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Dare_to_Dream

The document is a walkthrough for the game 'Dare to Dream,' detailing the steps to progress through various parts of the game, including collecting items and solving puzzles. It covers three main parts: navigating through a darkened room, searching for a beast, and exploring Christian's lair, with specific instructions on interactions and item usage. Players are guided through a series of challenges and encounters with characters to advance the storyline and achieve objectives.

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Rute Silvestre
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0% found this document useful (0 votes)
32 views4 pages

Dare_to_Dream

The document is a walkthrough for the game 'Dare to Dream,' detailing the steps to progress through various parts of the game, including collecting items and solving puzzles. It covers three main parts: navigating through a darkened room, searching for a beast, and exploring Christian's lair, with specific instructions on interactions and item usage. Players are guided through a series of challenges and encounters with characters to advance the storyline and achieve objectives.

Uploaded by

Rute Silvestre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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06/03/25, 15:02 Dare_to_Dream

Dare To Dream
Epic MegaGames Walkthrough:
Part One: In A Darkened Room

In the dank alley, take the pair of polka-dot underwear from the clothesline and pick up the piece of
rubber (a balloon) on the ground beside the garbage can. Then head out to the street, outside
Bouf's Bar and Auto Repair. Go left, and around the corner. You'll arrive at the parking lot for Pier
69. Go out on the pier, and search the boat to find a dead fish. Take it and return to Bouf's. Go
inside, and use the fish to open the door at the top of the stairs. Beyond the door is Bouf's garage.
Talk to Bouf, then take the jar of petroleum jelly next to him. Go back out to the street, this time
heading right. There is a sewer grate, but you can't fit through it - yet. Lubricate the grate with the
petroleum jelly, then you can squeeze through. Inside, go through the large crescent opening into
the dumping ground. Put the underwear on top of the spilled toxic waste, and you'll be able to
reach the tipped barrel and look inside. Take the shotgun you find there, then return to the sewer
entrance. Lube up the other sewer grate and you'll be able to explore more of the fascinating
sewers. In the deep sewers, you can talk to Sarsippius to gain information, then continue through
the doorway and through the tunnel to emerge near a windmill. Enter the windmill, and carefully
remove a skull from the pile on the table. Leave the windmill and return through the tunnels back to
the city streets. Throw the skull through Vinnie's Flower Shop window. Pick up a sliver of glass,
then return to the windmill. Outside, there is one red flower you can pick. Use the piece of glass to
cut the stem and take the flower. Go inside the windmill, and use the flower to turn to giant bat to
stone. Return to the surface again, and go the pier. Shoot a hole in the porthole of the ship with the
shotgun. Something will fly out of the smokestack into the water. Go and talk to Bouf, and ask him
for something to help you get the object out of the water. Bouf needs a reason to give you his
fishing rod, so take a shot of with the shotgun. He'll give you the rod, so take it to the pier and fish
the item - an oxygen tank - out the water. Go down through the sewers to the windmill, and head
northeast. You'll come to a chasm with a rope bridge. Take the bridge, and you'll fall to the bottom
of the chasm, near a pool of water. With the oxygen tank, you can go underwater to the bottom of
the pond. Go into the cave at the bottom of the pond, and talk to Prince the shark. He tells the way
to wake up from this dream is use the unicorn key on The Gate. He's willing to give it to you, in
exchange for something else. Give him the dead fish, and he'll give you the key. Leave the pond,
and climb the chasm wall, then return to Bouf's Bar. There's a customer there now, and oddly
enough, a helium tank behind the bar. Fill the balloon with helium, then go out front of Bouf's place.
Using the over-inflated helium balloon, you can float to the rooftop of the building. When you reach
the roof, go right, and open the penthouse door. In the room, search the papers covering the floor
for a quote you'll recognize, from the Bible. You'll move the piece of paper when you read it,
uncovering a cross on a chain hidden beneath. Take the cross down to the windmill, and hold it in
the beam of sunlight. It will create a small portal (The Gate) on the floor. Go through The Gate, and
head left to the hills. You can talk to Terry (your best friend), who tells you that he's having the
same dream as you. Odd. Use the unicorn key on The Gate to return to your bedroom...

Part Two: In Search of the Beast

You begin outside of your fort. Open the door and go inside, and talk to your friend Terry. He tells
you that the unicorn key from your dream is downstairs in the secret lab, and that to use it, you
simply insert the key into the keyhole of any door, and you're transported instantly to the realm of
your imagination. Take the key with you back to ground level, and use it on the locked door. Go
through The Gate. Take the stick from the ground near the base of the smiling tree, and pick the
lowest-hanging fruit from the tree. Enter the barn; you can take the little keg off the dog's
back.Talking to the cat and dog reveals that the only way to leave this place is through the
NiteMare, which is well hidden. Leave the barn, and go northwest to the castle. Inside the castle,
you'll meet Lissa, who's literally the girl of your dreams. She tells you that the way to the NiteMare
(and the Dragon that you'll have to fight) is near the tree where you picked the strange fruit. Go
back to the barnyard, and head east to the Forest of Emotion. Follow the path east. Search the pile
of rocks to find a bottle of pills. Take the bottle, and talk to BoneHead and CementHead. They tell
you the way to the NiteMare is up the mountain, but the log is blocking the path. Head back to the

