Time Dreamer Walkthrough

Welcome to the Time Dreamer Walkthrough! You awake from a 7 year coma to find your father had died a few years earlier. A strange visitor tells you about your unusual gift-time travel in your dreams. Can you change the past and save your father? 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. This document contains a complete Time Dreamer game walkthrough featuring annotated screenshots from actual gameplay! We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. Remember to visit the Big Fish Games Forums if you find you need more help. Have fun! This walkthrough was created by prpldva.

Walkthrough Menu

General Tips & Information

Time Dreamer
  • From the Main Menu you can manage your player profiles (A).
  • The Options Menu allows for the adjustment of music and sound volume (B).
  • You may play this game in windowed or full screen mode.
  • The custom cursor may be disabled.
Time Dreamer
  • After you create your profile and click play, select the difficulty level of the game.
  • Casual mode has a faster hint recharge, sparkling denotes active areas, silhouette hints are available in hidden object scenes, hidden objects are easier to find, and puzzles are easier to solve (C).
  • Expert mode has a slower hint recharge, there is no sparkling or silhouette hints, and the puzzles and hidden object scenes are more difficult (D).
  • You are offered a brief tutorial once you start the game.
  • You may skip mini-games once the Skip Meter is full.
Time Dreamer
  • The upper left corner of the screen tells if you are in the past, present, or future (E).
  • The MENU Button in the upper right corner allows access to the menu (F).
  • The DIARY Icon in the lower left accesses the diary (G).
  • Read the diary to go over current tasks and accomplishments (H).
  • The Inventory Icon (the lunch box in the lower left) accesses your inventory (I).
  • The Hint Icon (the hourglass in the lower right) is for hints (J).
  • You must wait for the hourglass to refill between uses.

Chapter 1: Welcome Home

Time Dreamer
  • Look at the close-up of the coffee table and read the name Giovanni (A).
  • Look at the close-up of the owl and take the CLOCK MECHANISM (B).
  • Note the location of the grandfather clock (C) and the door (D).
  • Select the bookcase for a hidden object scene (E).
Time Dreamer
  • Some things need to be opened to reveal items, they are marked in white.
  • Locate all the hidden objects on the list.
  • A pair of SCISSORS will go into your inventory.
  • Click on the door to exit the room.
Time Dreamer
  • Look at the close-up of the desk and read the newspaper (F).
  • Take the SMALL HAMMER.
  • Make note of the padlocked lab door (G).
  • Click on the latch near the floor to unlock the double doors (H).
  • Click on the double doors to access the terrace.
Time Dreamer
  • Look in the mailbox (I).
  • Take the letter and learn of your father's death.
  • Use the SCISSORS to cut open the package (J).
  • Take the KEY (K).
  • Use the SMALL HAMMER on the hand of the statue holding the crowbar (L).
  • Take the CROWBAR from the floor (M).
  • Take the OIL CAN (N).
  • Return to the hall.
Time Dreamer
  • Look at the close-up of the lock on the lab door.
  • Use the KEY to unlock the padlock (O).
  • Use the CROWBAR to force open the door (P).
  • Enter the lab.
Time Dreamer
  • Locate all the hidden objects on the list.
  • The CLOCK PARTS will go into your inventory.
  • Return to the living room.
Time Dreamer
  • Look at the close-up of the clock.
  • Place the CLOCK MECHANISM into the clock (Q).
  • Use the CLOCK PARTS on the clock (R).
  • This will trigger a mini-game.
Time Dreamer
  • Place the parts into the clock so that all the gears run.
  • Click on the face of the clock to set the time.
  • Use the OIL CAN on the face of the clock.
  • Select the couch to go to sleep.
Time Dreamer
  • Exit the living room through the door.
  • Look at the medicine cabinet and take the ANTISEPTIC (S).
  • Look at the close-up of the desk.
  • Open the second drawer and take the BANDAGE (T).
  • Return to the living room.
Time Dreamer
  • Look at the close-up of the owl over the fireplace.
  • Use the ANTISEPTIC (U), then the BANDAGE (V), on the owl.
  • Exit to the hall and open the terrace door.

