Entry tags:
Dreamscape
The post itself is essentially a guide as much of a huge descriptor of the entire dreamscape. Thus it contains SPOILERS. Click here for the [gist] and [mechanics] of Lily's dreamscape.
Olivia's Prima Strategy Guide
There's something a little off about this dreamscape, no? There's a huge mansion in front, with this fountain a little left from the main doors. Sure, that's nice, but aside from that it's just empty.
You can't travel back; there's a white fog and red text flashes 'ZONE LOCKED.'
Definitely suspicious.
It's almost like... a video game or something. (As such, many details are shown in the map to keep things straight.]
Aside from a large orange koi, there's nothing of notice around the fountain. Once entering the mansion, there's a few immediately noticeable things; the walls are lines of dark shapes of people tightly kept next to each other, with white masks facing down and following. One could easily get the sense of being judged if they dwell on the featureless faces for too long. The floors aren't hardwood or carpet, but instead dark, damp cement with broken syringes, bottles and general rubbish scattered about everywhere. A lot of the floor certainly smells like a filthy alley.
The entrance area has a pool of water, a chest of Holding, a fire pit that provides warmth and a fallen over statue of an angel. The double doors straight ahead don't seem to open as there's no handle on the room side. The door to the East has an orange crystal keeping it locked. If one makes the connection to the koi, they will have to kill the fish to reveal the crystal. But be warned; doing this and going to the room this leads to (the one with MINIBOSS) will lead to a fight you can only run from, or have to lose. This leads you back to the entrance no matter the outcome of the MINIBOSS fight.
The door to the West is locked, but the key can be found hanging from the toppled statue's praying hands. The enemies that might be faced (which provide XP, GOLD, and ITEMS) in the two rooms at the end are 1 scientist and 3 giant rats. The small empty rooms on this side of the map contain memories of children coughing, or staying away and whispering things when you're not paying attention, but seem to be friends when you are. The larger room with the domed windows looks a lot like a young girl's room, but it's filled with dead animals. Some rooms have panels that open up hidden paths. The one next to the room with the large breasts easily filling half the space opens up the marked locked doors at the end of that hall. From this hall, you can go back and unlock the main double doors, or continue on.
The chest guarded by a giant racoon contains 1 MAP (1st floor only), colored pencils for marking paths and such, a canteen, lunchbox, and gold. The kitchen contains food, and those that know what to look for will find ones that restore your health, remove bad statuses, and may buff for a brief period of time. The DOCTOR gives advice as to how one may defeat the miniboss and says how to open up the half-sized hallway to the stairs. Defeating the MINIBOSS makes the chest appear and removes the barrier around the stairs, allowing one to proceed. The chest contains gold, dust that improves integrity and strength of armor, and POTIONS.
The two rooms in the East seem to have things, but trying to do anything with the rubble blocking the doors pauses your actions. A text bubble pops up saying 'It's a bunch of rubbish. I can't get through this,' and 'What's this rubbish doing here?' There is no way into these rooms.
Now you can proceed. (Of course, someone may have already cleared this before you. Then enemies and chests have respawned, but barriers cleared and doors unlocked remain consistent.)
The walls remain the same, but the floors are less hazardous. Instead, while sticky and now leaving the reek of smoke and alcohol, it's mostly a tiled floor. The room you immediately go into has the dungeon's first NPC's, along with a few corpses (or writhing bodies that look like they should be corpses.) One is stand-offish, another makes a vague comment about people not watching their steps and another offers to make a deal if you talk to her. Searching the bodies will land you a key to the doors to the East. (Hall leads to 3 traps and 1 Pool of Water) The room with 4 chests is locked; there is no key.
