Version 1.2 8/21/14 .:\:/:. .:\:\:/:/:. :.:\:\:/:/:.: :=.' - - '.=: '=(\ 9 9 /)=' ( (_) ) /`-vvv-'\ / \ / /|,,,,,|\ \ /_// /^\ \\_\ WW( ( ) )WW __\,,\ /,,/__ (______Y______) Reveries: Sisterly Love A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2014 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. Chapter 1: A Sister’s Sacrifice 003b. Chapter 2: The Village 003c. Chapter 3: The Witch’s Castle 003d. Chapter 4: City in the Clouds 003e. Chapter 5: The Dwarf Kingdom 003f. Chapter 6: The Mountain 004. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the game called "Reveries: Sisterly Love". It is a game about a woman who goes to Dreamland in order to rescue her sister from a witch. To contact me about this guide, use my email address, ilovecartoonssomuch@yahoo.com. Thanks to jgs for the troll artwork, as seen at the top of this guide. 002. Video Walkthrough ----------------------------------------------------------- Do you want to see a video of how to beat the game, rather than read how to do it? You're in luck! I made a video walkthrough for this game, which can be found here: http://www.youtube.com/playlist?list=PL- BD_KjCUmdz2lGf5spAxoUG_8qAj1OUy The videos come complete with my live commentary. 003. Walkthrough ----------------------------------------------------------- 003a. Chapter 1: A Sister’s Sacrifice ----------------------------------------------------------- Your twin sister Monica makes a deal with a witch named Sybil: her youth for your health. The game starts with an optional tutorial. Look at the table. Read about your medical condition, then take the picture and the handle. Look at the bookcase. Use the handle on the device here for a ballerina. Take the device, as it will hold fortunes. Take the brush underneath it. Use the brush on the shattered glass on the floor for a crystal. Use the crystal at the top of your mirror to open the portal to Dreamland. Go through it. Look at the ground by the scorpion here to get a branch. There is a note here, as well as a fortune nut. Throughout this game, you can collect fortune nuts. Get all 24 and a short scene is added to the ending of the game. Go forward and talk to Prince Adriss to get an amulet. Pull boards off of the cave entrance to see that it is dark, then zoom in on the tree. Take the handkerchief and the hook from the tree, then zoom in on the small stand to get a ribbon. Back away from the tree, then go forward again. You want to go into the town, but the pathway is blocked! Look at the plants blocking the path. Put the branch in the mouth of a plant to get a scorpion! Also, take a fan from the plants on the left side of the town wall. When you try to take the parrot, it flies away. Go back a screen. Look at the bees on the left. Use the fan to get rid of them, so you can get a net. Go back a screen and zoom in on the ground by the scorpion. Use the net on the racket, then use the ribbon to get it in place. You now have a working net! Examine the scorpion well for a minigame. Place your scorpion here. The goal of the game is to get the scorpion to the exit. Do this by going left three times, up, right twice, down, left, right, up, left twice, down, right, up, right, down, left twice, up, right and up. There are multiple solutions to the puzzle. Go forward two screens, and Witch Sybil is waiting for you. Use your amulet's smoke gem to stop her. Look at the plants on the left side of the town wall, then use your net to catch the fireflies. Go back a screen and use the fireflies on the cave to light it up. In the cave, you have a matching puzzle. Match the items that are related. For example, the comb goes on the doll's hair, and the toothbrush goes on the teeth. Solving the puzzle gets you a comb. Go forward and examine the plants on the left side of the town wall. Use the comb here to get a bucket. Go back to the scorpion well. Use the hook and bucket on the scorpion's tail to get water. Go forward. Solve another matching puzzle in the cave for sunglasses. Go forward a screen. Take the parrot, then zoom in on the basket. Give sunglasses to the mole, and you can take it. You can also take the basket. Go back a screen. Use the water bucket on the dried-up tree. As a reward, it gives you the apples of petrification. One bite turns something to stone! A second bit undoes the stone curse. Go forward a screen. Try out the apple of petrification the fish. This gets you some apple juice. Go back two screens and use the apple juice on the troll. He gives you his pickaxe. We're almost done with this chapter! Go forward to see a wolf cub. Use the handkerchief on its leg, then go forward. Use an apple of petrification on the biting plants that block the pathway. The plants turn to stone. Use the pickaxe on them to clear the way to the village. 