If you are looking for a Lucy Dreaming walkthrough, you are in the right place. Lucy Dreaming is a retro-style point-and-click adventure where you explore strange locations, talk to unusual characters, collect items, and solve puzzles to uncover the mystery behind Lucy’s recurring nightmares.
The game can be funny and relaxing, but some puzzles can also be surprisingly difficult. You often need to combine objects, revisit locations, and move between Lucy’s real world and her dreams.
Lucy Dreaming is a point-and-click adventure game filled with puzzles, exploration, and unusual characters.
This complete Lucy Dreaming walkthrough covers the main story from the opening section through all five chapters. It also includes important puzzle solutions, useful items, dream-world tips, and the major steps needed to keep the story moving.
If you enjoy story-focused adventures, you may also want to check out our guide to the best story games of all time.
Lucy Dreaming Walkthrough: Getting Started
Lucy Dreaming begins in Lucy’s house. Before you start solving the larger puzzles, it is worth exploring the bedroom and nearby rooms carefully.
Start by picking up Lucy’s Diary from the table beside her bed. The diary is useful because it helps track Lucy’s current objectives.
Next, collect the stuffed-animal filling around the room. Check the bookcase and take the Joke Book. You can use the jokes on Geoff, the Venus flytrap. Keep using the book until Lucy has told all of the available jokes.
Geoff will eventually provide a Silver Key.
Use the Silver Key to open the top drawer of Lucy’s desk. Inside, you will find Duct Tape.
You should also feed the piranha in the fish tank. Once it is distracted, take the Gold Key from the tank and use it with Lucy’s Diary.
Continue exploring the house. Check the bathroom medicine cabinet for headache medicine and plasters. You should also speak to Lloyd through the keyhole in his room until you have exhausted his dialogue.
Downstairs, collect the Bog Brush and investigate the badger decoration to obtain the Badger’s Glass Eye.
These items become important later, so do not worry if some of them seem useless at first. Adventure games like Lucy Dreaming often require you to carry an item for quite a while before discovering its purpose.
Chapter 1: Positive Influences
The first major chapter begins when Lucy discovers that she needs to create a Dream Box.
Go into the Lounge and pick up the Psychology Book from the table. After Lucy reads it, she learns about the idea of creating a Dream Box.
Now return to the hallway and enter the garage.
Inside the garage, collect the following:
- Rucksack
- Lucy’s Wet Clothes
- Small Box
- Lump of Lint
- Blue Pliers
Return to the Lounge and use the Bog Brush on the fireplace. You should also investigate the magazine on the coffee table to obtain Chapstick.
Use the Chapstick on the Small Box.
Next, use Lucy’s Wet Clothes on the ceiling fan. Turn the fan on high and allow the clothes to dry.
Return to the hallway and use the Duct Tape on the small hole near the Lounge.
Interact with the grandfather clock and make it strike one o’clock. You can then collect the Wellie from the floor.
Use the Pliers to remove the hook from the salmon decoration. Use the Pliers on the hook again to straighten it into a useful needle.
Go upstairs and speak with Lloyd through the keyhole again. Exhaust the available conversation.
Once Lucy’s clothes are dry, change into them and go outside.
Use the Wellie with the gerbil on the drain pipe. This helps cause Mr Fumbles to fall from Lloyd’s window.
Pick up Mr Fumbles and repair him using the stuffed-animal filling and lint. The thread from the Badger’s Glass Eye and the straightened fishing hook can be used to sew him back together.
Entering the First Dream

Once Mr Fumbles has been repaired, return to Lucy’s bedroom.
Put the Dream Box on the floor beside the bed. Place Mr Fumbles and the Joke Book inside it, then change Lucy into her pajamas and use the bed.
Lucy will enter her first dream.
Talk to Mr Fumbles and use him to help with the broken rope. You will also need to interact with the brake lever.
Then speak with the bartender and exhaust his dialogue.
