Clockie: Dreamjoy Memoir/Films

==Film 1: Chronometer Chronicles (Prequel)==
===Chapter 1: Greenhorn===
*3 acts
*Requirement of 15 or more Thrilling score
*All scores start at 5
:Narrator: The story we’re about to tell happened a long, long time ago.
:Narrator: The Clockie from back then wasn’t some Dreamville superstar but lived on a ship named The Compass…
:Clockie: Tick-tock! I’m Clockie, the most awesome crew member on The Compass!
:Clockie: Our ship’s been to plenty of places and encountered plenty of danger. But we also made plenty of friends! This voyage has been the most fun ever!
:Clockie: Across this vast sea, there are many wondrous new lands. It’s our crew’s goal to explore the rest of the uncharted world.
:Clockie: Let me tell you about our adventures! The flood Watch City, the ever-spinning Screw Kingdom, the Goldsand Town beneath the aurora… Which would you like to listen to first?
:Clockie: Hold it, Tick-tock! The navigator’s Master Hat and Armchair Boy are calling for us! Our ship’s about to set off!
:Clockie: Instead of just hearing my tales, why not experience it for yourself? Get on board and live the adventure with The Compass!
:Narrator: The Compass is setting off one more! I wonder what interesting wonders you’ll encounter with Clockie…
Plot Cards
Act 	Attributes	Description 	Time Dice 	Result
Act 1	+Thrilling	The Compass sets off towards the unknown, but the ocean seems unwilling to let the Compass travel unimpeded, thrashing up ferocious waves and damaging the hull of the ship. 	3 Time Dice 	Clockie steps forth to block the leaky hull with his dial, letting The Compass slip out of the storm in the nick of time. To reward this courage, the navigator of the vessel, Master Hat, gives him a pocket watch.
Act 2	+Thrilling	The Compass arrives at a small town ravaged by a vicious snowstorm where a strong gust blows away Master Hat's hat. Clockie sets off into the blizzard alone to try and retrieve the hat... 	1 Time Dice 	Following the tick-tick-tick of the pocket watch, the crew quickly finds the lost Clockie amidst the snow drifts — and the missing hat he is tightly clutching.
Act 2	+Thrilling	The Compass arrives at a small town ravaged by a vicious snowstorm where a strong gust blows away Master Hat's hat. Clockie sets off into the blizzard alone to try and retrieve the hat... 	6 Time Dice 	Clockie relies on his own determination to walk out of the frozen storm. Despite his frozen gears, he smiles and chirps out an optimistic “tick-tock.”
Act 2	-Thrilling	The Compass arrives at a gloomy town shrouded in darkness. Somehow the sun is getting dimmer and dimmer, making the townsfolk grow despondent. Clockie and his chums set off to discover the secret behind the disappearing sunlight…	Any Time Dice	Clockie finds the suspect behind the dark shade cast over the town — those tricky pranksters the Bombheads! They are all crazy, tough bad guys locked in bitter combat against Clockie and the crew.
Act 3	+Thrilling	The townsfolk and the crew are not fighters, and they’re helpless before the might of the Bombheads. Clockie has to come up with a way to help the townsfolk here… 	3 Time Dice 	Clockie paints all the townsfolk black, and on a pitch-black night, the Bombheads cannot find where any of the townsfolk are hiding. All they can do is leave in a huff.
Act 3	+Thrilling	The townsfolk and the crew are not fighters, and they’re helpless before the might of the Bombheads. Clockie has to come up with a way to help the townsfolk here… 	5 Time Dice 	Clockie lights up the small town, and the Bombheads gather at the sight of the flames. But the townsfolk have already been evacuated, and all that remains back at the town is gunpowder awaiting detonation.
Act 3	+Dramatic 	Without any sun, the bleak little town gradually becomes doomed, and the townsfolk want to flee with the Compass out of despair at the lack of energy and food. Clockie has to help cheer them up… 	3 Time Dice 	Clockie comes up with a lie about The Compass being destroyed in battle. The townsfolk have no choice but to pluck up their courage and come face-to-face with reality.
Act 3	+Dramatic 	Without any sun, the bleak little town gradually becomes doomed, and the townsfolk want to flee with the Compass out of despair at the lack of energy and food. Clockie has to help cheer them up… 	5 Time Dice 	Clockie comes up with a lie about how he’d been blown up by the Bombheads. Moved, the townspeople pick up their spirits and grow determined not to let this martyr die in vain.