003b. Chapter 2: The Village ----------------------------------------------------------- Step forward/left, to an area with a bulletin board. Look at the bulletin board, and put the wolf cub here. The cub drinks a bowl of milk, which reveals an eagle head. On the right side of the screen is a flower cart, containing a handle. Look at the store window to find half of a mask, and look at the manhole to see the troll. Take the glove by the troll, then go back a screen. Look at the side of the wagon. Use the glove here to get the rope. Also, get the dragonfly. Then, look at the lantern on the left. Use the mask here to open it up. Use the glove to take the ring. Go back at the bulletin board area. Use the rope on the bulletin board pole to tie it up. Use the rope on the manhole to free the troll and get a fire gem. You can use the ring on the building to the right to open it. This building is a magic shop. You can open the dresser on the right with a handle, and you can take needles from a ball of yarn on a shelf in the back. That's about all you can do for now, so leave the magic shop and go forward. Sybil uses her fire magic here! Use the fire gem to save yourself and the fortuneteller. She gives you the task of making a shawl of invisibility. Look in the window of the shop on the left to see a pot. Use your mole here to dig it up and get a bird symbol. Then, look at the door of the building on the left. Take the duster and put the knitting needles inside to open it. Inside here is a chest, which you can open with your eagle figure and your bird figure. Inside the chest are drums and a firecracker. In the lower/right part of the room is a needle with thread that you can take, and the closet here is a hidden objects challenge. Find all fifteen toys for a lizard! Return to the magic store. Use the drums on the doll (on the left shelf) to summon the magic rabbit. If you can get him a carrot, he will let you get his magic fur of invisibility. Look on the back shelf and use the duster here for a koala bear head, then go back two screens. Look at the trunk by the wagon. Put the koala bear head here, then use the needle and thread to fix it. Go back to the sewing shop and use the koala bear on the koala bear for a second dragonfly. Go to the magic shop. Use the dragonflies on the right cabinet for a box puzzle. With this puzzle, you want to create color lines! For example, to connect the two red squares, make a red line that goes three faces left from the right square. Solve the puzzle three times for a glass cutter. Leave the magic shop. Use the glass cutter on the window here for a glass shard. Move the curtain to get a challenge scene. You need to find items and put them in the correct spot. For example, the train tracks go on the tracks, and the star design goes on the closet door. Put everything in place to get revealing ink. Go back a screen. See the balloons? Use the glass shard on them to get the cane. Go forward two screens and use the cane on the statue for a clown figure. Go back two screens and use the clown figure on the chest for a carrot. Give the carrot to the rabbit in the magic shop. Use your comb on its ear to get the magic fur. Go back to the knitter's shop. Solve the hidden objects challenge for thread, and look above the weaving machine. Use the revealing ink here to see how to make the shawl. Look at the weaving machine. Put the fur and thread here for a puzzle. The puzzle is to color all the areas, according to the photograph. Solving the puzzle gets you the magic shawl. Go back outside and give it to the fortuneteller. The fortuneteller asks you for a photo of your sister. In return, she gives you a hunter puppet. Go backwards a screen and solve the challenge of putting everything in place again. This gives you a witch puppet. Go back a screen. You can finally look at the window of the wagon. Put the witch and hunter puppets here for a challenge. Your goal is to get all the dolls to the left side, but you can never have more witches than hunters on any side at any time. You must move one or two dolls at a time. The trick to this puzzle is that you have to move all the witches left first, before moving the hunters across. Solving the puzzle gets you a gate part. Go to the end of the village. Use the glass cutter on the window to the left, as long as you're