When Lucy performs her stand-up routine, you need to use the microphone and tell the available jokes. The jokes are based around carnivorous plants and Venus flytraps.
After the performance, the judges hold up numbers. These numbers become important because they form Lucy’s computer code.
Return to the bartender and ask about the prize. Lucy receives Herman the Fly.
Use the Pinch Me Pitcher to wake Lucy.
Back in her bedroom, pick up the Dream Box and go to sleep again. Use Herman while Lucy is falling into the dream. This moves the story toward Chapter 2.
Chapter 2: Breaking Bread
Chapter 2 introduces more locations and expands the dream mechanics.
Start by using the numbers from the first dream’s judges to unlock Lucy’s computer. Open the email attachment and read it.
Afterward, return downstairs.
Use the Vole on the package near the stairs. Inside the package you will find several useful items, including a Pufferfish, Formaldehyde, and Beetles.
Use the Pufferfish on the mat near the garage. Once it has been prepared, take it outside.
At the bicycle, use the Plaster to repair the tire and then use the prepared Pufferfish to inflate it.
The bicycle allows Lucy to travel around the map.
Library Puzzle
Travel to the Library.
Outside, pick up the Trowel. Inside, speak with the librarian and exhaust the dialogue.
You will receive information about the SATAN catalogue and eventually obtain a Library Card.
Use the Library Card with the machine in the back room. Think about a poetry book concerning ill-fated lovers.
Take the resulting book and read it. Speak with the librarian again.
This opens another location on the map.
Church Puzzle
Travel to the Church and speak with the man outside.
Inside the church, talk to the woman in the front pew.
Now examine the church windows carefully. The colors shown in the windows provide the sequence for the bells.
The correct bell sequence is:
Blue → Red → Yellow → White → White → Yellow → Blue → Red → Brown
After ringing the bells correctly, return outside and inspect the treasure pile.
You can obtain the Hat Pin.
Use the Trowel under the Monkey Puzzle Tree to find the photograph.
Return to the bird-obsessed man and use the Hat Pin on his hat. Once he leaves, take his Camera.
Use the camera to take a selfie.
Return to the Library. The library machine will reject the original card because the face does not match.
Use the selfie to create a replacement card.
The photograph and poetry book can also be used to discover the code required for the fake card. The walkthrough source reports 1015 as the code in its playthroughs, but players should pay attention to the game’s clues rather than blindly assuming a code if their version behaves differently.
Use the machine to search for information about the Disley Ferret. This unlocks the Fig Mansion and Town Centre.
Bubblegum FrootieShootie Puzzle
Go to Town Centre.
Talk to the mother with the stroller and exhaust her dialogue.
Then enter Happy Shoppie and take the Bubblegum FrootieShootie from the refrigerator.
Talk to the employee and exhaust his dialogue. Put the drink beside him so that its price changes.
Take the drink to the cashier and obtain it without paying.
Give the drink to the mother outside. She will leave and drop some Blueberries.
Pick up the Blueberries.
Visit the Charity Shop and put the Penny into the donation jar. You will receive a Metal Detector.
Next, visit Fig Mansion and speak with the people there. This unlocks the Village Fete.
At the fete, enter the WI Tent and speak with the Vicar. Pick up the Empty Jar from the jam table.
Making the Blueberry Preserves
Return to Lucy’s House.
Go upstairs to the bathroom and use the toilet cistern to process the Blueberries.
Place them into the Empty Jar.
Add Formaldehyde and Sweet, Sweet Headache Medicine.
You now have the blueberry preserves needed for the competition.
Go outside Lucy’s house and use the Metal Detector.
Use the settings:
- Metal: Nickel
- Age: 5–10 years
You will find a Token.
Take the Token to the vending machine in Town Centre and use it to obtain the Fuzzy Wuzzy Ducky Toy.
Return to the Village Fete and submit the Blueberry Preserves.