Chapter 2: The Intruder

Time Dreamer
  • Select the garbage can on the left for a hidden object scene.
  • Locate all the items on the list.
  • The ROPE LADDER will go into your inventory.
Time Dreamer
  • Note the hidden object scene (A).
  • Look at the close-up of the mail box and take the CODE (B).
  • Look at the close-up of the security panel and click on the keypad (C).
  • Make note of the sand (D).
  • Use the ROPE LADDER on the gate then climb the gate (E).
Time Dreamer
  • Take the WIRE from the steps and return to the front gate (F).
  • Look at the close-up of the mail box and use the WIRE on the slot (G).
  • Take the PAPER CLIP.
  • Return to the front steps.
  • Make note of the electric panel (H).
  • Use the PAPER CLIP on the front door key hole for a mini-game (I).
Time Dreamer
  • Use the mouse to position the wire (J).
  • Left-click, hold and move to the right once in the correct position.
  • The screwdriver will not turn if it’s in the wrong position.
  • This is done 3 times to move the bent wire (K) into position (L).
  • Our solution is marked (1-3).
  • Due to randomization, your solution may vary.
Time Dreamer
  • Select the security desk on the right for a hidden object scene.
  • Locate all the items.
  • The BOTTLE CAP will go into your inventory.
Time Dreamer
  • Look at the elevator.
  • Use the BOTTLE CAP to replace the missing button.
  • Press the button and enter the elevator.
Time Dreamer
  • Look at the key box and take the SMALL KEY (M).
  • Look at the plant and take the BUBBLE GUM (N).
  • Exit to the front of the building and look at the electrical panel.
Time Dreamer
  • Use the SMALL KEY to open the electrical panel.
  • Use the BUBBLE GUM on the loose breaker (O).
  • Return to the second floor.
Time Dreamer
  • Look at the window and take the TAPE (P).
  • Take the MUG from the desk (Q).
  • Look at the close-up of the hourglass.
  • Use the TAPE on the hour glass(R).
  • Exit to the front gate and use the MUG to collect SAND.
  • Return to the second floor and put the SAND in the hour glass.
  • Exit the close-up and click on the couch to sleep (S).

Chapter 3: Better Tomorrow

Time Dreamer
  • Select the desk on the left for a hidden object scene.
  • Locate all the items on the list.
  • The STUN GUN will go into your inventory.
Time Dreamer
  • Select the janitor's closet on the right for a hidden object scene.
  • Collect all the objects.
  • A MANNEQUIN made of the items collected will go into your inventory.
Time Dreamer
  • Look out the window and take the GLASS CUTTER (A).
  • Make note of the hologram on the wall (B).
  • Enter the doors on the left (C).
Time Dreamer
  • Place the MANNEQUIN into the booth (D).
  • Look at the close-up of the sign and take the BATTERY (E).
  • Exit and return to the first floor.
Time Dreamer
  • Look at the close-up of the plant and take the BATTERY (F).
  • Look at the close-up of the robokitty and open the battery door (G).
  • Insert both BATTERIES into the robokitty and close the door.
  • The ROBOKITTY will go into your inventory.
  • Use the ROBOKITTY on the Guard Robot (H).
  • While the robot guard has its back to you, use the STUN GUN on it.
  • Make note of the key card reader (I).
  • Take the UNIFORM (J).
  • Use the GLASS CUTTER on the right to open a hidden object scene (K).
Time Dreamer
  • Collect all the items on the list.
  • The CAMERA will go into your inventory.
  • Go upstairs and use the CAMERA on the hologram.
  • You will now have a PHOTO.
  • Walk left through the doors.
Time Dreamer
  • Put the UNIFORM on the mannequin (L).
  • Use the PHOTO on the face of the mannequin (M).
  • Press the yellow button (N).
  • Take the KEY CARD (O).
  • Return to the first floor.
  • Use the KEY CARD on the far left keypad.
  • Enter the archives.
Time Dreamer
  • The object of this mini-game is to find the piece of code that matches the one on top (P).
  • Use the mouse to move up and down.
  • You need to find 8 codes; click on a code when you find it (Q).
  • Do not allow your mouse to roll over a red area (R).
  • The upper left number tells you how many (out of 8) you have correctly found (S).
  • The upper right number is the time remaining (T).

