Genre: | Unknown Genre Type |
Publisher: | Heyley |
Machine Compatibility: | Acorn Electron |
Release: | Professionally released on 3.5" Disc |
Available For: | Acorn Electron & BBC B/B+/Master 128 |
Compatible Emulators: | Elkulator 1.0 (PC (Windows)) |
Original Release Date: | 1st April 1988 |
Features: | Speed Boost when combined with the Turbo Driver |
Original Release Price: | £7.95 |
Market Valuation: | £41.67 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Supplied Unboxed |
Author(s): | Tony Heap |
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Should keep your disc drive whirring for many hours and give you a few sleepless nights to boot. Read Review
Dreamtime has 200+ locations, 100 objects and 200+ messages. In total, the squashed data files comprise over 75K.
The game understands one or two word commands, e.g. CLIMB TREE or JUMP. If it doesn't understand, try a different work, for example, if you type: PUSH BUTTON and it responds: 'I don't know how to PUSH' you could then try: PRESS BUTTON.
The second word in your command, the object, may also produce an error. Maybe you have typed GET MATTRESS and it responds: 'I can't see a matador with a green cape'.
This is because there is a matador with a green cape. This is because there is a matador somewhere else in the game and the computer does not recognise the word MATTRESS.
You can only manipulate those objects that are prefixed with 'You can see'; you cannot manipulate objects mentioned in the room description.
The program distinguishes between objects whose status has changed. For example, it says 'You see an empty bottle'. To get it, type: GET EMPTY BOTTLE, because later you might be able to fill it and the message would be 'You see a full bottle', and to get it you say: GET FULL BOTTLE.
This would also apply to objects like ropes (tied or untied) and keys (various types; skeleton, brass, etc.). When checking your response, the computer refers only to the first few letters in each word; four letters for the first word and three letters for the second word, so the words: CLIMB THE TREE could be written as: CLIM TRE to save time.
Dreamtime recognises a wide range of words. Some you will have to discover for yourself, others are standard, for example:
Command | Meaning |
GO NORTH or N | Move northwards |
GET KNIFE | Take the knife |
WEAR COAT | Put the coat on |
DROP ROPE | Put the rope down |
EXAMINE NOTE | Look at the note more closely |
GET ALL | Pick up everything from the floor. |
LOOK or L | What does the room look like? |
SCORE | How am I doing and for how long have I been playing? |
INVENTORY or I | What am I carrying and wearing? |
There are some commands which have little to do with playing the game but are commands to the program.
Command | Meaning |
QUIT | Abandon the game. |
SAVE | Save the current state of play to disc. |
RESTORE | Load a previously saved position. |
*CAT, *. or CAT | Catalogue the disc. (Directory paths can be given) |
When using SAVE and RESTORE, note the following:
1. | Do not attempt to save a position on the adventure disc itself. You can't. |
2. | Trying to SAVE on a disc which is full or whose catalogue is full will result in a 'Disc full' or 'Cat full' error message. |
3. | The 'Channel' error appears if you attempt to RESTORE a non-existent file. |
4. | You will be prompted for a filename and drive number. |
Do not save a game on anything other than a disc of the same track size, or you will have to start again. Remember to put the adventure disc back in drive 0 after saving or restoring a position.
You score for getting on in the game, for holding or wearing certain objects and, of course, for winning.
Almost everything in Dreamtime has a purpose. EXAMine every object you come across. Messages can often give you some help. If you try to get an object and the reply is 'You can't' then it means that the object is too heavy,e.g. you have tried to get a spaceship, or that you have to do something to the object first, e.g. you have tried to get a robot; maybe you have to unplug it first. Read the description of locations; they often contain clues, e.g. if a room is floored with soft earth then maybe you should try digging. Use SAVE and RESTORE regularly. Since the journey through the game is very long and extremely difficult, it is inevitable that at some time you will be killed.
