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Sandman Cometh, The (Sandman_Cometh.txt)

THE SANDMAN COMETH
Written by Paul Jeffries (Star Dreams)
Walk Through by Dorothy Millard (Spectrum 48K Version)

Scenario
There has long been a feeling in the software press that adventure games have tended to be very
repetitive in their choice of material. The Sandman Cometh is a major departure in the kind of
thinking behind games writing. The adventure represents a series of dream sequences, each with its
own set of logical problems in an otherwise illogical scenario.  In this unusual adventure your
mission is to find the Hourglass of Infinity and by so doing to conquer your dreams.  It is said
that dreams are as important as reality, for there is but one reality and there are many myriads of
dreams.  Solve the puzzles in your dreams and you may solve the problems of life itself.

Notes
1. Many things you need to interact with are in the pictures, so keep an eye on them.
2. In part 1 when inserting globes, ensure that no other object is dropped otherwise the detonation
sequence will not start. 
3. Make sure that you are wearing the LIFE JACKET and have the DRIVING LICENCE before you leave part
one.
4. The letters that you see from time to time make up the word BREAKFAST, which is the word needed
to move the boulder that blocks the entrance to the cave.  The 'I' & '9' are
red herrings.

Walk Through
PART ONE.
(Start by a staircase leading down), D, READ PLAQUE, LIFT MAT (see a brass key), GET BRASS KEY, USE
BRASS KEY, GO THROUGH DOOR (hall), GO THROUGH DOOR (fairground), GET MALLET, GET STAKE, N (shooting
gallery), SHOOT TARGET (bulls eye... you are such an expert shot that the stallholder offers you the
gun, GET GUN, S, E (ghost train), BOARD TRAIN, GET SKELETON KEY, GO THROUGH DOORS (you find yourself
in Transylvania at night), ENTER TOWER,  W (velvet lined room), USE STAKE (kills the vampire), W
(dark corridor which ends in a wall of water), GO THROUGH WATER (boating lake), GET LIFEJACKET, WEAR
LIFEJACKET, N (back to fairground), S (hall), N.

GO THROUGH DOOR (meet the cheddar cat), DROP MALLET, DROP BRASS KEY, S (hall), N, GO THROUGH DOOR
(you are challenged by a gunslinger), SHOOT GUNSLINGER (you are in a wild west town), N (the last
chance gold mine), ENTER MINE (tunnels), DROP GUN, GET LANTERN, E, E (written in the gold is the
letter "R"), N (written in the iron pyrite is the letter "I"), N, S, S (back to
town), S (hall), N, DROP LANTERN, GO THROUGH DOOR (cell), USE SKELETON (you are in another room in
Dr. Doom complex), USE SKELETON (see a mauve globe), GET MAUVE GLOBE, E, USE SKELETON (see a green
globe), GET GREEN GLOBE, S, USE SKELETON (see an orange globe), GET ORANGE, N, E, S (control room),
INSERT GREEN GLOBE, INSERT MAUVE GLOBE, INSERT ORANGE GLOBE (as you insert the third globe there is
a click and a whirl and a panel in the south wall slides back to reveal a secret passage), S (secret
escape corridor), GET BASEBALL BAT, S (on a giant pin table where an enormous steel ball is coming
straight at you), USE BASEBALL BAT (you are back in the hall), DROP BASEBALL BAT.

GO THROUGH DOOR (by glass table), GET TINY KEY, MOVE CURTAIN, GET BOTTLE (labelled "drink
me"), DRINK BOTTLE (you feel yourself shutting up like  telescope), USE TINY KEY, GO THROUGH
DOOR (there are nine aces playing croquet - note the letter "A{), S, GET CAKE, EAT CAKE (you
seem to be stretching), S (back to hall), DROP TINY, S, GO THROUGH DOOR (to office of Star Dreams
where law suit papers lie strewn across the floor), MOVE PAPER (see a small key), GET SMALL KEY,
OPEN DRAWER (see a driving licence), OPEN CABINET (see a kipper, a kit kat, a kebab, a kedgeree -
letter "K"), DROP SMALL KEY, GET LICENCE, S (back to hall), S.

GO THROUGH DOOR (inside toyshop where you see a toy train,  teddy bear and a ball), GET TRAIN (it
grows to full size), BOARD TRAIN (takes you to Sesame Street brought to you by the letter
"T" and by the number "9"), S (back to hall), GO THROUGH DOOR (to  garden which
is in the centre of a wood), N (by sundial), N (by gate), GET LADDER, S, S, W (to where a statue
stands in a glade), CLIMB LADDER (see a set of pipes), GET PIPES, DOWN, E, E (woods where you see a
snake basket), PLAY PIPES (snake turns into a cockerel which crows three times), W, N, N (gate),
DROP ALL EXCEPT LIFEJACKET AND LICENCE, N (Intermission - note the random ticket number for part
2).

PART TWO.
(You are surrounded by sand - see letter "S", "B: and "F"), W, W (broken
chest), LIFT CHEST (reveals a gold coin), GET COIN, E, E, N (tropical sandy beach with a ship in the
bay), BOARD BOAT, ROW BOAT (alongside ship), BOARD SHIP (pirates overpower you and the Captain makes
you walk the plank), HELP (it's too late... as you hit the water the sea vanishes and you find
yourself back in the hall), GO THROUGH DOOR (you are watching preparations for a jousting
tournament... one of the knights approaches you and offers you training to become a knight), GIVE
COIN (receive a lance), S (back to hall), S.

GO THROUGH DOOR (cave containing a huge dragon sitting on a pile of golden treasure), USE LANCE (now
see a set of Bugatti car keys), GET KEYS, S (back to hall), S, S, GO THROUGH DOOR (letters form
before your very eyes - "A" and "E"), S (back to hall), N, GO THROUGH DOOR
(museum of transport with every major car manufacturer represented), SAY BUGATTI (you are driving a
Bugatti... you are stopped by a policeman and asked for your driving licence), GIVE LICENCE
(actually a licence to pilot a star ship... you are on the bridge of a star ship... the ship lands),
E (next to star ship), E (outside cave where the entrance is blocked), SAY OPEN SESAME, SAY
BREAKFAST (you are back in the hall), S, S.

GO THROUGH DOOR (beneath the Eiffel Tower where you see a cloaked, hooded figure beckoning you from
a lift entrance), ENTER LIFT (you go up in the life to a cinema foyer), GO THROUGH DOORS, GET
SCROLL, GET HOURGLASS, S, DOWN, S (back to hallway), S, GO THROUGH DOOR (plinth with "The Sands
of Time" written on it), DROP HOURGLASS, S (back to hall), S, GO THROUGH DOOR (software review
room), N (computer keyboard and screen), TYPE HELP (the screen clears and you read "The nasty
goblin captures you and throws you back in the dungeon"), S, S (back to hallway), S, GO THROUGH
DOOR (a glass staircase lead to the stars), UP (Hourglass of Infinity).

THE END


Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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