To reignite the sun over the gloomy town, Master Hat drags the brim of his hat and flies off into the sky, leading the remaining Bombheads up into the dark skies…
The Bombheads are ignited by the sun's embers, and their explosions ignited the extinguished sun. Light and heat return to the land, but Master Hat will not be returning to The Compass ever again.
===Chapter 2: Crème de la Crème === 
*4 acts
*Requirement of 35 or more Thrilling score
:Narrator: Clockie has spent plenty of time on The Compass. Many passengers come and go on the ship, but Clockie has never let it stop his own voyage.
:Clockie: Tick-tock, have you heard? Master Hat can’t journey with us anymore due to an accident…
:Clockie: He may look intimidating, but he actually cares greatly about the crew. He even taught me all he knew about navigation, I’ll really miss him…
:Clockie: My friend, do you think we’ll also have to leave The Compass one day?
:Clockie: …I really hope that day never comes. I haven’t gotten tired of the vast seas yet!
:Clockie: Let’s go continue on our adventure, to seek out even more new lands together!
:Narrator: Armed with nothing but his curiosity and a minor hesitation in his clocky cogs, Clockie follows The Compass on yet another voyage…
:Narrator: …What dangers will he encounter on this journey? Will he find a place where he can plant his roots?
 Plot Cards
Act 	Attributes	Description 	Time Dice 	Result
Act 1	+Thrilling
-Dramatic	The Compass visits the Mirror Kingdom, which does not welcome outsiders. The crew is stopped outside the palace, and they are helpless with no choice but for Clockie to help them come up with a way out… 	Any Time Dice 	Clockie discovers that the royal mirrors here have the same big, round head as he! He pretends to be one of these mirrors with a heavily-painted face, and is sent to the imperial palace to embark on his own adventure.
Act 1	+Thrilling	Clockie strolls throughout the palace by night, and bumps into a rather curious Miss Mirror. She’s the princess here with a breathtakingly vast knowledge — despite having never ever left the palace before. 	3 Time Dice 	Sometimes, Mirror Princess comes to tell Clockie about her knowledge of the Mirror world. Hearing all this news of a new world makes Clockie grow hungry for adventure…
Act 1	+Thrilling	Clockie strolls throughout the palace by night, and bumps into a rather curious Miss Mirror. She’s the princess here with a breathtakingly vast knowledge — despite having never ever left the palace before. 	5 Time Dice 	Clockie often regaled Mirror Princess with tales of his adventure, and she begins to long for a life at sea. Clockie also misses those halcyon days of travel…
Act 2	+Thrilling	Clockie sneaks back to the Compass, but he’s still thinking about Mirror Princess — it would be great if she could board the Compass, too. He has  yet to realize that Mirror Princess has already appeared on the boat… 	2 Time Dice 	The crew accepts Mirror Princess and hosts a feast in her name. The princess uses her knowledge of the Mirror world to draw nautical charts that can help the Compass to travel even farther offshore.
Act 2	+Thrilling	Clockie sneaks back to the Compass, but he’s still thinking about Mirror Princess — it would be great if she could board the Compass, too. He has  yet to realize that Mirror Princess has already appeared on the boat… 	4 Time Dice 	The crew accepts Mirror Princess and hosts a grand celebration for her. The princess uses her knowledge of the Mirror world to draw nautical charts that can help The Compass to travel even farther offshore.
Act 2	+Thrilling
Requires 4+ Time Dice	To catch Mirror Princess, King Frame sends a large number of troops to hunt down The Compass, but they have never sailed in the deep blue ocean and  instead tumble to the bottom of the sea, one after the other. 	2 Time Dice 	The crew of The Compass puts aside any past grievances to rescue the drowning Mirror soldiers, who have no choice but to release Mirror Princess.
Act 2	+Thrilling
Requires 4+ Time Dice	To catch Mirror Princess, King Frame sends a large number of troops to hunt down The Compass, but they have never sailed in the deep blue ocean and  instead tumble to the bottom of the sea, one after the other. 	4 Time Dice 	The crew of The Compass plans to teach the Mirror troops a lesson by throwing dozens of stones into the ocean, smashing them to pieces.
Act 3	+Thrilling	The Compass arrives at the border village, where everything seems disorderly. The villagers inform the crew about a bad guy named Captain Revolver who lives here, and who wants to try and hurt the kind Chief Lizard by burning down the village…	Any Time Dice 	To help these borderland villagers, Mirror Princess and Clockie decide to find this villain who calls himself Captain Revolver, and vie to take him down!