Chapter 4: Past Endeavors

Time Dreamer
  • Walk downstairs and look at the medical coat (A).
  • Take the SOPORIFIC pills.
  • Look at the desk and move the paper off the box (B).
  • Take the KEY.
  • Note the locked cabinet (C) and medical practice (D).
  • Walk upstairs and use the KEY to unlock the right door.
Time Dreamer
  • Collect all the items on the list.
  • The BOX KNIFE will go into your inventory.
Time Dreamer
  • Look at the close-up of the box on the table (E).
  • Use the BOX KNIFE to cut the FINGERPRINT from the tape.
  • Look at the window and use the SOPORIFIC pills on the coffee cup (F).
  • Make note of the locked safe (G).
  • Look at the close-up of the fingerprint scanner and use the FINGERPRINT (H).
  • Enter the doors on the left (I).
Time Dreamer
  • Select the lower right bookcase for a hidden object scene.
  • Locate all the items on the list.
  • The MARKER PEN will go into your inventory.
Time Dreamer
  • Look at the map on the right and take the KEY (J).
  • Make note of the shredder (K), projector (L), and sales chart (M).
  • Go to the first floor.
  • Use the key to open the locked cabinet.
Time Dreamer
  • Locate all the items on the list.
  • The SPONGE, MASKING TAPE, and the GARROT will go into your inventory.
  • Return to the second floor and enter the left office.
Time Dreamer
  • Use the SPONGE to erase the sales chart (N).
  • Use the MARKER PENS to rewrite the chart in Giovanni's favor (O).
  • Look at the close-up of the projector and replace the GARROT (P).
  • Look at the close-up of the shredder and use the MASKING TAPE on the shredded document and get the SAFE CODE (Q).
  • Exit the room.
Time Dreamer
  • Look at the safe for a mini-game.
  • The object is to determine the correct order and direction for each of the numbers in the SAFE CODE.
  • Make the red markers at the top all green to open the safe.
  • The solution is 8L-13L-5R-16L-2L.
  • Take STIMMER'S REPORT and the FILM REELS.
  • Enter the left office and use STIMMER'S REPORT on the shredder.
  • Place the film reels on the projector.