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barnyard. Take the pills by the base of the cinnamon fruit tree. (The label on the bottle reads - fully -
SHRINKING AND GROWING PILLS. USE ONLY AS DIRECTED. MAY BE HAZARDOUS TO
PREGNANT WOMEN.). You'll shrink small enough that you can walk around in the grass at the
base of the tree. Go farther up the tree, to where the mouth is. You can prop the stick inside the
mouth, allowing to enter it safely. Before you go inside, reach inside the tree's left nostril and pull
out some tree snot. Inside the tree, search the pop can to find a strange brick. Take it, exit the tree,
and climb back down to the bottom. Use the pills again by the tiny bush by the base, and you'll
shrink even further. You can talk to Dynx the worm, who collects sap. Give him the tree snot, and
he'll let you take the bucket. Return to your normal size, and use the pills again by the anthill. You'll
shrink to small enough that you could enter the ant hill, if it weren't for the sturdy trap door blocking
your way. Throw the strange grey plastic brick at the trap door. Plastic explosives do wonders for
gaining entrance to inaccessible anthills. Enter the anthill, and go to the West Wing. Take to
Clifford, the guard, who gives you fairly useless information about the anthill, except that you must
speak to him before his wife, Rachael, (the queen) will speak with you. She's in the north wing, and
the ants' fruit storage is in the east wing. Head back to the barn, and use the pills to enter the
mousehole behind Jazz. Go to the east corner of the den, and talk to Boris Gershman the mouse.
He's injured his foot, and can't go out, and he's tired of living off his one strawberry (he doesn't eat
cheese). Give him the fruit you picked earlier, and he offers to repay at some later time. Go to
BoneHead and CementHead, and jam the bucket onto BoneHead's head. Then return to Boris and
talk to him. He will give you a bean. Go to the base of the tree; from there you can go underneath
the barn, where you'll meet Omar, the drunken fly. Fill your empty keg from Omar's beer bottle, then
go up inside the tree. Take another pill, and you'll be able to go inside the pop can. Search the can
to find a stick. You can get the stick all goo'd up from the spider web above the can. Now head over
to the Boris' hole. Light the wrapped stick with the matches, then head to the roadblock. When
CementHead give him beer and slip him the sleeping bean. Follow the path back to the west Forest
of Emotion. With your torch, you can now enter the dark part of the woods. Read the note on the
tree. Notice the first letter of each line is capitalized. Look at each flower, noting the first letter of its
colour. Click on each flower in the order of the letters from the note, and the vines blocking the way
north will disappear. Go north, and follow the path in the clearing to the stone gate. Go through the
gate, past the stone garden and into the mushroom grove. Use the pills to walk among the small
mushrooms, and press the button on the stump of the mushroom. The cave-in blocking the cave
has disappeared. Enter the cave, and take the crowbar off the boxes of explosives. Return to the
roadblock, and head northwest to the overlook. Use the crowbar to pry up the loose rock and send
it into the clearing below. Head back to the anthill, and take the nail holding up the mirror in the
central area. Go to the base of the tree and climb up. There's a small hole in the tree, near the top
of the screen. Put the nail in the hole and you'll be able to climb up farther. You can talk to Robyn
the bird, who tells you that he collects things. Perfect! So do you. Go out onto the east branch, and
look under the bottom branch to find a key. Take the key and return to the anthill. When the mirror
fell down, it revealed a locked safe. Use the key you found to open the safe. Take the diamond ring
from inside, and give it to Lissa in the castle. She'll be very grateful, and tell you that the ants have
something to remove the roadblock. Head back once again to the anthill, and talk to the queen
about it. She'll tell you that there's a bomb hidden in the fruit stores. Go there and look under the
grapes. Take the bomb, and use it to destroy the roadblock. Head up to the mountain.This is it...but
those eyes seem to hypnotize you with their gaze. You can't get in. But wait - the unicorn key that
got you here must have some use. Insert it into the demon gate's left nostril. Go ahead and enter
the NiteMare...