Act 3	+Thrilling
Requires 4+ Time Dice	In battle, Captain Revolver tells Clockie a secret -- that actually it’s Chief Lizard who is the bad guy. He wants to use the fire back the villagers into a corner and sell off all the homelands to crocodile traders! 	2 Time Dice 	Clockie and his chums reveal Chief Lizard’s plot, but the villagers are not willing to believe this bunch of outsiders. Thinking it’s all a lie, they drive them out of the village.
Act 3	+Thrilling
Requires 4+ Time Dice	In battle, Captain Revolver tells Clockie a secret -- that actually it’s Chief Lizard who is the bad guy. He wants to use the fire back the villagers into a corner and sell off all the homelands to crocodile traders! 	4 or 5 Time Dice	Clockie and his chums reveal Chief Lizard’s plot, but the villagers somehow don’t seem to think that working for crocodile traders is that bad. Instead, they seem to support Chief Lizard.
Act 3	-Thrilling	Captain Revolver and Clockie are driven out of the border town. Misunderstood by his colleagues, Captain Revolver is very sad, but the crew of the Compass accepts him. Clockie invites him to be a guard aboard the boat. 	2 Time Dice 	Captain Revolver promises to join the The Compass. He strikes up friendships with the other crewmates, and keeps The Compass safe.
Act 3	-Thrilling	Captain Revolver and Clockie are driven out of the border town. Misunderstood by his colleagues, Captain Revolver is very sad, but the crew of the Compass accepts him. Clockie invites him to be a guard aboard the boat. 	4 or 5 Time Dice	Captain Revolver hesitates for some time, but in the end, Clockie’s earnestness impresses him. He decides to go out adventuring at sea with the crew.
Act 4	+Thrilling
+Dramatic	Clockie soon becomes best mates with Mirror Princess and Captain Revolver. Their sharp wits solve all kinds of problems for The Compass, while their whimsical natures also cause all kinds of problems… 	Any Time Dice 	They help The Compass find hidden treasure inside a tomb, and spend all their hard-earned savings on a trip to the zoo. They help the crew defend against Bombhead raids and flood the Compass’s repository… What a bunch of pranksters.
Act 4	+Thrilling	A letter arrives at The Compass: The crocodile traders are inviting The Compass to come and discover the town’s secrets over at Nightmareville… 	3 Time Dice 	Because of previous debts, The Compass has to take on this assignment. As Clockie starts helping Mirror Princess gather information in a rush, he discovers that it is actually a prison here…
Act 4	+Thrilling	A letter arrives at The Compass: The crocodile traders are inviting The Compass to come and discover the town’s secrets over at Nightmareville… 	6 Time Dice 	Because of previous debts, The Compass has to take on this assignment. Clockie starts preparing for a trip out with Captain Revolver, and learns that a war is raging here…
The night before arriving in Nightmareville, Clockie has a strange dream about a sea of fire, a swathe of darkness, a vast wasteland, and a glorious paradise…
It's a very, very long dream that doesn't stop until Clockie's dial has made one thousand one hundred and eleven turns.
===Chapter 3: Eve of Departure (Classic Ending)===
:Narrator: After the feast, everyone is deep in sleep — only Clockie remains awake. He gazes at the faraway Nightmareville from the deck, eagerly anticipating the next adventure.
:Clockie: Tick-tock, this whole trip has been super fun. We’ve gained plenty of new friends on board, like the clever Mirror Princess, and the formidable Captain Revolver…
:Clockie: But… more and more crew members are leaving The Compass. Each time we embark on new lands, a bunch of friends will alight. 
:Clockie: Tick-tock, why do you think they’re abandoning their journey? Have they grown weary of it, or have they found another journey beyond the great sea…
:Clockie: Tick-tock! Is that the legendary Nightmareville? Armchair Boy said this place is fraught with unknown dangers…
:Clockie: But don’t be afraid, with me and my comrades around, it’ll definitely turn out fine!
:Clockie: Sleep tight, friend! We’re going to begin our grand adventure tomorrow!
:Narrator: Tonight, Clockie has a dream, a very, very long dream — even longer than any of his voyages.
:Narrator: The Compass is about to dock at Nightmareville. What challenges will Clockie encounter here? Will he and his comrades save the day? And… will Clockie’s voyage continue?
:Narrator: Stay tuned to the Clockie commemorative film Dreamjoy Memoir Part Two — Dreamscare Crusade.
==Film 2: Dreamscare Crusade==
=== Chapter 1: Nightmare Dip===
*4 acts
*Requirement of 30 or more Dramatic score
*All scores start at 15
:Narrator: Honk! Honk! The horn wails as The Compass docks in Nightmareville.
:Clockie: Tick-tock, this is Nightmareville?
:Clockie: This town really is deserted... Truly nightmarish, like its namesake...
