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Just Adventure original

Sweet Dreams Walkthrough

about 4 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

Click on ‘Start Game’.

Hit Enter to page through the dialog.

Right-Click on Juliet’s
door and select Open, then Open the door across the hallway. Left-click
on the ground to walk into your
bedroom.

Take the pillow and the rug.

Walk down to the bottom of the screen and walk left until you are
stopped by a squeaky floorboard. Use the mouse cursor to find the
floorboard (where the Walk icon changes into an Examine icon).

You need to cover the board with something to prevent it from squeaking.

Select Use Item, then select the Rug.

Now you can walk to the left. Above you, you can see the hall monitor
listening to music. Ignore her and walk onto the stairs, which will
take you down to the lower level.

Have a look around. The office you are searching for is in the lower
left corner. The door is locked, but there is a window over the door.
How can you reach it to get it open?

Go into the library and
pick up the chair. Now go back to the office door. Click on the
ground near the door and select ‘Use Item’,
then the chair, to set it down. Now click on the chair and climb
it. From here you can open the window.

Of course, climbing head-first through a little window is slightly
dangerous!

Use the pillow on the window to create a soft landing, then climb
through. From here you can unlock and open the door.

Search the trash can.
What’s that about?

Pick up the can of pencils
from the desk, then walk over to the filing cabinet and search
it to get Juliet’s folder.

Walk back to the staircase
and up to the bedrooms. Return to Juliet’s
room. Where’d she go?

Pick up the locket on the floor.

Search Juliet’s
dresser.

Go to the room where the hall monitor was earlier. It is now open
and empty. Go inside and take the boombox.

Go downstairs and find the kitchen on the right side of the level.
Stand next to (but not on top of) the trapdoor and open it. Climb
down the ladder.

Talk to Ellen until she explains how to enter the dream world. Then
click on the bed and select Lie Down.

You will land in a strange
green place dressed as a fairytale character. Go up until you see
an ant running around. There’s a fire!
You need water!

Click on the ground and
select ‘Wake Up’ to return to
the school. Climb the ladder. Now look around the kitchen. Where
might you find a source of water? And once you find water, how can
you carry it?

Use the can of pencils
on the refrigerator’s ice dispenser.
Now go back into the dream world and use the ice water on the fire.
The ant will give you some clues about the rest of your adventure.

Walk up until you encounter the rainbow bridge.

The trick to this puzzle
is that you can only step on a tile that is “next to” the tile you are currently standing on.
The tile must not only be next to you physically, it must also be
next to you in color. If you are standing on the Yellow part of a
rainbow, you can’t step from Yellow to Violet, because Violet
is not next to Yellow. You would have to step from Yellow to Green,
from Green to Blue, from Blue to Indigo, and then from Indigo to
Violet. (or the other way – yellow to orange, orange to red, red
to violet) Use this information to cross the bridge.

Walk up and left until
you see the ogre. He doesn’t want to
let you pass.

Remember what the ant said? The ogre is bored and needs entertainment.
What he really wants is some music to listen to.

Go back to the school
and find the piano. You can play it, but it’s
too big to carry to the ogre.

Use the boom box and blank tape on the piano to record yourself
playing.

Now go back to the ogre and give him the boom box. He will let you
pass.

There’s Juliet!
Now, how do we reach her?

Remember what the ant
said? Only Magic’s Bane can break the
barrier. If you know your fairy stories, you know that the bane of
magic is – cold iron. But where can you find something made of iron?

Go back to the school and look at the fireplace in the entry hall.
You will find an iron poker there.

Use this on the barrier to make it disappear.

Either Kiss or Wake Juliet
(This makes a tiny difference in the ending text, but mostly doesn’t
matter.)

Now, you can either give her the file folder that she asked for
in the first place, or give her the locket that was her birthday
present. Either will convince her to leave the dream with you.

Congratulations, you have saved the day!

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