"Dream of Things" Chapter 3 Process Strategy Sharing

Jun 30 2025

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In "Dream of Things", it is quite difficult to think about the entire process of Chapter 3, so many players do not know how to play the entire process of Chapter 3. First of all, the scene in Chapter 3 is the bedroom. There are three objects that can enter the dream world: cabinets, clothes hangers, and beds. In the dream world of the hanger, you can first obtain an energy device ball. Chapter 3 of Dream of Things Chapter 3 How to play the process Chapter 3 of the scene is the bedroom. There are three objects that can enter the dream world: cabinets, clothes hangers, and beds. In the dream world of the hanger, you can first obtain an energy device ball. Entering the dream world of bed The wish of bed is to let it be hypnotized, but we must first defeat the other in three different points game

In "Dream of Things", it is quite difficult to think about the entire process of Chapter 3, so many players do not know how to play the entire process of Chapter 3. First of all, the scene in Chapter 3 is the bedroom. There are three objects that can enter the dream world: cabinets, clothes hangers, and beds. In the dream world of the hanger, you can first obtain an energy device ball.

How to play the third process of the Dream of Things

The third scene is the bedroom. There are three objects that can enter the dream world: cabinets, clothes hangers, and beds.

In the dream world of the hanger, you can first obtain an energy device ball.

Entering the dream world of bed

The wish of the bed is to let it be hypnotized, but we have to first defeat another hypnotic master in three different points gameplays.

The first game from left to right is playing cards. Get a poker point card on the car. Go to the backstage and place different red hearts on the right table (representing opponent points) on the left table and turn them into four hearts (representing player points), and get a purple laser emitter. Turn the laser below to inactivate the device, and the table on the right will turn into three hearts.

Go back to the table and put the poker point card, press the button to win the first game.

The second game is to be smaller than dice. In the background, you can see that the number of dice points on both sides is determined by the number of red light tubes activated on the two tables.

Here you need to adjust all transmitters as shown in the figure, and place the purple transmitter as shown in the figure, so that the points are 4:3.

(Here you will find that the props will have an adsorption effect when placed in the correct position. This is a display effect taken by the game in order not to reveal suspense in advance and to make players realize that their thinking is correct. The same is true if you encounter props that need to be placed but do not have marked on the ground in subsequent levels.)

Get dice on the pentagram table next to the car. Put it on the dice game table and press the start button to win the second game.

The third game is the electronic digital board. Put the energy ball obtained from the dream of the clothes hanger in the receiving slot behind the game table, and you can see that the digital board displayed on the right is connected to the blank electronic imaging tube on the left. We can use this to determine which imaging tubes on the left are bright.

There are only four beams on the left. On the electronic digital version, the number that can be represented by 4 imaging tubes is only "4". Use the button to turn the digital version on the left to "4" and press the button to start the game to win the last game.

Finally, go to the rightmost interval and press the button to realize the desire to hypnotize the bed and obtain a curved tube. Interaction with the car triggers memories and can leave the dream world where you can leave the bed.

Entering the dream world of the cabinet

The wish of the cabinet is to remove the powder crystal underground so as to complete the burial of the "bone" (actually a magnet).

Enter the underground from the downward channel, and there is a set of buttons on the front of the head, which control the opening and closing state of the three sunroof panels above the head.

Open it all first. Return to the ground and throw the energy ball into the receiving base. Then go to the ground and open the two coffins and drag them to the outermost with the button in the room on the left.

Adjust the control panel button twice before, ① the rightmost sunroof is closed; ② from left to right is half open/close/full open (as shown in the picture); the laser will gradually melt the pink ice cubes on both sides (should wait a little), and a new sunroof control panel will appear.

Place the bent pipe obtained from the bed's dream into the groove and first adjust the two new skylight panels to open. Return to the ground and throw the energy ball into the receiving slot attached to the new skylight panel.

Go back to the ground, close the right skylight panel with the new control panel, then pull the red pipe coffin back into the inner side, melting the pink ice cubes above the head. Then pull the coffin out to obtain the dropped bone-shaped magnet.

Go back to the ground and interact with the suspended photography light to gain memory and leave the cabinet's dream.

Entering the dream world of clothes hangers

The desire of the hanger is to help it restore energy to continue the handling work. We need to collect three energy balls in total.

There is a large Pak Singer (?) on each side of the hall that will roll down an energy ball. First place the previous energy ball on the receiving base on the left side of the central console of the hall (both positions are random), and you can see red light connecting with another energy ball.

Press the button in front of the energy ball and roll into the super big Boscher who cannot see the inside, but because there is light indicating its whereabouts, we can infer the inside

The orientation of the nail board (can be compared with the situation of another big pyrene).

Adjust the nail board (my play situation here is to press the third left number in the lower row and the second left number in the upper row of the middle layer, without going to the upper layer) so that it falls into the fourth groove of the left. The energy ball can be rolled out of the device and placed in another receiving slot on the left.

Another Bacchus only has three buttons and cannot be directed by the nail plate to let it fall into the correct groove. But if you look closely, you will findThe shell of the energy ball here represents a magnetic gold color, so it can be directly absorbed into the correct position and rolled to the outside with the magnet obtained in the cabinet dream. Put the energy balls with two demon balls inside into the receiving slot on the right.

Both lids of the console will be lifted. Press the downward key on the right to let the white hand fall, then press the rotating button on the left to turn the orange ball to the front, and you will find that it is actually a TV with a password displayed on it (my password here is 392). Enter the password into the password lock on the room on the right, open the door and enter, interact with the blue scroll on the ground to gain memory, and leave the dream of leaving the hanger.

Back in the real world, I found that the rotating hanger turned a drawer of the cabinet onto the bed and dropped it, smashing the bed into the basement. I went down and found a laboratory underground.

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