Wonderland: Dream The Dream... (Virgin Mastertronic (Virgin Games)/Magnetic Scrolls)

Last modified on May 25th, 2005

Wonderland: Dream The Dream...

Solution:

By COBRA of AERO. Edited by PARASITE.

This solution gives the full score of 501 points!

Map

You're sitting with your sister Emily on a bench by the riverbank, and feeling quite bored, so you decide to stand and go to the East, towards the pear groves, where you gather a pear (4/4). As you walk around for a while, a rabbit with pink eyes comes running by. Then the pears starts to glow and turn into small lanterns. You follow the footsteps of the rabbit and come to a hole, that the rabbit has gone through. Crawl into the hole, and go South, where you'll fall into a deep well. You'll see a glass jar during the fall, which you'll take.

Soon after you'll land on a pile of leaves in an East - West passage and see a closed door marked with the letter "C". Get off of the leaves and search them, and you'll find a key marked with the word "Locker", and the number ten. Search the table and you'll find a bottle on it that says "Drink me", and shows a very small girl. The bottle seems to contain a magic drink. You'll find a glass box under the table, that contains a piece of cake. The words "Eat me" are on the cover of the glass box. A picture of a girl as big as a tree is above the letters. Take both things, and continue.

In the music room, the chairs are dancing to the music coming from what seems to be an automatic grand piano. Open the grand piano and find a "C" key and a "G" key. They're musical keys, NOT regular keys! However you can't reach the "G" key. So wait until a chair is near the grand piano, then take the music sheet, which makes the music stop playing, and the chairs stop dancing. Now stand on the chair, open the bottle with the magic drink, and drink the stuff. Right away it makes you smaller! Then climb into the grand piano and get the "G" key (15/19). Now leave the grand piano before you regain your normal size.

Use the "C" key to open the door to the broom cupboard, where you'll find a "Cardshoe", which is used for picking up cards. Also take the coat hanger and the overalls. Open the small door in the long halls, with the "G" key. Since you're too big to fit into the overalls, open the and fan wave it (5/24). You now have the size of the overalls, which you can now wear. Wait for a rabbit, who thinks you're Mary-Anne, to arrive on the scene. The rabbit tells you to go to it's house and get a pair of pink gloves and a fan. It also tells you that it'll wait for you at the Palace gates. Then before it leaves, it throws you a key (3/27).

Enter Wonderland: Dream The Dream... at the Palace Gates, where you're welcomed by the Jack of Hearts, who tells you to get the treacle cake (a kind of syrup cake) from the pantry of the Queen of Hearts. He also promises to fulfill your dreams and to enable you to leave Wonderland: Dream The Dream.... Take the insect, that you see on a stick and it'll disappear, then get the stick. Go to the rabbit's house. The brass sign on the door says "W.RABBIT". Take the clothes peg from the washing line, then loosen the washing line from the tree. Open the door with the key you got from the rabbit.

Go to the kitchen and take the breakfast egg and the cups from the cabinet. Go across the garden, behind the house, and into the shed, where you'll see a vice. Put the clothes hanger in the vise and straighten it with the vise. Then open the vice (8/35). Now enter the house again and go to the top floor. Open the standing clock on the landing and find the six of diamonds. It's the first of ALL 13 diamond playing cards that you MUST find during the game. As soon as you get the card it disappears into the card shoe (1/36). Then take the right hand pouch.

The door to the rabbit's bedroom's unfortunately closed. There's a key in the keyhole, but it's been inserted from the other side! Notice that there's a gap underneath the door, so you can use and old trick to open the door. Put a sheet of music in the gap, and stick the straight coat hanger in the keyhole, so it will force the key out, and it'll fall on the paper! Now pull the paper back, and you'll have the key to the rabbit's bedroom. Unlock the bedroom door (6/42).

Upon entering the White Rabbit's bedroom, you'll see the things you came to get:

  1. The pink fan (4/46).
  2. The pink gloves (4/50).

You also get the quartz bottle, which contains a magic drink. Notice a white fluid, which you can't take, but who knows it might be useful later on. Then leave the rabbit's bedroom and proceed to the castle to deliver the goods.

There's a pair of garden gloves on the Palace grounds, that you should take. Examine the wooden door in the corner, and you'll discover that it's locked, and the keyhole is missing. The well in front of the Palace is surrounded by a mist of sparkling water. Hold the cup in the mist to get a bit of the water (3/53). If you try to get into the Palace, you'll fail, since you don't have the pass! It's hidden in the Duchess' house. On the way to her house there's a thirty foot tall elm tree, which'll be of importance later on in the game.