Part Three: In Christian's Lair

Near the top left corner of the wall in front of you is some dust that you can take. Get it, search
under the left pile of skulls to find a dead cockroach. Take that, then enter the cemetary. Go left to
the Forest of Agony, and talk to the Bloody Stump. Keep talking to him until he tells you about why
he is the way he is. Then take the dagger out of the stump. Also, you can use the unicorn key to
dislodge the newspaper stuck in the branches of the left tree. Head southwest to the Circle of
Stones. You can take the bungee cord hanging in the tree. Go back to the Bloody Stump, and take
the northwest path to his right. There is a bucket hidden in the grass to the left of the path. Pick it
up and head northwest to the Wall of Stones. You can take Charon's gravestone, and if you search
long enough you'll find a shard of wood in the creature's skull. Return to the Bloody Stump, and this
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time take the path to the hill (to the Stump's left). There's a shovel lying in the grass to the left of
the path. Take it. Again dislodge the same newspaper that's now stuck in the tree on the left, then
go back to the cemetary. Take the path that leads beyond the hill, and follow it into the
schoolhouse. inside, you can take a loose rock from the pile in the left corner, then go back to the
Forest of Agony. Head south to the River of Sorrow, and talk to the body in the water. The boy's tied
to a rock in the middle of the river, so in order to free him you must cut the rope. Put the strange
light red rock you got from the schoolhouse in the river. It's light enough to float, allowing you to
reach the boy and cut the rope with the dagger. Also, fill up the empty bucket with water from the
River of Sorrow. Go east to the grove, and follow the path north. You'll come to a crossroads, and
the only path that leads anywhere is the south one (leads to the crash site). All others eventually
lead back to the cemetary. The roving newspaper is stuck in the tree on the right. Use the key to
dislodge it again, finally catching it. Head south, then north to get to the crash site. Logically,
heading south then north will get you back where you started, but who ever said a ten-year-old's
mind was logical? Talk to the Unknown Soldier, who wants an honourable burial. Dig him a grave
with the shovel in the soft ground on the right. Put the soldier in the grave, bury him, and when
you're finished, put the Charon's grave stone over it to mark it. Go to the schoolhouse, and burn the
newspaper in the fire. Take the ashes and return to the Unknown Soldier's grave. Spread the
ashes, then the dust over the grave. A mirror will appear, which you can take. Go to the spot where
you found the shovel, and follow the path to the summit. You can freeze the bucket of water in the
icy flame there. Now take the path from the cemetary to the deserted mine. Use the mirror to use
the power of the flashing eyes on themselves. You can now enter either of the eyes of the giant
skull. Go inside, and follow the path to the bridge. The cave's too hot to enter, but if you drop the
bucket of ice off the bridge into the lava, it'll be cool enough for you to slip inside. When you get
inside, go to the east Chamber of Pain. You can talk to the man without skin, who mumbles
something about a picture. Take the sickle off the floor, and head back to the cemetary. Take the
northwest path (to the left of the deserted mine) to the distant overlook. Use the sickle to cut the
leaf from the tree. Head to where you found the shovel, this time entering the bunker. Stick the
shard of wood into the ground by the hole in the floor, and tie the bungee cord to it to be able to
lower yourself into (and back out of) the hole. Head left, and talk to Enthius the snake-skeleton,
who tells you that he knows of places within your mind that you don't - and that he's hungry. Feed
him the dead cockroach, and he'll open a secret passage for you. Enter the hidden cave, and take
the blank picture from the floor. Go back to the schoolhouse, and hold the blank picture up to the
green fire in the schoolhouse. Then go to the skinless man in the Chamber of Pain, and give him
the leaf from the tree. This will develop the picture. Take the picture, and head the Forest of Agony.
Go southwest, to the Circle of Stones. Put the picture in the center of the circle, and a crystal will
appear. Go back to the skinless man, and go right, to the wall. Use the crystal on the hole in the
floor, and you'll find yourself in a caved-in chamber. There is a skull with a candle standing on it;
talk to the creature inside (Rennis the rat), who requires proof of your identity before letting you
pass. Show him the picture of your father, and the rocks blocking your way will vanish. Go into the
last chamber, a Dead End. There are three items in front of you: a pair of shattered glasses, just
like Terry's; a plant with a vile odour, and a teddy bear with glowing red eyes. Pick up the teddy
bear to confront Christian, once and for all.

Easter Eggs:

Part One:

On the wall in the Dank Alley, one of the graffiti items is circle around Commander Keen (an ID
Software game character) with a line through it.

On the East Street Corner, one of the street signs reads "JAZZ ST." Epic Megagames also made
an action platform game called Jazz Jackrabbit, and this is a reference to it.

On the wall in Bouf's Bar Room (to the right of the stairs), is a sign that reads "Dragon Spirit," an
Epic Megagames game.

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In the Deep Sewers, check out the graffiti on the wall. Written there is "ZONE 66," another game
released by Epic. Also, written backwards, is "ID SUX," which refers, of course, to the game
company ID Software (creators of Doom, etc.) Scrawled beneath the draining sewer pipe is "EPIC
MEGA" - isn't that subtle. You can also ask Sarsippius about "Zone 66" and "Solar Winds," both
Epic games.

Part Two:

On the wall of your fort is a poster with the words "Jill of the Jungle" on it. Yet another Epic game
reference. Also in your fort, underneath the TV, is a "Super Sweeney Entertainment System."
Obviously a parody of the Nintendo Entertainment System, it also refers to Tim Sweeney, the
president of Epic Megagames at the time.

Copyright © Androthi

GameBoomers Walkthroughs and Solutions

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