You don't want to have to start from the beginning all over again just because you hadn't saved a position. Use SAVE whenever you think you may be going into danger. It might also be a good idea to SAVE your positions under numbered files, e.g. GAME1, GAME2, GAME3, etc. just in case you find that you have lost an object that you need later on in the game. Finally, make a map as you go along, summarising each location and showing its exits. Dreamtime is fairly easy to map pictorially and a map will help you to find your way around the game.
It's Thursday evening and you've just finished watching Top of the Pops (or Emmerdale Farm, depending on your taste). Your mother folds up her Sun 'news'paper and places it on her lap. She says that it's time that you were going to bed. You protest strongly, but a stern word from your father tells you that if you don't get up those stairs pretty sharpish, you won't be going to see Rocky XXIV at the cinema tomorrow night.
You gloomily plod upstairs, mourning at having to miss EastEnders and shoving your hands in your pockets sulkily. Bedtimes are so boring. If going to bed was interesting or exciting, little kiddies' parents wouldn't get so much hassle.
You just lie there, trying to get to sleep, but failing miserably. You come across something squidgy in your pocket which, on closer examination, turns out to be a piece of cheese. How on earth had that got there?
At the time, you were completely oblivious to the fact that the Messiahs of Dreamtime had placed it there, and had also given you a strong impulse to eat it, although it smells distinctly like a farmer's sock. Yeuch! Horrible!
You spit it out on the floor. But it's too late. Although you don't know it, the special powers of the cheese will take effect.
You wash out your mouth and slip beneath your comfortable bed covers. Unusually, you feel extremely sleepy. Consciousness slowly drifts away from you as you embark on the long journey into the Land of Nod, more commonly known as "Dreamtime". The Messiahs are sending you to a dimension which promises adventure and excitement, intrigue and fascination. It also promises to have a complete lack of magical wizards, fire-breathing dragons and underground caverns. So, without further ago, I welcome you to Dreamtime...
Dreamtime was written and conceived by Tony Heap using a highly modified version of Jonathan Evans' Adventurescape program, and a clapped out Issue 3 Beeb. The game took a very, very long time to program, mainly due to the loss of all the puzzle data at least three times, and also partly due to Howard's rather neat wiping of the only master copy in existence. The original scripts and maps are available for the small sum of £2,000 per sheet.
Thanks to Howard, Gaz, Hugh, Fatty and Cath for testing and criticising the game (in other words, finding loads of bugs in it) and to Alan Heap and Ken Roberts for proof-reading the adventure text.
This cluesheet has been compiled to give you hints in the game without spoiling your enjoyment. Look up the object or location you wish to find or know more about. The numbers in brackets after each one are of the form (location, details). Have fun!
This hintsheet was compiled by Tony Heap and Howard Roberts of Heyley Software, and is copyright Heyley Software.
This is an odd adventure. If the instructions are to be believed, you have eaten some odd-smelling cheese which has resulted in you into having a very weird dream. In fact, it's more like a succession of very weird dreams all loosely tied together by a hotel lift. Some of the puzzles are rather difficult here, and the whole game goes on a tad too long, but it's an enjoyable adventure nonetheless.