The bottom west-most room contains merchants that will sell actual armor, dust and weapons (including guns,) but requires careful steps. Otherwise one may fall into the pits filled with rot and alcohol. This floor contains less enemies, but more traps. Such traps are a spike pit, a poison gas-filled room, another filled with fire and another that has a statue of he archangel Michael. The trap in this is that when you blink, it will attack in the time your eyes are closed but otherwise looks to be exactly the same. The main enemies wandering the halls are constables and armored soldiers; the room on the south has GIANTS of these types. They drop the armor they have on. The MINIBOSS of this level is the room with two very large wolves. You may either kill them, or try to find a way to get to the box with the key.
The room filled with women is a talking quest. Trigger them in alphabetical order for progess, though all have flavor text. The woman with the K says that the fireplace doesn't keep anyone warm, even in summer. It's the clue to go through and proceed. You can rest in the room with the beds (if you're fine with the people-walls always watching you.) The hall that leads to progress is completely dark, where the TORCH is needed. Reaching AMY POND with key 3 doesn't get you goodies, but important information. Not just that she's waiting for her Raggedy Man, but that he'd finally be useful with getting the door at the top.
Because it's the only one not made of wood. (If one talks to the DOCTOR enough, information about the Sonic Screwdriver is brought up. Talking to the DOCTOR after this gets you the Sonic Screwdriver.
Of course, it's possible that you simply continued along. To which we go to...
Unlike the others, this floor is impeccibly clean. To the point that it has that hospital sterile smell to it. Even the walls of people are now gone, leaving everything stark white. The opening room has two large windows, letting you see out to the balcony. There's people, but there's a fog that quickly obscures everyhing else. Except... To the north there's this stand alone door with a huge EXIT above it.
Continuing, there's a one-time use for the Recovery Circle before going to the final hallway. No enemies; just steel poles that spin easily and windows to the south that allow one to see different sections of London city. Use the boss key and continue on.
ENEMIES:
GIANT KITTEN (You must engage first.)
2 DIRE RIOT SQUAD LEADERS
Lastly there's one man standing in front of the EXIT door. This one, unlike the rest, has two different bars; life and psyche. You can either fight them directly or with other methods.
CONGRATS, YOU'VE SURVIVED THE FIRST NIGHTMARE.
Olivia's Prima Strategy Guide
YOU ARE NOW ENTERING DREAMSCAPE
Rec Lvs 10-20
Rec Lvs 10-20
There's something a little off about this dreamscape, no? There's a huge mansion in front, with this fountain a little left from the main doors. Sure, that's nice, but aside from that it's just empty.
You can't travel back; there's a white fog and red text flashes 'ZONE LOCKED.'
Definitely suspicious.
It's almost like... a video game or something. (As such, many details are shown in the map to keep things straight.]
Aside from a large orange koi, there's nothing of notice around the fountain. Once entering the mansion, there's a few immediately noticeable things; the walls are lines of dark shapes of people tightly kept next to each other, with white masks facing down and following. One could easily get the sense of being judged if they dwell on the featureless faces for too long. The floors aren't hardwood or carpet, but instead dark, damp cement with broken syringes, bottles and general rubbish scattered about everywhere. A lot of the floor certainly smells like a filthy alley.
The entrance area has a pool of water, a chest of Holding, a fire pit that provides warmth and a fallen over statue of an angel. The double doors straight ahead don't seem to open as there's no handle on the room side. The door to the East has an orange crystal keeping it locked. If one makes the connection to the koi, they will have to kill the fish to reveal the crystal. But be warned; doing this and going to the room this leads to (the one with MINIBOSS) will lead to a fight you can only run from, or have to lose. This leads you back to the entrance no matter the outcome of the MINIBOSS fight.
The door to the West is locked, but the key can be found hanging from the toppled statue's praying hands. The enemies that might be faced (which provide XP, GOLD, and ITEMS) in the two rooms at the end are 1 scientist and 3 giant rats. The small empty rooms on this side of the map contain memories of children coughing, or staying away and whispering things when you're not paying attention, but seem to be friends when you are. The larger room with the domed windows looks a lot like a young girl's room, but it's filled with dead animals. Some rooms have panels that open up hidden paths. The one next to the room with the large breasts easily filling half the space opens up the marked locked doors at the end of that hall. From this hall, you can go back and unlock the main double doors, or continue on.