After Lucy wins, take the prize Rosette and show it to Paula Hollyrood. She will give Lucy a Baking Book.
Second Dream
Return to Lucy’s bedroom.
Place the Baking Book and Fuzzy Wuzzy Ducky Toy into the Dream Box, put on pajamas, and go to sleep.
Lucy enters the Second Dream.
Speak with the duck and move toward the door.
The troll’s riddle requires:
Green
Purple
Talk to the characters around town and exhaust their conversations. Lucy will obtain stickers and paint.
Use the sticker to repair the little troll girl’s bread kite.
Speak with the Bapmaster inside the bakery. Lucy will receive useful information and a Lovebun Sample.
Wake Lucy with the Pinch Me Pitcher.
Back in the bedroom, change the fan direction so that the air moves to the left. This changes the wind direction in the dream.
Go back to sleep and ask the troll girl to release the kite.
Wake Lucy again and reverse the fan so that the wind moves toward the right.
Return to the dream.
The kite will eventually become caught in the overhead wires. Use the self-electrifying equipment at the scientist’s stand to make the troll’s hair stand up.
This gives Lucy a Yeast Man Sticker.
Use it on the troll boy lying on the ground to receive another sticker.
Paint the Lovebun Sample and give it to the sticker seller. Quickly interact with the Action Figures while the distraction lasts.
You will eventually obtain the items needed to progress toward the bakery puzzle.
The Monstrous Love Bun
Later, return to the First Dream and speak with the bartender.
Trade the Man-At-Barms Sticker for the Evil Brith Sticker.
Return to the bedroom and prepare the Dream Box again.
Use the Evil Birth Sticker with the young troll girl. Continue the sticker-trading chain until you receive the reflective Skeletorilla Sticker.
In the bakery, Mr Fumbles distract the Bapmaster.
Trigger the oven alarm and quickly place the Skeletorilla Sticker where needed. Put the Action Figure into the oven.
This opens the next part of the puzzle.
Later, use the Baking Book and Fuzzy Wuzzy Ducky Toy to return to the Second Dream.
Collect the Bag of Flour and investigate the sign to discover Lucy’s Fig Hall membership number.
Use the starter in the bakery with the flour and monster drool collected using the Sphagnumbrella.
Once the starter is satisfied, collect it.
Use the wood and candle to get the bakery oven working again. Place the starter inside and collect the Monstrous Love Bun.
The Monstrous Love Bun can then be used against the pursuing monster.
Chapter 3: Take a Break
Chapter 3 focuses more heavily on investigation and the mystery surrounding the Fig Hall case.
Return to Fig Hall and give Howard Lucy’s membership number. He will provide a Visitor’s Pass.
Talk to Esme and exhaust her dialogue.
Now go to the Town Centre and enter the newly available pub.
Speak with Woody. He needs three local words.
The first involves using the Library’s machine to obtain a dictionary and then asking the appropriate characters for the local word.
The second involves helping the Steward at the Village Fete and obtaining the required cleaning-related information.
The third requires investigation around the Town Centre and the shop’s storeroom.
Once all three words have been collected, return to Woody and give him the information. Make sure to ask about all available details.
At the Village Fete, speak with the Steward again.
Use the Metal Detector with:
- Metal: Brass
- Age: 0–5 years
You will find a Pound.
Use the Pound at the police tent to bid on the box of files.
Lucy will discover the Case File.
Read through the information in the file carefully because it becomes important to the investigation.
Finding the Tote and Family Tree
Return to the Town Centre and speak with the police officer.
Then go to Fig Hall.
Inspect the photographs in the cafe and attempt to take one.
Speak with Howard again. He gives Lucy a Tote.
Open the Tote to find the Postcards and Brochure.
Return home.
At Lucy’s House, take the Vase near the entrance.
In the Lounge, pick up a Fire Poker.
Wrap the poker in the Tote and use it with the Vase.
This reveals the Family Tree.