Location Details | Commands |
Hotel entrance hall | W |
Hotel reception area | N |
Restaurant | GET SALT, E |
Kitchens | GET GLASS, W |
Restaurant | S |
Hotel reception area | S |
Social area | POUR SALT, E |
Bar | PULL LEVER, W |
Social area | GET WALLET, OPEN WALLET (You find �10), N |
Hotel reception area | BOOK ROOM ('You book "the cheapest room in the hotel"!'), W |
Hotel lift | GIVE GLASS, E |
Hotel reception area | E |
Hotel entrance hall | GET BROLLY, OPEN BROLLY, W |
Hotel reception area | W |
Hotel lift | DROP WALLET, DROP BROLLY, 5 (Takes you to the fifth floor), E |
Corridor | S |
Corridor outside Room 534 | N |
Corridor outside Room 536 | S |
Corridor outside Room 532 | OPEN DOOR, E |
Entrance hall | E |
Dining room | N |
Bedroom | INSERT KEY (into hall in the wall; dried peas spill out), GET PEAS, S |
Dining room | E |
Kitchen | E |
Balcony | DROP SALT, W |
Kitchen | W |
Dining room | W |
Entrance hall | W |
Corridor outside Room 532 | S |
Corridor outside Room 533 | W |
Hotel lift | 2 (You go down to the second floor), E
"As you step out of the lift, you fall into a swirling sandstorm. You are completely disorientated. The storm finally dies and you land on a bed. When you wake up, your mind tells you that you are Abdul Kishma, the famous tomb robber." |
Location Details | Commands |
Dingy hut | E |
Dusty track | N |
Dust track | E |
Egyptian music shop | GET FLUTE, W |
Dust track | S |
Dusty track | S |
Dusty track | E |
Small mud hut | PLAY FLUTE (You will cause a snake to rise out of the basket), GET SNAKE, W |
Dusty track | N |
Dusty track | E |
Back alley | THROW SNAKE (The snake kills the beggar and takes his mug then returns obiendiently to your inventory!), GET MUG, TIP MUG (You tip the mug upside-down and some coins fall out), DROP SNAKE, GET COINS, W |
Dusty track | S |
Dusty track | W |
Egyptian blacksmith's hut | GIVE MUG (The blacksmith melts it down and places it in a mould to form a pickaxe), E |
Dusty track | S |
Dusty track | W |
Egyptian temple | BUY WINE (The priest takes the coins in exchange), E |
Dusty track | N |
Dusty track | N |
Dusty track | N |
Dust track | N |
South of a river | W |
South bank of a river | POUR WINE (You pour the wine into the river and it floats downstream, killing the crocodiles), E |
South of a river | SWIM (You swim across the river to the other side) |
North bank of a river | N |
Desert | W |
Desert | SMASH WALL (You hack away the wall easily), THROW PEAS ("You throw the peas into the pyramid and they land on the pressure pad. The next thing you hear is a deafening crash and dust piles out of the pyramid."), E |
Enormous cracked slab | E |
West side of pyramid | E |
Near west side of pyramid | E |
Centre of pyramid | S |
Near south side of pyramid | U |
King's tomb | GET CHEST, IN
'You climb into the sarcophagus, but the floor is weak and it gives way beneath your feet. "Aaargh!" shouts the porter as you land on him.' |
Location Details | Commands |
Hotel lift | DROP FLUTE, DROP PICKAXE, 5 (Return to your floor), E |
Corridor outside room 533 | S |
Corridor outside room 534 | N |
Corridor outside room 536 | S |
Corridor outside room 532 | E |
Entrance hall | E |
Dining room | S |
Bathroom | INSERT CHEST (You put it in the hole - and a deck of cards fall out), GET DECK, N |
Dining room | W |
Entrance hall | W |
Corridor outside room 532 | S |
Corridor outside room 533 | W |
Hotel lift | 3 ("The porter operates the lift and your floor is reached."), E
'You step out of the lift into a waiting room, where you take a seat. Suddenly, you are hit over the head from behind and you fall unconscious. You wake up some hours later in an easy-chair.' |
Location Details | Commands |
Lounge | S |
By swimming pool | W |
West deck | S |
East deck | IN |
Lifeboat | WEAR UNIFORM, OUT |
East deck | E |
Captain's room | GET OARS, W |
East deck | DROP OARS, SEARCH UNIFORM (You find another £10), DROP UNIFORM, S |
West deck | E |