Chapter 5: Guest

Time Dreamer
  • Enter the front of the house on the left.
  • Look at the police report on the table (A).
  • Note that Giovanni tells you that the painting over the fireplace holds a secret (B).
  • Exit to the hall (C).
  • Use the left door to go to the terrace.
Time Dreamer
  • Take the RUSTED AXE and the HAMMER.
  • Exit and return to the hall.
  • Enter the lab through the center door.
Time Dreamer
  • Look at the close-up of the desk on the left (D).
  • Take the NAILS (E).
  • Look at the house plans and click on the marked section that shows another entrance to the storeroom from the attic (F).
  • Exit the lab and return to the front of the house.
Time Dreamer
  • Walk to the tree.
  • Take the BOARD from the base of the tree and use it to repair the ladder (G).
  • Use the NAILS and then the HAMMER on the BOARD.
  • Climb up the ladder and use the AXE to remove the boards on the window (H).
  • Enter the window.
Time Dreamer
  • Look by the barrels and take the box of PLANS (I).
  • Try to leave using the ladder, but it breaks (J).
  • Take the ROPE (K) and use it on the attic opening (L).
  • Climb the rope to exit and return to the living room.
  • Give Giovanni the plans.
  • Click on the couch to sleep.
Time Dreamer
  • Exit to the hall and look at the close-up of the medicine cabinet (M).
  • Take the MAGNETIC CARD.
  • Look at the close-up of the desk and take the DUMB BELL (N).
  • Enter the lab through the center door (O).
Time Dreamer
  • Look at the blue door on the right (P).
  • Use the MAGNETIC CARD on the lock (Q).
  • Enter the storeroom through the door.
Time Dreamer
  • Take the FIRE TONGS (R).
  • Select the area over the barrels for a hidden object scene (S).
Time Dreamer
  • Locate all the items on the list.
  • The BLUEPRINTS will go into your inventory.
  • Return to the living room.
Time Dreamer
  • Remove the painting over the fireplace (T).
  • Look at the close-up of the crack and use the DUMBBELL to remove the plaster (U).
  • Use the FIRE TONGS to remove the bricks (V).
  • Put the PLANS into the hole in the wall (W).
  • Once you are back in the present, remove the painting over the fire place and give Giovanni the PLANS.
  • After Giovanni tells you what to do, click on the couch to sleep.
Time Dreamer
  • Exit to the hall and look at the close-up of the desk (X).
  • Look at the appointment book (Y).
  • Look at the desk again and take the knife (Z).
Time Dreamer
  • Return to the living room and look at the CABLE (A).
  • Use the KNIFE to cut the CABLE.
  • Note the piggy bank on the mantle (B).
  • Exit to the front of the house and go to the telephone booth.
Time Dreamer
  • Take the DUMB BELL (C).
  • Use the CABLE to repair the phone (D).
  • Exit the phone booth and take the SANTA HAT from the statue (E).
  • Return to the living room and use the SANTA HAT on the piggy bank.
  • Use the DUMB BELL to smash the piggy bank; take the COINS that were inside.
  • Return to the phone booth and use the COINS to make the call.
  • Return to the lab.
Time Dreamer
  • Look at the close-up of the desk and open the large drawer to find the HAIR DRYER (F).
  • Note the two monitors that tell the status of each system (G).
  • Note the storeroom door (H).
  • Select the cluttered lab equipment for a hidden object scene (I).
Time Dreamer
  • Locate all the items on the list.
  • The LIGHTER and some STUFF will go into your inventory.
  • Use the right door to enter the storeroom.
Time Dreamer
  • Take the SHOP VAC and the GOLF CLUB.
  • Exit and go to the front door.
Time Dreamer
  • Use the GOLF CLUB to break the window (J).
  • Enter to return to the living room.
  • Use the HAIR DRYER on the hanging plant (K).
  • Exit to the hall.
Time Dreamer
  • Look at the close-up above the medicine cabinet.
  • Use the LIGHTER on the fire alarm (L).
  • Attach the SHOP VAC to the valve by the desk (M).
  • Click on the vacuum to reverse the flow.
  • Enter the lab through the center door.
Time Dreamer
  • Make sure the monitors show all 4 systems in the red (N).
  • Use the STUFF on the generator to trigger a mini-game (O).
Time Dreamer
  • The object of this mini-game is to complete all the connections.
  • Place the pieces from below onto the missing spaces.

Chapter 6: How to Have Fun in Jail

Time Dreamer
  • Select the upper left bunk for a hidden object scene.
  • Locate all the items on the list.
  • The STICK will go into your inventory.
Time Dreamer
  • Look in the barrel on the right and take the CRACKERS (A).
  • The owl will appear at the window.
  • Look in the hole in the wall and the rat will appear (B).
  • Give CRACKERS to the rat several times; the owl will capture the rat (C).
  • Look in the hole again and take the SPOON (D).
  • Look at the close-up of the table and take the CHALK (E).
  • Look at the center of the floor (F).
Time Dreamer
  • Use the SPOON to dig a hole in the center of the floor (G).
  • Place the STICK in the hole.
  • Use the CHALK to draw the sundial (H).
  • Exit the close-up to sleep.
Time Dreamer
  • Select the large box on the left for a hidden object scene.
  • Locate all the items on the list.
  • The ANTENNA from the radio will go into your inventory.
Time Dreamer
  • Take the STEP LADDER (I) from the left and place it under the right shelf (J).
  • Take the MAGAZINE from the garbage can (K).
  • Look at the right top shelf and take the SCREWDRIVER (L).
  • Look at the close-up of the door and place the MAGAZINE under the door (M).
  • Use the ANTENNA to push the KEY from the keyhole (N).
  • After the cut scene, take the KEY.
  • Look at the close-up of the vent under the sink.
  • Use the SCREWDRIVER to remove the vent and place the KEY inside (O).
Time Dreamer
  • Take the SPOON from the floor (P).
  • Look at the close-up of the vent under the sink (Q).
  • Use the spoon to unscrew the vent.
  • Take the KEY.
  • Use the KEY on the door then exit the cell (R).
  • Use the SPOON to open the left air vent and climb inside.
Time Dreamer
  • Select the left back corner of the machinery for a hidden object game.
  • Find all the items on the list.
  • The SLEDGEHAMMER will go into your inventory.
Time Dreamer
  • Use the SLEDGEHAMMER on the 8 lighted computer banks (1-8).
  • Look at the close-up of the gold box and take the MEDIA PLAYER (S).
  • Exit the room through the vent (T).
Time Dreamer
  • Click on the arrows to navigate through the vents.
  • You will find a map of the vent system at the blue dot.
  • Take the map (U).
  • The exit is marked by a red square.
  • Click on the vent to exit (V).