Now return to the Town Centre and speak with the police officer again. She provides an important date.
Visit the Charity Shop and inspect the cassette tapes.
Help the volunteer with the paperwork and exhaust the dialogue.
Third Dream

Return to Lucy’s bedroom.
Make sure the water glass beside the bed is empty when needed.
Place the Crab Guide and Duck into the Dream Box.
Go to sleep.
Lucy enters the Third Dream.
Talk to the giant crab and inspect the brown puddle. Continue talking to the crab to learn about the first chip topping.
Inspect the red sauce to obtain another topping.
When the tide is low, go down the ladder and search for seaweed. You will find a Fishing Pole.
Later, use the Barm Cake with the fishing rod and use the resulting setup to cross the lake with the duck.
At the Sergeant’s location, collect the Six-Sided Gold Pen and Mannequin Finger.
Inspect the chip wrappers to obtain another topping.
Return to the chip shop crab and give her the Mannequin Finger. Ask for chips.
Later, use Mr Fumbles to obtain additional chip toppings.
The final toppings are obtained through a combination of exploring the sea floor, interacting with Kermit, and using Mr Fumbles.
Once the necessary items are collected, return to the Sergeant’s place. Mr Fumbles helps remove the rubber band, allowing the Sergeant to give Lucy the Grabber.
Finally, use the Grabber on the anchor to finish this part of the story.
Chapter 4: Make Yourself Heard
Return to the Charity Shop with all six chip toppings.
Give them to the volunteer.
Now investigate the cassette collection.
The relevant cassette is the one closest to the murder date: June 27.
Use the cassette with the Walkman to obtain the required recording.
Return to Lucy’s bedroom and put the cassette into the player.
Listen to the entire interview.
Afterward, go to the Town Centre and speak with Lucy’s friend. Exhaust his dialogue to receive the Phantom of the Organ comic.
Return to Lucy’s house and collect the Flyer from the welcome mat.
Then go back to the pub.
A musician is now available. His tunes can be changed using the pedals.
The important sequences are:
Lively Tune: G A E D C
Panicked Tune: D E G C A
Sleepy Tune: E D A G C
These music sequences are important for the Fourth Dream puzzle.
Fourth Dream
Put the Phantom of the Organ comic and Mr Fumbles into the Dream Box.
Go to sleep.
In the Fourth Dream, collect the Empty Fish Bowl and Milk.
Ask Mr Fumbles to help retrieve the Branch.
Use the Six-Sided Gold Pen with the hole in the wall.
Use the Branch to bend the pen into a Hex Key.
You will also need to return to earlier dreams to collect additional items.
In the First Dream, talk to the bartender to receive the Whoopee Cushion.
In the Second Dream, use the Bakery Book and catch plasma flies with the Empty Fish Bowl.
Return to the Fourth Dream.
Give the manservant:
- Hex Key
- Fish Bowl containing plasma flies
- Whoopee Cushion
Continue exploring the house.
Collect the curtains and Mug. Upstairs, inspect the bats, horn, and floor.
Use the blackout curtains on the hole in the floor.
Open the cupboard and collect the Key.
Use the Key on the Hatch Door.
Inside the hatch area, use the Branch to obtain the Oil Can and collect the Bucket.
Use the Oil Can on the squeaky cupboard.
Go outside and fill the Bucket from the well.
Use the water to fill the tea kettle.
Tea Puzzle
The tea-making puzzle requires the ingredients to be used in the correct order.
Use:
- Tea Bag
- Hot water
- One Sugar Cube
- Second Sugar Cube
- Stir
- Milk
- Stir again
If the tea is made incorrectly, you can empty it into the plant and start again.
Once the tea is ready, take it upstairs with the Choccy Bickies.
This distracts the Master and allows Lucy to inspect the organ music.
Organ Pipe Puzzle
The music puzzle requires careful pipe placement.
