Ten-Mou

Note: This page is about Dream Game.

Ten-Mou, or Snow Galaxy, is one of the seven surface dreams in Dream Game. It is a multiple-part dream, consisting of the hub area, the actual village called Ten-Mou, and the outskirts of the village island.

This dream is a great one, as it contains many, many things of beneficial nature, such as a surplus of items which all have use (aside from the Spooky Guitar), an item crucial for mobility, and steps for the questlines of Stealth Pilot, the Golden Taco, and Upgraded Slingshot. It is also very pretty!

Lower Ten-Mou
The spawn area, also referred to as the tourney arena, features many buildings and orbs. Touching one of the big orbs will teleport you to a specific area on the map. The purple orb in the southwest corner will teleport you to the Guardian if you own the What Poets Used to Know badge.

Center Building
Straight north from the 12th House is a large building still under construction, with a statue fountain of three crying men and one man holding a cheeseburger in the center. On the second floor is a clock that shows the total amount of time spent in Ten-Mou (current visit only), as well as a monitor showing a birds eye view of the island if the power is on.

Northwest is a small tower with graffiti that gives you a badge if you touch it, as well as the breaker room.

Box Room
To the east is another tower with a room full of boxes and a sign hat, accessible by jumping through the window above it. Breaking the boxes with a hammer will spawn in a bunch of randomly colored studs, which also have a small chance to be on fire. Touching fire studs will give you a couple hundred studs.

To the west is a tower with a teleporter that takes you to the upper part of Ten-Mou, near a kitchen on the island.

Using the Tech Sack around various parts of the spawn area will reveal ghosts of soldiers wielding swords and Kaiser helms, some fighting each other and swimming.

Breaker Room
This is an area in the hub part of Ten-Mou, hidden within a small building near the corners of the hub, which is reached by entering the portal shown in the picture to the right. It is the place where you must input the code in order to turn on the power for the rest of Ten-Mou, such as the fountain, pylons, teleporters, and the island map monitor in the center building.

The code for this breaker room is "1337", a reference to "leetspeak", and the default code for older, free model versions of keypads. In a recent update, the keypad will now turn the button you clicked on black momentarily, as to show which button you clicked on. The picture below is edited to number the buttons correctly.

You can turn the power off using the same code.



Duel Area
This area is located under the main island. You can reach this area via one of the green teleportation orbs in the starting area of Ten-Mou. The light emanating from it is visible from the outside of the Guardian. Inside are pumpkin heads that can be equipped by Unflinching Shudras+. It also features guitars that can be picked up by special players, and a face morph.

Blue John's Hideout
Blue John is an NPC that can be reached by touching the teleporter located at the top of the wall above the east side teleporter wall in the spawn area, accessible by going through a fake wall. Unlike most other talking NPCs, he communicates through the nametag text rather than the usual NPC chat gui.

He will offer to upgrade your Surefire Slingshot in exchange for an iced soda. Upon giving him one, he will tell you to come back later to retrieve it. Talking to him again after reposing will grant you the upgraded slingshot.

Upper Ten-Mou
The island is covered by a thick fog and surrounded by water. Many smaller islands float above, some with strange yellow objects. Snowballs constantly fall onto the island, which can be captured with a net to be thrown. In the center of the island, inside a large crater, is a small town, populated only by a single Eunoia selling Frost Tacos, Cloud Coffee, and Spooky Guitars. She also has a coffee machine which can be used to refill empty cloud mugs.

Whether the town was built into the crater, or the crater formed around the town, is currently unknown, but there are many clues that imply the area was not always frozen over. On the east side of town is a snowed over tree with the Dying Mall depth orb on top. During December, it is colored green, and outfitted with various baubles which can be knocked off, possessing a chance for one of them to drop Fissure Fireworks, a cosmetic item.

The town also has a kitchen, a sleeping area, a restroom, a training area, and a locked documents room that has nothing behind it due to it being unloaded; it only loads in when you unlock the documents room. The method is detailed below:

The key to Documents Room is located in an iceberg in Ten-Mou. Collect 4 ApocBr from a machine in Graveyard Sea/Fissure Outpost. Then, get to this area. There is an orb leading directly to it from the beginning area.

The Guardian
The Guardian is a submarine resembling a modified version of the creature visible outside of the spawn area. You can reach it by going to the northeast corner of the island and pie hiking in that direction will take you there. Clicking the small handle inside its mouth will take you to its interior. Inside the guardian is Old Nicky in the center, and a sitting Eunoia to the left. To the right of the entrance is a kitchen, slightly forward to the right is a restroom with a mirror. Above the entrance is a radio station with a laptop, pistol, and a Bible. Above and behind the radio station is a control center, with framed pictures implying Old Nicky has a wife and child.

Straight forward to the entrance is a Bunny Rescue Point, which allows you to rescue captured bunnies for studs, as well as a few breakable boxes. Next to Old Nicky is a shelf of what is presumably Fissure Soda cans, clicking on them whilst owning the What Poets Used to Know badge prompts Old Nicky to take you to the dead body with The Garden of Fulfillment depth orb.

Secret Fireplace Room
This is an unloaded room next to the billiards room, which is a room furnished with an unlit fireplace, two seats and a carpet. The room has three stone cats, two slate skin potions, and a health potion as a reward for reaching it. Occasionally a strange noise will play.

Reaching this area requires the player to play with some balls.


 * 1) Get a fast completion of a round of the billiards mini game. (You can confirm you are successful by seeing if there is a hole to the left corner of the sink in the bathroom after completing a game.)
 * 2) Get the white cue ball out of the pool table. (The Delete Hammer's StunCircle is an easy way of managing this)
 * 3) Guide the white cue ball to the hole in the bathroom. A door unlock sound will play and a hint stating that such an event has reached the player's ears will also confirm this (in case you are deaf.)
 * 4) You are now free to enter the room from the billiards room.



Documents Room
A locked door in the upper part of Ten-Mou. It has been the source of mystery for many months in the community.




 * 1) Enter Ten-Mou and go to the green orb iceberg teleporter near the upper Ten-Mou teleporter building.
 * 2) Pie hike to the other iceberg in front of you using the other elongated icebergs.
 * 3) Use and throw ~3 ApocBR sodas on the other iceberg's tip and smash it with the Delete Hammer to reveal the key. (Walkthrough: https://files.catbox.moe/0ziqok.mp4)
 * 4) Take the key to the Documents Room door and use it on the lock. Nash will realize the key won't fit and elects to break the lock with her hammer instead... which you do.
 * 5) Enter the room using the wooden staircase.

Three readable documents can be found inside this minute room giving some insight of the lore of the game and of Ten-Mou's place in the Dreamsphere.