Windy Island

Note: This page is about Dream Game.

Windy Island is the beginning area of Dream Game, acting as the central hub you travel through between visits to the Dreamsphere. Certain random events can change the environment, skybox, and wildlife, such as yetis spawning rarely at night-time when it is winter in-game.

In the past, the island was barren, but after an update, it has been born anew with lots of details such as a windmill and a soccer field. Dying here, due to falling out of the map, being crushed by a Big Bunny, being pwnt in PvP, or usually any other death-inducing occurrence will permanently kill you, kicking you from the game, and turning the game's skybox to night and fog up a lot locally, as well as displaying the message "Death is the final unknown". Jumping in the water will cause you to drown after a certain point, it being inescapable unless a dream is entered as soon as the "Drowning.." GUI appears.

Three Ponds


Around the island, in a loosely triangular formation, lays three distinctively colored ponds. One is blue, one is red, and one is black. In a recent update, strange arrow-like structures have been planted infront of the ponds, and clicking on the black triangular part will change the color of the pond, although not the wave-like decal on it. New accounts are unable to use the triangular part suggesting that it may require some badge or data that is currently unknown. The purpose of these color-changing apparatuses is used for setting up which surface dream you plan to visit instead of relying on RNG. Each one cycles through 7 different colors. If you accept you that the starting position for each pond represents 1 and every use after that pushes the number up, you can use 3 digit codes to get to each surface dream in the order of Eye, Dice, Sulfur. After inputting a working code, the sound of a feint ringing train bell should play.

The currently known codes for surface dreams are, 353 for Ocean Lab, 373 for Ten-Mou, 252 for Fissure Outpost, all other codes are currently unknown.

Windmill


A fairly large windmill rests near one of the corners of the island.

Soccer Field


A soccer field lays near the center of Windy Island. The soccer ball can actually be kicked around by touching it, and will create a sparkle effect in the goal that it is kicked into. It's quite a lot of fun with friends!

Scarecrows


A group of scarecrows guard the bountiful harvest of Nashatra.

Hammock


A refreshing hammock lays near one of the edges of the island, although it doesn't have any scripted functionality. You'll need to use the :sleep command to lay down here.

Two Towers


At the edge of the island, two firm wooden towers stand around a patch of growing vegetables, patiently guarding it from any birds.

Flower Ring


Somewhat close to a corner of the island is a group of yellow flowers surrounded by a ring made of small rocks. It feels like it's trying to highlight something..

Seaside Pathway


A small gathering of two fences and a cobblestone path lays just next to the sandy edges of the island, possibly guiding the Sleepwalkers to take a dive in the water. Unfortunately, Nashatra can't swim.

Boat


A small wooden boat rests near one of the edges of the island, although currently it has no practical usage or effect on gameplay. It can be assumed that the boat is how the player got to Windy Island in the first place, as there are footsteps in the snow leading towards the Twelfth House. This possibly means that the player has only gotten here recently instead of being on Windy Island for a long while.

Windy Island Tree


One of the larger trees surrounding the 12th House. Why the tree bears the text or as to why the text is so blurry is unknown, though it's best guessed that it had to have been inscribed by a previous resident of Windy Island, considering that the Crowbar the player starts with cannot be used for anything but teleporting back to the 12th House while inside a dream, and due to the strangely yellow text, written as if it had been drawn on instead of scratched on.