Crew's mess | GIVE DECK ("You give the deck of cards to one of the crew and he starts a game with his mates. Soon they start getting excitied when money changes hands. On fails to notice that he drops something), LOOK (See a bunch of keys), GET BUNCH, W |
West deck | S |
Stern | UNTIE ROPE ("You untie the rope and watch the anchor fall and disappear beneath the sea."), GET ROPE, E |
East deck | N |
East deck | CHOOSE KEY (Your first choice will not work), CHOOSE KEY (Your second choice will not work), CHOOSE KEY (This third one will always work), OPEN DOOR, W |
Small maintenance room | GET DRILL, E |
East deck | N |
East deck | W |
By a swimming pool | N |
Lounge | GIVE NOTE (You successfully bribe the crewmember to take a long walk), D |
Very bottom of liner | DRILL (You drill a hole; water starts pouring in, pushing you back up the stairs to...) |
Lounge | S |
By a swimming pool | W |
West deck | S |
East deck | WEAR UNIFORM, TIE ROPE, PULL LEVER (You release the lifeboat), GET OARS, D |
In the lifeboat | ROW
'You begin to row. You row for hours and hours, but no land appears. You get very angry and throw the oar down. The boat cracks and water begins to pour in. You fall unconscious underwater. When you wake up, you recognise a blue shape...' |
Location Details | Commands |
Hotel lift | DROP OARS, DROP DRILL, 5 (Back to your floor), E |
Corridor outside room 533 | S |
Corridor outside room 534 | N |
Corridor outside room 536 | S |
Corridor outside room 532 | E |
Entrance hall | E |
Dining room | E |
Kitchen | INSERT BUNCH (into bunch-of-keys shaped hole; a match falls out), GET MATCH, W |
Dining room | W |
Entrance hall | W |
Corridor outside room 532 | S |
Corridor outside room 533 | W |
Hotel lift | 1 (You go to floor 1), E
'As you step out of the lift, you enter a swirling vortex of shapes. You become dizzy for a while, and then normality is restored. Your memory tells you that you are Austin Rover, the famous author, and have been drinking heavily all day.' |
Location Details | Commands |
Steamy Sam's Dodgy Diner | GET SATCHEL, OPEN SATCHEL (You find a towel that is instantly added to your inventory), GIVE TOWEL (The arm releases its grip on your shoulder), W |
By Bar Entrance | N |
South end of junky north-south road | DROP SATCHEL, DROP CARD, W |
In a D.I.Y. shop | GET SCREWDRIVER, E |
South end of junky north-south road | N |
On junky north-south road | E |
Dirty east-west road | N |
Self-service pasta restaurant | GET BISCUIT, S |
Dirty east-west road | W |
Junky north-south road | S |
South end of junky north-south road | S |
By Bar Entrance | W |
Beside Bar | W |
Near centre of the bar | W |
By two mile long bar | W |
Very west of bar | FEED PARROT (He says "Here, take this envelope to the professor, and he may give you something in return."), E |
By two mile long bar | E |
Near centre of the bar | E |
By two mile long bar | E |
By Bar Entrance | N |
South end of junky north-south road | N |
Junky north-south road | N |
Junky north-south road | SAY HELLO (to the young girl you can see), N |
Junction of roads | W |
Dusty east-west road | W |
West end of dusty road | S |
Professor Heinbarcht's Store | GIVE ENVELOPE ("You hand the envelope to the professor. "Ah," he says. "I've been waiting for you. You can take your delivery now," he says, giving you something. "Did you know that it can help you to fuse electronics together?"), WEAR HELMET, N |
West end of dusty road | E |
Dusty east-west road | E |
Junction of roads | E |
Messy east-west road | E |
East end of messy road | N |
Deserted electronics shop | FUSE ELECTRONICS ('You fuse the electronics together and, with the help of your helmet and skill, manage to build a rather neat gun.'), GET RAM, S |
East end of messy road | W |
Messy east-west road | W |
Junction of roads | N |
Junky north-south road | N |
North end of junky road | LIGHT MATCH, LIGHT ROD ('You light the string on the rod and it fizzes as it burns shorter by the second.'), THROW ROD ('You throw the rod at the grand gates and it blows them to smitherines.'), N |
Entrance to heliport | N |
Long walkway | N |
