Gregory Loses His Clock ======================= Tikka Tikka Time ---------------- 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 ------------- All game keys are re-definable. You may use a Sinclair or Kempston joystick if you wish. Loading ------- LOAD"" (ENTER)