Settling down for a good night's sleep, our hero Gregory finds his
alarm clock, pops it on top of the chest of drawers, and clambers
into bed for a restoring regime of kip.
The first few Zeds have hardly escaped our Greg's sleeping lips when a naughty ghost
intervenes, stealing Greg's timepiece. And this ghostie is really
wicked - it breaks the clock into five pieces and scatters them
around four weird dreamscape locations.
How will our hero manage to wake up in the morning? Greg's got an important day at
work ahead of him. Thanks to that bad spook, Greg will never,
ever wake up to reality unless he can retrieve the parts of his
clock and get them to the nice old horologist (clock-mender to
the likes of ordinary folk!)
As you might imagine, time is of the essence. Greg has only three game hours in which to complete
each section of the quest and restore order to his world. So this game is played against the
clock as well as for it...
Travelling Through The Dreamworld
Don't expect too much help here - this is meant to be a
challenging experience, after all!!!
Here are a few hints to get you going:
Wheels turn off water and open doors, providing you put them in
the right place.
Sometimes you have to leave something youve already collected
behind you when you go looking for another bit of mechanism.
Birds have more than wings.
Markers help in mazes.
A good eye for picture matching makes life livable.
Don't shoot too many things.
The best place to wake up in morning is alone in bed.
Don't ring us - just get the five bits of clock to the menders
and wake up to the ringing of the alarm bell.
All game keys are re-definable.
You may use a Sinclair or Kempston joystick if you wish.
Is there something missing or wrong with this thing? Report it and we'll fix it up at once!