The walkthrough identifies the following sequences:
Sleepy Tune: E D A G C
Panicked Tune: D E G C A
For the Sleepy Tune, adjust the pipes so the required notes play in the correct order.
For the Panicked Tune, restore the pipes to their original arrangement first, then make the necessary swaps.
Once the puzzle is solved, Lucy can obtain the Horn.
Before leaving, inspect the fallen plate downstairs.
The word PURRCY is written on the back.
This code becomes important in the final chapter.
Return to Lucy’s bedroom, put the Horn into the Dream Box, and go back to sleep.
The Horn completes the transition from Chapter 4 toward the final chapter.
Chapter 5: Accept Your Fate
The final chapter begins with a new email on Lucy’s computer.
Read the email and travel to the pub.
Ask the bartender about Curly.
This opens the School location on Lucy’s map.
Travel to the School and speak with Curly.
Next, visit the Library and speak with the librarian.
Use the SATAN machine with Lucy’s Library Card to obtain the required book and Blueprints.
Read the Blueprints carefully.
Return to Lucy’s House.
The blueprints reveal that there is a hidden area beneath the house.
Go inside and investigate the wall underneath the badger’s head.
Enter the code:
PURRCY
This opens the secret area.
Inside, investigate the Will and the hidden objects.
Pick up the Hammer and use it on the rug.
This reveals another part of the hidden passage.
Pick up the Padlock and enter the passageway.
Continue left until you reach the bathroom.
Use the Fallen Fence Post on the bathroom door.
Inside, obtain the Plunger.
Returning to the School

Take the Plunger to Curly at the School.
Enter the school.
In the Geography Room, collect the Screwdriver.
Return to the hallway and open Lucy’s locker.
Take the Geography Book.
Use the Screwdriver on the wall between the lockers to obtain the Batteries.
Return to the Geography Room.
Now use the books beneath the high shelf:
- Joke Book
- Geography Book
- Baking Book
Climb onto them to reach the Remote.
Use the Screwdriver to open the Remote.
Insert the Batteries and close it again.
The remote is now ready.
TV and VHS Puzzle
Interact with the trolley holding the TV.
Use the Badger’s Glass Eye to replace the damaged wheel.
Move the trolley until the TV can be connected to power.
Plug it in.
Use the Tape with the VHS player.
Then use the repaired Remote with the television.
This completes the final major sequence described in the walkthrough and moves Lucy toward the conclusion of her investigation.
Lucy Dreaming Puzzle Tips
Lucy Dreaming is designed around experimentation. If you are stuck, do not immediately assume that you have missed a hidden button.

Here are some useful tips:
1. Talk to Everyone
Important information is often unlocked by exhausting a character’s dialogue. If a puzzle does not seem to progress, speak to nearby characters again.
2. Examine Your Inventory
Some items have unexpected uses. Try examining objects and thinking about where they might logically fit.
3. Revisit Old Locations
Lucy Dreaming frequently sends you back to previous locations. A new item can completely change what is possible in an area you already visited.
4. Use the Dream Box Carefully
The Dream Box is one of the most important mechanics in the game. Different objects placed inside it can determine which dream Lucy enters.
5. Pay Attention to Clues
Numbers, colors, words, dates, music notes, and object descriptions can all become puzzle solutions later.
6. Use the Pinch Me Pitcher
The pitcher is important for moving between dreams and Lucy’s bedroom. If you need an object from another dream, think about what needs to be placed into the Dream Box before sleeping.
Lucy Dreaming: Most Important Puzzle Solutions
Here are some of the solutions players are most likely to search for:
First Dream jokes: Use the six available Venus flytrap-themed jokes.
Church bell sequence:
Blue → Red → Yellow → White → White → Yellow → Blue → Red → Brown
Second Dream troll riddle:
Green → Purple
Metal Detector at Lucy’s House:
Nickel + 5–10 years
Metal Detector at the Fete:
Brass + 0–5 years
Murder-date cassette:
June 27
Lively Tune:
G A E D C
Panicked Tune:
D E G C A
Sleepy Tune:
E D A G C
Secret room code:
PURRCY
These solutions match the documented walkthrough information and low-spoiler puzzle guides available for Lucy Dreaming.
