copper spoon, dip the strips into it, heat them over the candle to melt wax, and repair the broken specimens with the molten wax.

Install the restored stones into the right-side hall shelf to open the study and enter. Take the rotor from the desk drawer and an angle grinder under the sofa. Assemble them and use it to cut through a welded door beside the study.

Grab a sponge ball and detergent from the specimen room; combine them and clean the room’s blackboard to reveal RULE.

Type RULE into the typewriter to reveal a library passcode and secure a key next to it. Use the red symbols on the library rules and the passcode @m¿$ to open a birdcage and claim a book.

Place the book on its designated shelf and open the hidden compartment beneath to obtain a green button. Use the key to open a study cabinet and take a red button.

Head to the underground shelter, place both buttons onto a control panel to power up the lights. Tear open the bear statue in the study to reveal a wheel hidden in its belly.

Collect wheels from beneath pillars and a magnet-equipped shelf in the shelter. Attach all three to the little railcar, then fit the conveyor belt from the hall statue onto it.

Retrieve rope, keys, and wires from on the wall and tie the magnet to the rope. Use the magnet to pull up an iron handle stuck in the dry well.

Salvage wheels from the side of a box below and retrieve a jack from under a machine table. Use the jack to elevate the track head and install wheels onto the railcar.

Add the iron handle to the car, start the terminal with the key, and solve its logic puzzle. The terminal opens a box containing gasoline.

Pour it into the small railcar and activate it; pull its lever to open the shelter door and enter the physics classroom. Inspect the desk book to create a box-cover replica and earn a laser pointer.

Use the pointer on the classroom wall map, decode “6859” per its date clues, and open a drawer containing a round disc and knob.

Install the knob on the oscilloscope and adjust until its lights align, revealing code 4176. Use it to unlock a floor-socket cover, note the seven-colored lights on the table, and mount the disc on a nearby rope pulley.

Download a fishing toolbox and wire to assemble it. Connect battery and wires to energize the hall door, power it open, and enter the lecture hall. Note the stool’s square symbol and remove its hooks, then use the iron hook to open the shelter manhole, turn the water valve, and drop a film reel into a side well.

Install that reel into the lecture-theatre projector. Check arrows on the blackboard (bottom-left, up, left, left) and press the dog-side button accordingly to release a card.

Find coordinates W19/N40 on the classroom globe; enter them into the portrait safe. Inspect surrounding wall squares and lecture drawer decorations to match the colored-square arrangement and obtain a key.

Use it to open the portrait in the physics room and collect fragment #2. Combine both fragments into the frame next to the secret door.

Grab fluorescent-light tools on the seminar table and irradiate the left cabinet’s cans. Decode the box password 7869 using the clues and retrieve a mechanical “bug” device.

Solve the Tower of Hanoi puzzle beside the seminar, place the bug on the safe, and decode via feedback to get another key.

Match table notes to cabinet clues to form 4238, unlock it, and collect an ink bottle. Dip ink into the table bowl and read card markings to obtain a code.

Use the code to open the right-hand box and retrieve the scepter. Use the scepter to activate the wall sphinx statue, revealing a secret goat-horn compartment.

Study the left-side study-room glass and type its password on the typewriter. Insert the goat horns into the half-open wall and enter the Forbidden Book Room.

Use the blue key to unlock the left cabinet and retrieve the red book. Take wings from a stool and place them in the seminar box to obtain the red key.

Open the cabinet in the Forbidden Book Room, collect a note and ruby. Compare note and red book clues to guess the final code and open the cabinet containing the planet model.

Place the planet model onto the center stone plate and retrieve the sapphire. Use scissors from the cushion to cut strings on the left-side physics room lyre stand.

Install those strings on the seminar lyre and solve its musical puzzle. In the physics classroom piano, play the sequence 56513 according to the lyre’s pattern.

Open its right-hand drawer using wall-map notes to secure the emerald. Arrange three colored gems correctly around the central stone platform, and with that, Chapter 4 is complete.

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