:Clockie: Tick-tock! Listen, some strange noise came from one of the streets ahead! Let's take a look!
:Narrator: What secrets lie hidden within this gloomy and creepy Nightmareville? Let us follow in Clockie's footsteps and tread along this adventure...
Plot Cards
Act 	Attributes	Description 	Time Dice 	Result
Act 1	+Thrilling	The crew steps out onto the streets of Nightmareville and sees for themselves the desolate wasteland. Flames lick at dilapidated wooden houses, and hungry crocodiles roam through the ruins... 	Any Time Dice	"Tick-tock, what on earth is going on here?" Clockie's curiosity drives him to keep pushing on...
Act 1	+Dramatic 	Clockie and the crew come across an intoxicated Soda Bottle, who wants to give the crew the bubbly potion in his hand. 	Any Time Dice	Clockie doesn't want to drink Mr. Soda's soda, but the crew buys quite a few bottles. It's hard to refuse a bottle of soda that itself is selling soda -- that's the power of image marketing.
Act 2	+Thrilling
+Dramatic	Clockie and the crew find an abandoned mine stacked with sparkling gems which seemed to be the town's treasure vault. Clockie fixes his gaze on it: This has got to be worth good money! 	2 Time Dice 	Clockie secretly takes a gem, and sneaks it into his pocket...
"Tick-tock, picked that up without even thinking about it!"
Act 2	+Thrilling
+Dramatic	Clockie and the crew find an abandoned mine stacked with sparkling gems which seemed to be the town's treasure vault. Clockie fixes his gaze on it: This has got to be worth good money! 	4 Time Dice 	Clockie doesn't care about the crew telling him not to do this and instead takes many gems. 
"Tick-tock, you don't really think about whose stuff you're taking when you usually open up chests, do you!"
Act 2	+Dramatic
-Comedic	One cool dude named "Brother Hanu" stumbles across the crew inside the mine. Faced with these strangers, he makes this totally cool grunting sound before lifting up his rocket launcher without a second's hesitation... 	2 Time Dice 	Clockie chooses to beg for mercy, but Brother Hanu arrests everyone. 
"Tick-tock, we were dancing to the jailhouse clock..."
Act 2	+Dramatic
-Comedic	One cool dude named "Brother Hanu" stumbles across the crew inside the mine. Faced with these strangers, he makes this totally cool grunting sound before lifting up his rocket launcher without a second's hesitation... 	4 Time Dice 	Clockie chooses to run for it, but Brother Hanu chases close behind and is impossible to shake off.
"Tick-tock, don't chase me, don't chase me!"
Act 3	-Thrilling	Mr. Soda appeared once again before Clockie and is seemingly a friend of Brother Hanu. He sought to resolve the conflict between Brother Hanu and the crew, earnestly advising Brother Hanu to stop... 	3 Time Dice 	Brother Hanu heeded Mr. Soda's advice and temporarily set aside his hostility. 
He let out an unwilling *hmph*.
Act 3	-Thrilling	Mr. Soda appeared once again before Clockie and is seemingly a friend of Brother Hanu. He sought to resolve the conflict between Brother Hanu and the crew, earnestly advising Brother Hanu to stop... 	5 Time Dice 	Brother Hanu ignored Mr. Soda's advice and brushed them aside.
*gurgle* "I'll show my skills in the extras!"
Act 3	+Dramatic
+Comedic	With Brother Hanu's permission, Mr. Soda tells the story of nightmareville to the crew, who all listen attentively -- the townsfolk here suffer crocodile attacks all year round, and it wasn't until a shooting star fell that Brother Hanu started leading everyone to rise up.	3 Time Dice 	Only after hearing this story does Clockie eventually forgive Brother Hanu's insolence.
"Tick-tock, the point is, I don't think I can beat him."
Act 3	+Dramatic
+Comedic	With Brother Hanu's permission, Mr. Soda tells the story of nightmareville to the crew, who all listen attentively -- the townsfolk here suffer crocodile attacks all year round, and it wasn't until a shooting star fell that Brother Hanu started leading everyone to rise up.	5 Time Dice 	Only after hearing this story does Clockie come to really admire courageous Brother Hanu.
"Tick-tock, you're brave~"
Act 4	+Dramatic
-Comedic	As the crew is talking to brother Hanu, many crocdiles storm their way out, with a massive crocdile leading all of them:
"Brother Hanu, taste the wrath of Boss Stone!" 	1 Time Dice 	Faced up against Boss Stone with his superior numbers, Brother Hanu knows that they are outnumbered, and flees alongside everyone else.