Is Lucy Dreaming Difficult?
Lucy Dreaming is not necessarily difficult because of complicated controls. The challenge comes mainly from its point-and-click puzzle design.
The game often expects you to notice small details and combine items in unusual ways. Some solutions may feel strange until you understand the joke or logic behind the puzzle.
Players who enjoy strong narratives may also like these story-driven games.
If you are completely stuck, it is usually better to check your inventory, revisit recent locations, and speak to characters again before searching for a complete solution.
There are also low-spoiler hint resources that organize help by individual puzzle, which can be useful if you want assistance without revealing the entire story.
Is There a Full Lucy Dreaming Walkthrough?
Yes. Full-game walkthrough videos are also available and divide the game into the opening section and five main chapters. One documented video walkthrough lists the sections as the start, Chapter 1, Chapter 2, Chapter 3, Chapter 4, and Chapter 5.
However, a written walkthrough is often more useful when you only need the solution to one puzzle because you can jump directly to the relevant section.
How Long Does Lucy Dreaming Take to Complete?
The exact playtime depends on how quickly you solve puzzles and whether you explore everything.
Players who are familiar with point-and-click adventure games may progress faster, while newcomers can spend more time experimenting with items and dialogue.
If you are playing mainly for the story, the game can be approached at a relaxed pace. If you are trying to solve every puzzle without hints, expect the trickier sections to take longer.
Does Lucy Dreaming Have Multiple Dreams?
Yes. Dreams are a major part of the game’s structure.
The main story progresses through several dream scenarios, and different books, toys, and objects can influence which dream Lucy enters.
This is why the Dream Box is so important. Understanding what belongs in it is often the key to progressing.
Final Thoughts on the Lucy Dreaming Walkthrough

Lucy Dreaming is a fun choice for players who enjoy classic point-and-click adventures, strange characters, comedy, exploration, and puzzle solving.
The biggest tip is to avoid rushing. Talk to characters until their conversations are exhausted, inspect objects carefully, keep track of unusual clues, and remember that an item from one dream may be useful somewhere completely different.
If you only need a small hint for a specific puzzle, you can use a low-spoiler Lucy Dreaming guide instead of reading the entire walkthrough.
If you become stuck, start by checking the most recent item you collected and the last location you visited. Many of Lucy Dreaming’s puzzles are built around connecting clues that initially appear unrelated.
With the chapter-by-chapter guidance above, you should be able to work through the main story, solve the major puzzles, and reach the final section without getting completely lost.
For the best experience, try solving each puzzle yourself first and use this Lucy Dreaming walkthrough only when you need a push in the right direction.
FAQs for “Lucy Dreaming Walkthrough”
1. What is Lucy Dreaming?
Lucy Dreaming is a point-and-click adventure game where players explore different locations, interact with characters, collect items, and solve puzzles.
2. Is there a complete Lucy Dreaming walkthrough?
Yes. A complete Lucy Dreaming walkthrough can guide you through the main chapters, important puzzles, item combinations, and difficult sections of the game.
3. How many chapters are in Lucy Dreaming?
Lucy Dreaming has five main story chapters: Positive Influences, Breaking Bread, Take a Break, Make Yourself Heard, and Accept Your Fate.
4. What should I do if I get stuck on a Lucy Dreaming puzzle?
Check your inventory, revisit previous locations, and talk to characters again. Many puzzles require combining items or using clues discovered earlier in the game.
5. Is Lucy Dreaming difficult to complete?
Lucy Dreaming is not difficult to control, but some puzzles can be challenging. A walkthrough can help you solve confusing puzzles while allowing you to continue enjoying the story.