here, then use the gate part on the lock to open up the pathway to a different area. 003c. Chapter 3: The Witch’s Castle ----------------------------------------------------------- Prince Adriss is here! Talk to him to get the frost gem. After this, he is attacked by a harpy. Oh no! Look at the rocks on the left. Take the playing card and use the apple here to get apple juice. Use the apple juice on the harpy to turn it to stone. Look at the tree stump here and take the ladybug. That's all we can do here for now, so go down the left pathway. Use the fire gem to clear the pathway. Talk to the rabbit, then use the parrot on the left dragon head to get a planet. Go right and look at the locked door. Put the planet on the door for a minigame. You need to swap the planets around so each planet goes into its proper spot. Solving the puzzle unlocks the door. Go into the house and talk to the fortuneteller. Look at her shelf and take the raven emblem. Her elephant item needs an elephant. Look at her table and take the handkerchief. There are instructions here for making a memory potion. Look at the box on the left table for a puzzle. Put your playing card here. In this puzzle, you want to swap cards so all the red cards are in the top row, and all the blue cards are in the bottom row. From left to right, the columns are of lady cards, knight cards, jester cards, king cards and shield cards. Solving the cards gives you a butterfly. Solve the hidden objects challenge at the fireplace for a lit candle. Go backwards twice. Remember the shop window on the left? Look at it, and open it with the glass cutter, if you haven't done so already. Use the butterfly on the jewelry box to get a hummingbird figure and bat wings. Go back to the fortuneteller's house. Look at her birdcage. Use the hummingbird figure on the door to open it. This gets you a hummingbird and some grapes. Go down. Use the grapes on the creature to the left for a second raven emblem. Use the hummingbird on the flowers near the stump to get nectar. Go back to the fortuneteller's house and look at the table. Time to make the memory potion! Put the lizard and bat wings on the table. Use the firecracker to scare the lizard. Put the lizard's tail and the bat wings into the bowl and grind them up. Put the flower with nectar on the potion to complete it. Hooray, the memory potion is complete! And since you have two raven tokens, you can finally enter the witch's castle. Leave the house, then go left and forward. Put the tokens on the castle door for a puzzle. With this puzzle, you need to spin the circles around so the overlapping sections match the background. Enter the castle. The door in front of you is locked, but you can take rope from it. Look at the door on the right and take the handle. Open the door and use the lit candle here for another scene where you find items and put them in their places. Solving the puzzle gets you a star. Back in the castle, move the ladder twice, so it is at the door. This allows you to reach the gargoyle above the door. Take the shell from it. Then, look at the cauldron which is far above the door. Take the vase, and use the handkerchief here to get a dagger. Exit the castle. See the jail on the right? There's a large hanging item, which you can walk across to reach the jail. Use the dagger on the hanging item, then take the wheat from on top of it. The item is too light for you to use. Go down to the two statues. See the sandbag on the pathway, on the left? Use the dagger on the bag to see a dragon. Use the ladybug on the dragon to get rid of it. Dig into the sand to get a collar part, then use the rope to close the bag of sand. The right dragon has a water basin. Use the bag of sand on the water basin to soak up the water. Take the shell, then go forward. Use the bag of wet sand on the hanging item to lower it. Open up the item's lid with the star, then take the arrow. A salamander is still inside. Look at the jail. Your sister is here! She doesn't remember you, so give her the memory elixir. She sings a song, and the witch takes her away. The witch's message leaves you with an arrow, so it's not all bad. Go back into the castle. Move the ladder to the left column, then put the arrows on the archers. This opens the door at the far end. Take the arrow from the door, then go through it. Look at the areas on the right. One has a hook and a wing that you can take. The other one has a jar. Use the handle to open it, then take the strawberry. Go back a screen. Solve the hidden objects challenge on the right for a