Gregory Loses His Clock ======================= Gregory Loses His Clock ----------------------- Enter the dreams of Gregory, a clean-living chap who is attacked by supernatural forces during his slumbers. Wrestle with puzzles, much a jumping bean and leap through a jungle with mighty bounds, bend your brain inside an art gallery and blast everything in a battlefield - all because Gregory wants his alarm clock back! Tikka Tikka Time Expedition --------------------------- 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: 1. Wheels turn off water and open doors, providing you put them in the right place. 2. Sometimes you have to leave something youve already collected behind you when you go looking for another bit of mechanism. 3. Birds have more than wings. 4. Markers help in mazes. 5. A good eye for picture matching makes life livable. 6. Don't shoot too many things. 7. The best place to wake up in morning is alone in bed. 8. Don't ring us - just get the five bits of clock to the menders and wake up to the ringing of the alarm bell. Game Controls ------------- As this is a game for the brain, don't expect to use a joystick. All the important keys can be redefined to your personal preferences from the menu screen. Up/Down move Greg 'in' or 'out' of the screen, and are also used to make him turn around and pick up/put down useful objects. Experiment a little and you'll soon get the hang of it. Left/Right, with monotonous predictability, move our questing hero to the left and right. A triple-purpose control key is context sensitive (i.e. prodding it can have one of three different effects depending on where Greg is and what he can do at that point). Called 'pocket/jump/fire' this key allows Greg to stash clock parts in his pocket when he finds them, allows him to leap around the jungle once he's eaten a jumping bean, and is pressed when you want to blast things on the battlefield once he's... work that once out for yourself. Then you can pause the game with the key you define as "Hold", carry on again with the key you define as "Restart", and toggle the game messages on with the key you set up as "Message Toggle". Couldn't be easier, John. Or Johanna, if that's the case. Loading ------- |TAPE Press CTRL and small ENTER.