Open the door and enter her house. Then get the red glasses case. You must move the "Gazette" from the table, get the two of diamonds card, and return the "Gazette", then the card will disappear into the "cardshoe" (2/55). Go on to the dining room, where you'll spot the pass you're looking for. It's lying in a glass case, but you don't have the key for the glass case yet. So proceed to the first floor and enter the Duchess' bedroom. Go to the bed and find a pair of slippers, then take off your shoes and put on the slippers (1/56). Now you can sneak around.

To get to the kitchen you must wear the garden gloves. Go to the dinner elevator and enter it. Since the smell from the kitchen will make you sneeze all the time, put a clothes peg on your nose (5/61), then pull the rope (2/63). Go West into the kitchen. Since the plates are flying around, you decide it's an unsafe place to be in. So do what you need to in a hurry! Get the carving knife. Open the refrigerator and get the cream with the help of the jar glass and the jug. Then close the refrigerator (before the door closes and compromises you)! Now you only have to get the glass key and then go to the dinner elevator and exit the scene.

Now that you have the glass key, open the glass case in the dining room and get the pass (16/79). Change your shoes, and take off the garden gloves. Take the gardening fork, that's Southwest of the house. Head back to the Palace, but stop by the Horse Chestnut tree. It's said that the cream is the Cheshire cat's favorite food. Put the cream in the saucer, and the cat will appear on the scene, eat the cream and leave. Examining the saucer and you'll find a piece of sugar on it. Take the sugar (6/85). You'll also find the left hand pouch. Now on to the castle.

Give the pass to the guard in the Eastern Hall of the Palace, and then the rabbit will appear. Give the fan and the pink gloves to the rabbit (6/91). The rabbit will give you a paint brush in thanks. Go to the Central Hall and search the coat of arms. You'll discover two heart cards, that're playing croquet with a bat and ball. Get the coat hook from where the coat of arms is hanging. Notice the jury roster listing your playing cards in the order in which you've got them! This is *very* important towards the end of the game. Then take a brief look at the Throne room, but you can't enter it.

Go to the Conservatory. The only thing you can get here is the handle. Use it on the clock and turn the handle clockwise (6/97). Now proceed to the Palace kitchen. On the way to the kitchen, notice the crystal chest in the banquet room. There's an invitation inside the crystal chest. Since the chest is locked, you'll need to find the key! The Royal chef is fluttering around with a piece of paper, in the kitchen. Ask him about the paper and he'll tell you that he must prepare a treacle cake for the Majesty's banquet. Although he's missing the ingredients, which are listed on the paper:

  1. Sparkling water
  2. Sugar
  3. Flour
  4. Lard
  5. Treacle
  6. Bread Crumbs

Give the sugar, that you already have, to him (5/102). Before leaving, take the steak with you.

Now descend the basement stairs and unlock the basement door with the key, that's hanging there. There's something blocking the door from the other side and you can't enter. So proceed to the Guards' Quarters, where you'll see thirteen lockers. You have the key to number ten locker, so open it. You'll find a key to the number three locker. Open it and you'll find the seven of diamonds (3/105), and the key to the number seven locker. Open it and you'll find and take a pair of boots. Don't pass the guards at the entrance, carrying the boots! Now it's time to search the upper floor of the castle.

You'll find the Queen of diamonds (4/109) in the Queen's bedroom. There's a wooden key in the queenside drawer. Take the big lens and a bottle of nail varnish remover from the mirror cupboard in the bathroom. Now go up to the Royal Observatory, where you'll find the four of diamonds (5/114). Open the glasses case, where there's a small lens. Put the big lens together with the small lens, since you're not tall enough to look through the telescope. Now leave the boots in the Eastern Hall, then leave the castle.

Proceed to the Walled Garden. First go to the tree house and open the door. Then go to the West out on the limb and tie the washing line to the limb. Climb down. Drop washing line and you can go on. Notice the hedgehog in the garden, which you'll leave alone for the meantime. The wooden trapdoor has a small hole close to the edge. Put the coat hook in the hold and pull the hook and the trapdoor will open (10/124). You can now enter the cellar of the palace through a secret passage.