Chapter 7: The Consequences

Time Dreamer
  • Select the center shelves for a hidden object scene.
  • Locate all the items on the list.
  • The STABILIZER will go into your inventory.
Time Dreamer
  • Look at the round table and take the transporter COORDINATES (A).
  • Look at the perpetual motion machine and take the BATTERY (B).
  • Make note of the energy shield (C).
  • Look at the close-up of the transporter (D).
Time Dreamer
  • Place the STABILIZER in the base of the transporter (E).
  • Put the BATTERY into the power center (F).
  • Use the COORDINATES on the controls (G).
  • Enter the blue cloud to travel.
Time Dreamer
  • Look at any item to trigger a cut scene.
  • Select the junk pile to the left of the chair for a hidden object scene.
  • Locate all the hidden objects.
  • Press the “2” and “3” buttons to open the doors (H).
  • The BUCKET will go into your inventory.
Time Dreamer
  • Look at the fountain and use the BUCKET on the water (I).
  • Take the BUCKET of WATER.
  • Look at the generator on the right; pour the BUCKET of WATER on it (J).
  • Look at the close-up of the chair and press the white panel.
  • Take the KEY and push the green button (K).
  • Note the room that had the laser bars (L).
  • Select the shelves that opened when you pressed the button on the chair (M).
Time Dreamer
  • Locate all the hidden objects on the list.
  • The NUT CRACKER will go into your inventory.
  • Exit by using the transporter at the bottom of the screen.
Time Dreamer
  • Use the KEY on the energy shield (M).
  • Look at the display and take the COMB (N).
  • Travel back through the transporter and enter the room that had the lasers.
Time Dreamer
  • Try to take the crystal and the bars will go up (O).
  • Open the floor panel to bring up the control (P).
  • Look at the control and place the COMB into the tray (Q).
  • Look at the crystal; use the NUTCRACKER to break it (R).

Chapter 8: Happy Beginning

Time Dreamer
  • Select the dresser on the left for a hidden object scene.
  • Locate all the hidden objects.
  • The BASEBALL KIT will go into your inventory.
  • Click on the curtains then exit the room using the window door.
Time Dreamer
  • Take the PRESENT from the front porch (A).
  • Enter the shed (B).
Time Dreamer
  • Select the back right corner of the shed for a hidden object scene.
  • Locate all the items on the list.
  • The POCKET KNIFE will go into your inventory.
Time Dreamer
  • Look at the work bench and place the PRESENT there (C).
  • Use the POCKET KNIFE to open the PRESENT.
  • Look at the drawing inside the PRESENT (D).
  • Make note of the locked chest (E).
  • Exit the shed.
Time Dreamer
  • Look in the tree hole and take the KEY (F).
  • Return to the shed and use the KEY on the locked chest (G).
  • Take the FISHING ROD and exit the shed.
  • Look at the rain barrel and use the FISHING ROD (H).
  • Look at the message in the bottle.
  • Look at the porch and lift the welcome mat (I).
  • Take the KEY from under the mat.
  • Look at the tool box and use the KEY to unlock the cover (J).
  • Take the CROWBAR.
  • Look at the doghouse and use the CROWBAR to remove the boards (K).
  • Use the BASEBALL KIT on the books.
  • Congratulations! You have completed Time Dreamer!

Created at: 2010-07-11