powder of truth. Move the ladder to the doorway, and examine the dragon statue above the door. Put the dragon wing on the statue to get a spider vase and a collar part. Go back another screen. Use the collar parts on the pegasus to free it. Pick up the pegasus father, then look at the salamander. Use the spider vase to pick it up. Go back inside the castle, to the second room. Look at the book. It refuses to work, so use the powder of truth on it. Close the book, then put two shells down for a minigame. In this game, match matches with groups of three colors to clear them from the board. A seashell can only get rid of colors in the fourth of the board that is closest to. Solving the puzzle gets you a fish. Look at the large artifact that the witch is protecting. Put the fish, salamander, wheat and feather onto the board. This gets you an artifact and an elephant figurine. Go to the fortuneteller and talk to her. She gives you magic seeds, for planting in the sky kingdom. They will grow a flower, which activates the artifact. Look at the shelf. Put the elephant here to fix the elephant item. It's a watering elephant! Leave the house. The harpy is taken away, leaving behind a log. Take the log, then go forward down the newly-opened path. 003d. Chapter 4: City in the Clouds ----------------------------------------------------------- Your mole friend is here! Give the mole a strawberry, then pick it up. Use the water elephant on the flowers, to make a pathway forward. Give an arrow to the knight. This lets you take the knight's saddle. Go to the right. Look at the left machine to get a gate part. The arrow landed on the front side of the gondola. Look at it, and you can read a note. The bear on a unicycle, which powers the gondola, has been destroyed, so you'll have to fix it. Go left, then forward. Take the ball from the circle on the left, then put the log in the circle. The knight hits it with a battle axe. Take the axe, then solve the hidden objects challenge on the right to get a claw. Go back down. Use the axe on the crate to open it. Use the apple on the teeth to turn them to stone. This lets you get a banana. Go forward, and use the banana on the monkey in the tree. The monkey throws a vase into a hole. Use the shepherd's hook to get the vase. Go down and right. Enter the gondola. Use the claw on the two bags to get a third vase and a second gate part. Go back to the floating island and put the vases on the fountain for a puzzle. The puzzle is to make all the water streams go up. Solving the puzzle gets you vanishing elixir. Go down and use the vanishing elixir on the knight. This lets you take his saddlecloth. Go forward to the floating island. Solve the hidden objects challenge for a ball. Put the saddlecloth and the saddle on the pegasus. You can ride the pegasus to a new area now. Fly on the pegasus and use your amulet's frost gem to enter the frozen kingdom. Look at the railing on the left; take the doll and read the note from Queen Elsa. Go down the left pathway. On the left railway is a box. Use the doll on the box to open it and get a mushroom. Solve a hidden objects challenge at the rotunda for a snowflake, and look at the ice in front of the rotunda for a mosaic piece. Go back, then go down the forward pathway. Take the pin and the glove from the statue, then go forward again. Use the glove on the ice (on the left dome) to get a hammer. Look at the right dome. Give the mushroom to the hedgehog for glass. Go down, and use the hammer on the vase to open it. This gets you a scroll to read, along with a trap key. Use the trap key on the trap (by the tree on the right) to open the trap. You can now take the trap and the ring. Use the ring on the statue here for a wineglass. Go forward and look at the right dome. Use the wineglass on the water here to fill it with water. Go down twice. On the left railing, use the glass with water in the indentation for a snowflake. Pick it up with the pin. On the right railing, Use the two glass pieces for a snowflake. You now have three snowflakes. Go forward twice and look at the left dome. Use the snowflakes here for a puzzle. Spin the wheels around so each wheel has four prongs of the correct color. Solving the puzzle cleans up the snow in the area. It also gives you a bear and a claw for the gondola. Go back a screen. Look at the area near the base of the tree for a sphere. Go down, then left. Solve the hidden objects challenge at the rotunda for honey, and use the mole to dig in the dirt in front of the rotunda. Put the magic seeds in the hole. Go