You spot a green bottle containing the long searched for sparkling water on the table in the Cellar. Don't open the bottle, or the fizz will all be gone! Now you can see why the basement door was blocked. There's a wedge, which you'll remove, and then open the door (11/135) and go upstairs to the Palace.

Go to the kitchen and give the chef the green bottle (10/145). Then go through the secret passage and back into the garden. Get the washing line, and climb up and drop the washing line. Go to the Giant Mushroom and give the sherbet to the caterpillar, that's blocking the way (5/150). Notice that the mushroom has a left and a right side. Be *careful* and cut the left side with carving knife. Put the chunk into left hand pouch. Do this three times so that you'll end up with three slices from the left side in the left hand pouch. In a similar fashion, cut off three slices from the right side and put them in the right hand pouch. It's of utmost importance to separate the right and left chunks. They may look alike, but their effect is very different, indeed!

Proceed along the path North West of the walnut tree to the Walled Garden. You can loosen a brick by using the carving knife against the wall. So I get brick with knife. You must slice the mushroom, as described in the preceding paragraph, before you use the knife on the wall, since using the knife on the wall will blunt it! There's a card in the hole in the wall, but when you reach for it, it'll fall into the garden. Return to the garden and pick up the the six of diamonds (6/156).

You'll find a dog by the river, who's waiting for you to play with him. So throw the stick and the dog'll retrieve it from the water. You'll notice something shining, a silver key, in the dog's mouth. You must give the dog the steak to get the key (7/163). Go to the back garden and the Rabbit's House, where you'll search the compost heap with the gardening fork and find the eight of diamonds (7/170).

Now I go to the Treacle Well, Wiggly Waggly path, where you'll tie the rope to the jug and drop the jug. Then tie the winch to the handle and turn the handle clockwise until the jug is at the bottom of the well being filled with treacle. When it's full, turn the handle counter clockwise and to retrieve the jug. Get it and release it from the rope (9/179). Then leave for the river, where the beavers are.

Open the hatch at the unused beaver hole and go up into the Mad Hatter's house. Get the lard from the tub in a cupboard. There's a tea chest in the kitchen. Then go to the breakfast room and fold the napkin so that the breadcrumbs don't fall out. Get the napkin. Get the canvas sack in the hat room. Now it's off to the Mad Tea Party.

There's a clormouse in the teapot, sitting on a card! You must become smaller to get there. Eat a bit of the mushroom from the right hand pouch and then get on the teapot. Eat another piece of the mushroom from the right hand pouch to enter the pot (6/185). Notice that the mouse is asleep. Say something, like "Hello" to wake him up! The mouse will move and you can now get the ten of diamonds (8/193). Climb out of the tea pot and get off it. Eat a piece of mushroom from the left hand pouch to get off of the table and own to the floor. Then leave and return to the Mad Hatter's house.

On your return to the palace you'll find the Jack of diamonds under the Footbridge (9/202). Go to the palace and enter the kitchen. Give the jug with the treacle (15/217), the napkin with the bread crumbs (20/237), and the lard (25/262) to the chef. Go to the Royal Observatory, use the tea chest, and you'll be tall enough to reach the telescope. Put the tea chest down and stand on it. Put the large lens into the large end of the telescope, and the small lens into the small end (7/269). Now you can look through the telescope (12/281). Close your left eye to get a better view. Turn the telescope towards the Southeast until you see the tree house, where you can see a card hanging on a nail. Go to the Eastern Hall to get your boots, then I leave the Palace through the cellar.

When you get to the Walled Garden, wear the garden gloves. Open the canvas sack, get the hedgehog and put it in the sack and close it. Go to the Tree House and put your arm through the hole to get the nine of diamonds (10/291). Open the silver door with the silver key at the old tree. You'll end up in the Long Hall where you were at the beginning of the game. Eat the last piece of mushroom from the right hand pouch, and you can now pass through the small door to the West.

Here you see the three spade cards working as gardeners. They're busy painting the white roses red. Eat the second piece of mushroom from the left hand pouch and help the gardeners using the paint brush you received from the rabbit (13/304). You'll receive a bag of flour as a gift for your assistance. Now open the bottle of nail varnish remover and dip the paint brush into it (8/312). There's a sleeping griffin on a Rock Ledge. It has the head of an eagle, eagle feathers, and the body of a lion and'll wake up.

Now you must listen to a long conversation between the griffin and the turtle (You have to listen for as long as they talk, it's *important*). They're talking about playing cards, and you'll get useful information for the end of the game here. During the trial of the Dormouse, a lower value playing card has defended successfully itself against a higher value playing card. It was the six of diamonds against the Ace of diamonds, because the six of diamonds was in the court prior to the Ace and thus had more value.