Helicopter landing pad | ('You see 100 Galactic Police') SHOOT POLICE, E |
Helicopter landing pad | N |
Helicotper landing pad | IN |
Inside helicopter | FLY ('You fly the copter for a while then land on a suitable patch.'), OUT
'You climb out of the copter onto a platform. Suddenly it gives way beneath your feet and you fall through space until you land on the head of a man in a blue suit.' |
Location Details | Commands |
Hotel lift | DROP RAM, 5 (You go to the fifth floor), E |
Corridor outside room 533 | S |
Corridor outside room 534 | N |
Corridor outside room 536 | S |
Corridor outside room 532 | E |
Entrance hall | E |
Dining room | INSERT SCREWDRIVER ('You put it in the hole and a welly falls out'), GET WELLY, W |
Entrance hall | W |
Corridor outside room 532 | S |
Corridor outside room 533 | W |
Hotel lift | 4 (You go to the fourth floor), E
'You step out of the lift into a blue sphere, which spins round very fast, and you fall asleep. When you awake, you are told that you are Inspector Henry Figleaf and have been sent to Strange Mansion because of complaints about noise.' |
Location Details | Commands |
Mansion portway | KNOCK (An old butler opens in and says "Come in - everyone is welcome here."), N |
South end of main hall | E |
Cloakroom | SEARCH (You find some money), W |
South end of main hall | N |
Centre of main hall | E |
Study | GET ERASER, N |
Library | GET MUSIC, S |
Study | W |
Centre of main hall | N |
North end of main hall | N |
Dining room | E |
Kitchen | D |
Maids' room | DROP WELLY, DROP ERASER, DROP MUSIC, W |
Dimly lit hallway | S |
Wine cellar | GET CHAMPAGNE, GET TUBE, N |
End of dimply lit hallway | E |
Maids' room | S |
Servants' quarters | SHAKE CHAMPAGNE ('You shake the bottle and the cork shoots off with a loud pop. The servant awakes and shouts "Take me upstairs to find my earmuffs - then I can get some sleep!". The fright makes you drop the bottle and it smashes.'), N |
Maids' room | U |
Kitchen | N |
Back yard | SEARCH BINS (You rummage around for a while and something shiny catches your eye), GET SPANNER, S |
Kitchen | E |
Garage | SYPHON PETROL ('You put one end of the tube in the cadilac's petrol tank and you direct it into the generator.'), TURN NUT ('You fit the spanner around the square nut and, with a bit of effort, turn it. The generator chugs into life.'), DROP SPANNER, D |
Service pit | WEAR SUCKERS, U |
Garage | W |
Kitchen | DROP TUBE, W |
Dining room | S |
North end of main hall | PRESS BUTTON ('You press the button. In a few seconds, the metal door slides noisily sideways, revealing the lift iteslf. The button disappears into the wall.'), W
'The servant shouts "How do you expect me to get upstairs if the lift isn't working?" He fiddles with the wall panel and the lift whirrs into life. He takes the lift up, goes out, and disappears. The lift goes down again with you in it.' |
Mansion lift | U |
Mansion lift | E |
Near top end of landing | E |
Nursery | GET SPECTRUM, GET BEATER, W |
Top end of landing | S |
Near top end of landing | E |
Bathroom | GET AFTERSHAVE, W |
Near top end of landing | S |
Middle of landing | S |
Bottom end of landing | E |
Toilet | INSERT SILVER COIN ('You put the coin in the slot and something drops out of the bottom of the machine onto the floor.'), W |
Near bottom end of the landing | W |
Store room | GET BUCKET, E |
Near bottom end of landing | N |
Middle of landing | D
'You are walking down the stairway when you hear wood snapping beneath your feet. You jump off to the side and run north, hearing the stairway crash to the ground behind you.' |
North end of main hall | N |
Dining room | E |
Kitchen | FILL BUCKET, W |
Dining room | W |
Drawing room | POUR BUCKET ('You throw the bucket of water onto the fire and it slowly dies. The bucket melts.'), E |
Dining room | E |
Kitchen | D |
Maids' room | DROP SPECTRUM, GET MUSIC, W |
End of dimly lit hallway | W |
West end of short hallway | POUR AFTERSHAVE ('You pour the aftershave onto the weeds and they shrivel up and die, revealing a trapdoor.'), D |