down, then forward. Use the honey on the statue to get bees. Return to the magic seeds. Use the bees on the seeds to get the magic flower. Now that you have what you came for, go all the way back to the fortuneteller's house. Give her the magic flower, and she fixes the artifact. She tells you to take it to the alchemist in the dwarf kingdom. Solve the hidden objects challenge in the fireplace for a feather. Go to the floating island with the fountain. Use the feather on the knight's helmet for a stamp, then use the sphere on the device on the right to get a charged sphere. Go down, right, and enter the gondola. Use the stamp on the intentation on the crate to get blueberries. Use the claw on the crab, then press the red button to open up the trap door. Look at the rope, and use the trap on it to get the wheel. Go down. Use the blueberries on the bird for a ball. Use the charged sphere on the stand to power the gondola. Look at the front end of the gondola. Put the wheel and the bear here. Go back into the gondola. Look at the control panel and put the balls there for a puzzle. With this puzzle, you want to go over every spot on the board. Once you go in a direction, you continue in that direction until you hit a stopping point. When you solve the puzzle, you can finally use the gondola to reach the dwarf kingdom. 003e. Chapter 5: The Dwarf Kingdom ----------------------------------------------------------- There is a dwarf statue here. Take its flag and wool hat, then look at the cannon and take a horseshoe. Look at the locked gate and put the two gate parts on it for a puzzle. In this puzzle, you click on tiles to rotate the pieces adjacent to them. Recreate the design to solve the puzzle and open the gate. Go forward and talk to Sybil. She puts rocks in front of the alchemist's house, and she brags about turning Prince Adriss into a ghost. Phooey! Look at the flowers by the riverbank. Click on them them to pick them up, then click on the thorns. Use the flag to pick them up. Open the window on the other side of the riverbank to get another puzzle, where you find objects and put them in their proper locations. You get a live fire as a result. Go forward, up the mountain path. The prince's ghost is here. Look at the hanging bowl on the left. Take the spoon and put the lavender inside to scare the ghost off. Look at the minecart, then take the pickaxe. Use the bloody thorns on the crystals to get red crystals. Put the red crystals in the red holder. Go down and look at the rocks blocking the alchemist's front door. Use the pickaxe here for a stone and a lock part. Go back a screen and use the lock part on the backpack for a green crystal and a zipper. There is also a note you can read. Go forward and look at the dwarf statue. Use the zipper on the backpack to open it. You get a yellow crystal. Use the spoon on the coal to get a spoonful of coal. Go up the mountain path. Put the green and yellow crystals into their respective holders. This frees Prince Adriss from his ghostly form! Talk to him to get a rock gem. Look at the furnace, and open it with the horseshoe. Put the coal and the fire in the furnace to get it working. Go down. Use the rock gem in the amulet to get rid of the rocks in front of the alchemist's house. Go inside. The witch steals the alchemist's hat. Talk to the witch, then talk to the Alchemist. Go forward through the door to the library. Take the doll from the shelf on the left, then take the coin from the other shelf on the left. Go back to the main room of the house. Look at the grate under the pot, and use the straw doll here to get some fire. Look at the left shelf; take the bottle and read the note. Go back outside. Zoom in on the flowers by the water. Use the bottle here for a bottle of water. Go back, to the gate. Use the coin on the slot on the wall, and you get yarn. Reenter the Alchemist's house. Use the bottle on water on the fire under the pot. This gets you a book cover. Go forward to the library and look at the desk. Put the book cover here, then use the yarn on the book to fix it. Put the book on the shelf that's missing a book to get a knife. Go back to the main gate of the dwarf kingdom. Use the knife on the backpack to get a figurine. Return to the Alchemist's library. Put the figurine on the shelf on the left. This opens the door to the Alchemist's lab. Go into the lab. Use the stone on the cabinet to break the glass, so you can get the corkscrew and the acid. Solve the hidden objects challenge for a boomerang. Go back a screen and use the boomerang on