Zoom into the control panel; insert the 3 CIRCUITRIES into the empty slots (B). The Sandman video walkthrough by lyragamer. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. Zoom into the well and connect the EMPTY BUCKET to the rope (F); lower the rope, pull it back up, and take the WATER (G). Take the MIRROR SHARD (L) and the IDOL (M). Pull the papers off the calendar until you get the 7 (orange). Download Dreamscapes: The Sandman today! To solve this puzzle, guide the FIREFLIES (purple) into the bottle. Zoom into the wheel; take the SPRAYER (L) and the 1/4 BEETLE (M). Collected items will be stored in the inventory (C). THE NEXT GENERATION 4-8. Dreamscapes: The Sandman Walkthrough 2. Zoom into the well; give the rope to the man (W). Zoom into the cabinet and put the KEY into the lock (O); enter the correct symbols (P) to open the cabinet. However, among fairies, the Sandman's … Use the scalpel to take the button off the bear (blue). Sandman was Nitrome's second released game. We hope you find this information useful as you play your way through the game. Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here. Zoom into the lock; insert the SCREW into the hole (X) and remove the lock. You need to find his hat and five cats, The first KITTEN is in the pot on the stove (1/5), Make a mouse out of the ingredients by the pot: add three slices of salami, a black olive for a nose, two pieces of cheese for eyes, two peas for pupils, a parsley leaf for hair, some pretzel sticks for legs, one of the curly crackers for a tail and three green olives for feet, Put the SAUSAGE MOUSE on the floor by the bag, Take the KITTEN (2/5) and the NEEDLE AND THREAD, The kitty in the hat is now at the foot of the stairs – click on it again, Use the NEEDLE AND THREAD on the windsock to make a NET, Zoom in on the bear’s mouth and take the SLINGSHOT, Fill your WATERING CAN in the stream (blue), Use the SLINGSHOT to shoot down the APPLE (don’t forget to pick it up! The hint button will show you if there are any actions you can complete in the current scene. Zoom into the mast; cut it with the CHAINSAW (F). Zoom into the toy shark; connect the TEETH, the BIG BUTTON and the FIN to it (S). Zoom into the gate and put the TICKET into the mouth (L); turn the handle (M). Turn the pages four times; take the note (purple) and the 4/4 BATTERY (K). Zoom into the sand and take the 1/3 CIRCUITRY (A) and the BUTTERFLY NET (B); put the SIEVE into the sand and take the 3/4 MEDALLION (C). Zoom into the door; put down the PAPER CAT (N), the PAPER MOTHER (O), the PAPER LAURA (P), and the PAPER FATHER (Q). • If a color appears in the central spot (green) press the key of the same color. Zoom into the chair; take the note (B) and the Dreamcatcher piece (C). Zoom into the table; put down the FLASK (H) and place the FUNNEL into the flask. Zoom into the blue door; take the COPPER COIN (V). Remove the vines with the GARDEN SHEARS (purple). A girl named Sophie Grundler suffers from insomnia. Zoom into the gate; insert the KEY into the lock (D). Zoom into the board; connect the WEIGHT to the hook (K). The best way to do this is to start with the middle crystal at the top (circled blue) and making your way around counter-clockwise. The two pins are a safety pin and a clothes pin. Zoom into the left grave; take the 1/2 ORNAMENT (L). Controls can slightly change depending on your situation. Then hit the light and see what happens. The ball has to reach the hole (purple); the hole remains open while the two spots (blue) are green. Zoom into the bookshelf; swap the books so that they are sorted I-IV-II-V-III (G). Zoom into the hoist; connect the HOIST HANDLE to it (Q) and turn the handle. Zoom into the cobweb and put down DRUNKEN BENNY (G); tip the leave with water (H). Zoom into the rug, remove the rug, and open the compartment; take the TEMPLATE (H). Zoom into the remote control and take the PAPER CAT (C); connect the BUTTON to the wires (D) and press it. Zoom into the machine; insert the POWER CABLE into the slot (C). ... IGN's Game of the Year 2020. Zoom into the blackboard and remove the drawings with the SPONGE; make note of the code (N). After MJ's safe, throw a couple of pumpkin bombs at Sandman, then wait for the trigger to start the button game that will lead you to the ground. However, the hint system is a bit erratic as there are a few occasions where it guides you in a certain direction and then stops, and occasionally it keeps sending you back to a place where you need to complete the next action even if you haven’t found all the objects required for the action. To solve this puzzle (R), connect each symbol of the same color. Zoom into the newspaper; make note of the code I-IV-II-V-III (purple). Zoom into the table; pour the BLUE POWDER, the PINK POWDER, and the POISON IVY into the machine (E). The blue lines follow the yellow lines. Zoom into wheel; connect the PUMP HOSE to the pump (G). Menus/Displays = ===== Main Menu - New Game: Start a new game. Zoom into the pit; connect the CHISEL to the branch (H). Download ... a dream walker who needs to save her husband from the Sandman – an evil spirit of nightmares. The Sandman is a freeware horror adventure game created with Wolf RPG Editor by Uri. Our beautifully marked screenshots, puzzle solutions, and detailed step-by-step instructions will help you … To solve this puzzle (C), swap the circuitry parts so that the electricity flows from lamp 1-6. There are 110 beholders hidden throughout the game; they are listed below. Access the diary (A) to review the current state of your investigation. Zoom into Laura; put the DREAMCATCHER into her hand (E). It’s so scary you might not be able to take it. Zoom into the mushroom; take the STICK (W). Press the hint button (D) whenever you need help. Zoom into the box and open it; read the note (N). Zoom into the display; take the NAIL FILE (X). Walk down, turn right, walk down three times, and move forward. Use the chisel on the stairs to complete the anchor (blue). Zoom into the hay and remove the hay twice; take the OIL CAN (S). The fireflies will always move away from your cursor. To get the nine you need to place the three weights on the scale (yellow). Zoom into the blackboard; take HAMMER (I). Zoom into the note; take the note (V), the Dreamcatcher piece (purple), and the 2/3 CIRCUITRY (W). To solve this puzzle (N), press the tile (1) once and the tile (2) twice to recreate the correct picture. It is the second game in the Strange Men Series. To solve this puzzle (E), move the figure (F) by pressing the arrow buttons (light blue). Select the menu (B) to leave the game and to adjust the volume and the display mode. Acid over the hinge ( H ) remove 2 objects ; take the PINK POWDER ( C.... Each CRYSTAL affects some of the sand ; take the SERPENT ( ). Her father … the Sandman walkthrough I ) sarcophagus and take the note ( Y ) & Tips the Upcoming. The branch ( H ) T ) a COIN and put it in the house apart three ;. 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