The chest guarded by a giant racoon contains 1 MAP (1st floor only), colored pencils for marking paths and such, a canteen, lunchbox, and gold. The kitchen contains food, and those that know what to look for will find ones that restore your health, remove bad statuses, and may buff for a brief period of time. The DOCTOR gives advice as to how one may defeat the miniboss and says how to open up the half-sized hallway to the stairs. Defeating the MINIBOSS makes the chest appear and removes the barrier around the stairs, allowing one to proceed. The chest contains gold, dust that improves integrity and strength of armor, and POTIONS.
The two rooms in the East seem to have things, but trying to do anything with the rubble blocking the doors pauses your actions. A text bubble pops up saying 'It's a bunch of rubbish. I can't get through this,' and 'What's this rubbish doing here?' There is no way into these rooms.
Now you can proceed. (Of course, someone may have already cleared this before you. Then enemies and chests have respawned, but barriers cleared and doors unlocked remain consistent.)
The walls remain the same, but the floors are less hazardous. Instead, while sticky and now leaving the reek of smoke and alcohol, it's mostly a tiled floor. The room you immediately go into has the dungeon's first NPC's, along with a few corpses (or writhing bodies that look like they should be corpses.) One is stand-offish, another makes a vague comment about people not watching their steps and another offers to make a deal if you talk to her. Searching the bodies will land you a key to the doors to the East. (Hall leads to 3 traps and 1 Pool of Water) The room with 4 chests is locked; there is no key.
The bottom west-most room contains merchants that will sell actual armor, dust and weapons (including guns,) but requires careful steps. Otherwise one may fall into the pits filled with rot and alcohol. This floor contains less enemies, but more traps. Such traps are a spike pit, a poison gas-filled room, another filled with fire and another that has a statue of he archangel Michael. The trap in this is that when you blink, it will attack in the time your eyes are closed but otherwise looks to be exactly the same. The main enemies wandering the halls are constables and armored soldiers; the room on the south has GIANTS of these types. They drop the armor they have on. The MINIBOSS of this level is the room with two very large wolves. You may either kill them, or try to find a way to get to the box with the key.
The room filled with women is a talking quest. Trigger them in alphabetical order for progess, though all have flavor text. The woman with the K says that the fireplace doesn't keep anyone warm, even in summer. It's the clue to go through and proceed. You can rest in the room with the beds (if you're fine with the people-walls always watching you.) The hall that leads to progress is completely dark, where the TORCH is needed. Reaching AMY POND with key 3 doesn't get you goodies, but important information. Not just that she's waiting for her Raggedy Man, but that he'd finally be useful with getting the door at the top.
Because it's the only one not made of wood. (If one talks to the DOCTOR enough, information about the Sonic Screwdriver is brought up. Talking to the DOCTOR after this gets you the Sonic Screwdriver.
Of course, it's possible that you simply continued along. To which we go to...
Unlike the others, this floor is impeccibly clean. To the point that it has that hospital sterile smell to it. Even the walls of people are now gone, leaving everything stark white. The opening room has two large windows, letting you see out to the balcony. There's people, but there's a fog that quickly obscures everyhing else. Except... To the north there's this stand alone door with a huge EXIT above it.
Continuing, there's a one-time use for the Recovery Circle before going to the final hallway. No enemies; just steel poles that spin easily and windows to the south that allow one to see different sections of London city. Use the boss key and continue on.
ENEMIES:
GIANT KITTEN (You must engage first.)
2 DIRE RIOT SQUAD LEADERS
Lastly there's one man standing in front of the EXIT door. This one, unlike the rest, has two different bars; life and psyche. You can either fight them directly or with other methods.
CONGRATS, YOU'VE SURVIVED THE FIRST NIGHTMARE.