the rope to get a horn. Go back a room. Look at the vent above the window. Use the acid on the vent to get a beetle. Go down a screen. Solve the hidden objects challenge for another beetle, then look at the dwarf statue. Use the corkscrew on the bottle to get a gear. Go back a screen, to the main gate. Use the gear on the cannon to get a dome part and another horn. Return to the Alchemist's house and look at the wall left of the door. Use the dome part here for a third horn. Go to the Alchemist's lab. Use the three horns on the three demon statues. Solve the hidden objects challenge for a blue disc, then look at the machine on the right. Put the beetles here to start a minigame. Your goal is to lead all the beetles to the exit hole. Note that when a beetle walks over a tile, it changes color. Solving the puzzle gets you the Alchemist's hat. Take it, then give it to the Alchemist. He activates the artifact, which helps stop the witch! He opens up a portal to the final area of the game. 003f. Chapter 6: The Mountain ----------------------------------------------------------- Talk to Prince Adriss to get the water gem. Use the rock gem in the amulet to clear a path here, then look at the leaves on the ground. Use the wool hat to pick them up. Take the path on the right. Use the water gem in the amulet to clear the pathway. Take the pear from the elephant statue and the butterfly from the statue on the right. Look at the fishing area to get the frost gem again, and solve the hidden objects challenge for a lasso. Go backwards a screen. Look at the ground area, where you got the leaves. Use the pear here to get the worm. See the spider nest on the left? Use the butterfly on it. Click the butterfly multiple times to get rid of the spider. You can then take the web to get fishing line. Go right. Use the line on the fishing pole, then use the worm on the line. This gets you a fish and a rod. Nice! Go back, then up the left pathway. Use the amulet's fire gem to clear the area, then give the fish to the eagle. You get a tusk. Use the fishing rod on the prickly plants to the right for a green disc, then use the lasso on the tree branch here. Go back and look at the cave wall. Put both discs here for a puzzle. The goal of the puzzle is to set the discs to the correct speeds, so the ball moves from disc to disc. When you solve the puzzle, you can go inside the mountain. Do so. Put leaves on the fireplace, then take the second tusk on the mantle. Take it, then go down and right. Use the tusks on the elephant statue for a saw. Solve the hidden objects challenge for a bow and arrow. Go back to the cave inside the mountain. Use the saw on the cage to get a fish figurine and sail. Leave, then go right. Use the sail on the boat in the fishing area for a pirate boat. Go back to the cave and use the boat on the pirate mouse for a red eye and a life ring. Leave and go left. Use the life ring on the rope, so you can swing to the other side of the gap. Go forward, and use the boy and arrow on the bird. Take the stone it drops, and look at the area by the left statue. Take the stone which is here, too. Go forward, to the top of the mountain. Sybil has your witch tied up here! Use the amulet to kill Sybil once and for all! Look at the stone left of Monica. Put the two red eyes in the skull to get a second fish figuring. Go back to the river area and use the fish on the statue to the right to get half of a mask. Go back to Monica. The mask goes on the hanging thing to the right of Monica. This raises a platform which has an earring on it. Go down and use the earring on the right statue for an anchor. Look at the base of the left statue and use the anchor here to get the shovel. Go down twice. Use the spade on the X in the ground to get a stone and an eye. Go up the mountain and talk to Prince Adriss. He will let you save Monica yourself. Thanks a lot, Prince! Go up to Monica. Examine the statue directly right of her. Put the eye in the skull for the fourth symbol. Look at Monica and put the four symbols in the wall to free her. Talk to Monica, then talk to the troll. He says that Prince Adriss will fall in love with the woman wearing the amulet. Since you and Monica are twins, this means either one of you can win the prince's affections. Pick which sister will marry the prince, then watch the ending. Go through the portal to go back home and officially end the game. 004. Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2014. If you want to use any part of this FAQ, ask me first (instructions under general information).