Secret room | PLAY SKELETON
'You begin to play on the skeleton's ribs and you are surprised when he wakes up. "Hmm," he says. "Beethoven's VI symphony is my favourite tune. Here's a token of my appreciation." He gives you something and falls asleep, content.' U |
West end of short hallway | S |
Small laboratory | GET STOPPER, N |
West end of short hallway | E |
End of dimly lit hallway | E |
Maids' room | DROP BEATER, DROP MUSIC, GET ERASER, N |
Moulding room | POUR SOLVENT ('You pour the solvent into the machine, which triggers an automatic start switch and the machine chugs into life.'), INSERT ERASER, INSERT STOPPER ('You put it in the hole and you hear the machine mixing the rubbers together.'), S |
Maids' room | U |
Kitchen | W |
Dining room | S |
North end of main hall | W |
Mansion lift | U |
Mansion lift | E |
Near top end of landing | E |
Bathroom | GET MEDICINE, W |
Near top end of landing | S |
Middle of landing | S |
Bottom end of landing | E |
Toilet | GET BALLOONS, D |
Standing in toilet bowl | DRINK MEDICINE ('You drunk the medicine and nothing happens. Then you begin to shrink until you are only six inches tall.'), E |
U-Bend | U |
Vertical black pipe | U |
Vertical black pipe | U |
Vertical black pipe | U |
On plank in loft | S |
End of plank in loft | W |
Small room | GET ACCESS, E |
End of plank in loft | N |
On plank in loft | N |
End of plank in loft | W |
Chimney | D |
Hallway down chimney | D |
Drawing room | E |
Dining room | E |
Kitchen | N |
Back yard | W |
Mansion | N |
Eight foot grass | E |
Eight foot grass | N |
Eight foot grass | E |
Eight foot grass | N |
Eight foot grass | N |
Eight foot grass | W |
Eight foot grass | N |
Outside garden shed | GET HOSE, S |
Eight foot grass | S |
Back of mansion | E |
Back yard | S |
Kitchen | D |
Maids' room | GET WELLY, N |
Moulding room | INSERT BALLOONS, INSERT WELLY, S |
Maids' room | GET SPECTRUM, GET MUSIC, N |
Moulding room | INSERT SPECTRUM, INSERT HOSE, WEAR GLOVE, S |
Maids' room | U |
Kitchen | GET TUBE, W |
Dining room | S |
North end of main hall | W |
Mansion lift | U |
Mansion lift | E |
Near top end of landing | S |
Middle of landing | S |
Near bottom end of landing | S |
Bottom end of landing | INSERT ACCESS ('You insert the card and the machine gobbles it up. The till then says "Key in your registration code"), 8639, S |
West end of main bedroom | PULL PLUG ('All the music stops. "Oh no! We've blown the fuses again. We'd better get out of there before the 'leccy board rumbles us," says one of the band. They all rush past you and a minute later, you hear a door slam downstairs.), N |
Bottom end of landing | N |
Bottom end of landing | N |
Near bannister with rope | D |
Centre of main hall | S |
South end of main hall | S ('There's a door in the way') |
South end of main hall | OPEN DOOR, S
'As you step out of the door, you slip and fall. Not onto the floor, but onto a man in a blue suit.' |
Location Details | Commands |
Hotel lift | GET BROLLY, GET FLUTE, 5 (You go to floor 5), E |
Corridor outside room 533 | S |
Corridor outside room 534 | N |
Corridor outside room 536 | S |
Corridor outside room 532 | E |
Entrance hall | E |
Dining room | E |
Kitchen | E |
Hotel suite balcony | INSERT MUSIC ('You put it in the hole and an unearthly voice booms, "Jump into the void. Do not be afraid." A black square in the sky opens up. It shimmers strangely.'), GET SALT, JUMP
'The brolly gives you a bit of lift and you land in the void... You wake up later in your own bed. "Come on, time for school," says your mother. "Aw, mum..." |
You have scored 500 points out of 500.
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A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
Download | What It Contains |
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A digital version of Dreamtime suitable for Elkulator 1.0 (PC (Windows)) | |
A digital version of Dreamtime suitable for Elkulator 1.0 (PC (Windows)) |
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