Go to the Duck Pond and exchange your shoes for the boots. Then enter the pond (12/324), where you'll get the eleventh card which is the five of diamonds (11/335). You spot the door, which you can open with the wooden key obtained in the Queen's bedroom, North of the duck pond in the hedge. Before you return to the palace, re-exchange your boots for your shoes. Remember to walk around the duck pond when coming back due to the fact that you're now wearing shoes. Leave the boots at the pond.

Return to the Palace and enter the Throne Room, where you'll climb upon the Queen's throne. Eat the last piece of mushroom from the left hand pouch. Now that you're tall, pull the bell cord. The wall behind the throne will now open revealing a passage a tunnel (5/340), where you'll find the King of diamonds (12/352) and a red key, which you can use to lock the door to the guards' room.

Go to the Palace kitchens and give the chef the missing flour (30/382). He'll begin to bake the treacle cake. He'll throw you a crystal key before you go. Type TWICE: catch crystal key. Now go to the Banquet Hall. Open the crystal chest with the crystal key and get the invitation to the Royal croquet game (3/385). You'll I need a bat and a ball. You already have the ball, it's the hedgehog! Return to the Rabbit's house once again to get the bat.

Enter the White Rabbit's bedroom and put the clean clean paint brush in the white liquid and paint the breakfast egg white (7/392). Now go to the giant Elm tree. There's a picture of a man with an extremely long neck, on the quartz bottle, so open the bottle and drink the magic liquid. Then put the freshly painted egg in the mouth and wait until your neck is so long that your head is in the crown of the tree. Then drop the breakfast egg into the nest, and wait until your neck returns to normal size. Wait until your score is (19/411). Meanwhile the egg has been hatched by the pigeon. Open the glass box and eat the cake. You'll grow and can take the flamingo from the nest (8/419). Then wait until you resume normal size, and now you've a bat, it's the flamingo for the croquet game!

I show the guard my invitation and wait until the guests start to arrive. Then I go Southwest to the Croquet Green. After listening to the rules, open the canvas sack and extract the hedgehog. Put it down and hit it with the flamingo. The hedgehog'll roll to the Southeast and you'll follow it. Once again hit the hedgehog with the flamingo. This time the hedgehog roles into a hole, in which you'll find the last card, the ace of diamonds (15/434). Get the card (13/447) and leave the ground as quickly as possible.

Now that you've a "Suit of Diamonds" (meaning a complete set of diamond playing cards, NOT clothes!), you can go to the Tailors cottage, where you'll find the key to the pantry in the chef's overalls. Your suit of playing cards has now turned into a beautiful suit of clothes, which you'll give to the tailor (16/463). The tailor now leaves the house and you can get the key from the chef's overalls (5/468), and head for the Palace.

Go to the Eastern Hall and since you intend to steal the treacle cake, lock the door to the guards' room with the red key to prevent them from capturing you (4/472). Go to the Palace kitchen and unlock the door to the pantry. Enter the pantry and take the cake (8/480). Then wait for the Jack of hearts to arrive. He'll congratulate you and push you into the courtroom!

They'll accuse you of stealing the cake. The list of jury members being presented, is the diamond cards, in the order you've collected them. You must write down the order that they're presented in. The long text is without importance. One of the diamond cards charges you of a certain thing, then you have to choose a card that overrules this charge. If overruled, both cards are out of the trial. Remember the conversation between the griffin and the turtle! You always have to choose the card you picked up before the card that is now charging you!

E.G. The original author picked up the cards in the following order: 6, 2, 7, Queen, 4, 9, 8, 10, Jack, 3, 5, King, and Ace. The first charge is brought up by the 7, so you have to select the 2 to defend yourself. "Choose 2 of diamonds" (1/481). The next charge is brought up by the 5. "Choose the 3 of diamonds" (2/483). Now the Jack is charges you. "Choose the 10 of diamonds" (3/486). Next the the 9 charges you. "Choose the 4 of diamonds" (4/490) . The King next charges you. "Choose the 8 of diamonds" (5/495) . The last charge comes from the Ace. "Choose the Queen of diamonds". Now there are only six cards left and the trial can't continue, so the case is dismissed and you can return to your sister Emily (6/501). The game is over with the MAXIMUM score!

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