"Tick-tock, he lets out an awkward *hmph*."
Act 4	+Dramatic
-Comedic	As the crew is talking to brother Hanu, many crocdiles storm their way out, with a massive crocdile leading all of them:
"Brother Hanu, taste the wrath of Boss Stone!" 	4 Time Dice 	Brother Hanu leads everyone to hack their way out of encirclement and a bloody battle is fought. After barely escaping death, everyone is gripped in a lingering fear.
"Tick-tock, I--I feel like I'm about to stop ticking."
Act 4	+Dramatic
Requires 4+ Time Dice	Mirror Princess was seriously injured during the battle against the crocdiles, and her mirror has been covered in scratches. She falls into a deep sleep and her life hangs in the balance still... 	1 Time Dice 	Without saying a word, Brother Hanu finds some herbal medicine and manages to heal the princess' injuries. Just don't ask how herbal medicine can repair a mirror.
Act 4	+Dramatic
Requires 4+ Time Dice	Mirror Princess was seriously injured during the battle against the crocdiles, and her mirror has been covered in scratches. She falls into a deep sleep and her life hangs in the balance still... 	4 Time Dice 	Without saying a word and with complete disregard for personal safety, Brother Hanu plucks herbal medicine out from the crocdile's jaws and heals the princess. But this isn't a romance drama. The princess doesn't fall in love with him or anything.
Act 4	+Thrilling
-Dramatic	At night, Boss Stone launches a sudden ambush on Brother Hanu's stronghold. The crew and townsfolk have nowhere to retreat, and are forced to fight off the wicked crocodiles! 	1 Time Dice 	Faced with combat, Brother Hanu lets out a confident *hmph* to leave everyone feeling at ease.
Act 4	+Thrilling
-Dramatic	At night, Boss Stone launches a sudden ambush on Brother Hanu's stronghold. The crew and townsfolk have nowhere to retreat, and are forced to fight off the wicked crocodiles! 	4 Time Dice 	Faced with combat, Brother Hanu lets out a nervous *hmph* to make everyone start to feel uneasy.
Clockie and Brother Hanu temporarily defeat Boss Stone, but if the crocodiles don't leave, Nightmareville will always remain locked in nightmares...
Good-hearted Clockie and his crew would never turn a blind eye to this. They decide to help Brother Hanu and the townsfolk take back their happiness.
"Tick-tock, the crew of The Compass is truly loyal!"
===Chapter 2: The Crocodile Enemy===
* 4 acts
*Requirement of 55 or more Dramatic score
:Narrator: After an arduous battle, the crew and townsfolk emerge victorious, fending off the vile Boss Stone.
:Narrator: But Brother Hanu tells Clockie that Boss Stone has many lackeys and will soon make a comeback...
:Clockie: Tick-tock, so that crocodile trader was scamming us. No riots are going on here, it's because the townsfolk had enough and started revolting!
:Clockie: The crocodile baddies are about to run out of luck -- The Compass crew will never sit idly by against ruffians that oppress the innocent!
:Clockie: Tick-tock, before the next voyage begins, we must rid the town of the crocodiles and allow its residents to return to their peaceful lives!
:Clockie: Let's go, friend. Let us team up with Brother Hanu to defeat Boss Stone!
:Narrator: The Compass' crew elects to help Brother Hanu. Clockie also rushes into the fray, his dial brimming up with justice and compassion.
:Narrator: But this isn't just some playground tumble, it's an actual war. A war that is far more brutal than Clockie can imagine...
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1	+Dramatic 	Boss Stone is far more pwoerful than the townsfolk force that Brother Hanu leads. If they want any hope of defeating Boss Stone, the entire population of Nightmareville is going to have to team up.	Any Time Dice 	Good-hearted Clockie and his crew would never turn a blind eye to this. They decide to help Brother Hanu and the townsfolk take back their happiness.
"Tick-tock, the crew of The Compass is truly loyal!"
Act 1	+Thrilling 	Brother Hanu and Clockie come across Sister Wildflower, who is currently being hunted by Lieutenant Chitters.
"*tut* If you want my help, hurry up and save me!" 	3 Time Dice 	Brother Hanu effortlessly rescues Sister WIldflower, who gifts Brother Hanu a flower.
"Tick-tock, here's the gossip: Hanu was totally blushing."
Act 1	+Thrilling 	Brother Hanu and Clockie come across Sister Wildflower, who is currently being hunted by Lieutenant Chitters.
"*tut* If you want my help, hurry up and save me!" 	4 Time Dice 	Brother Hanu puts his life on the line and rescues Sister Wildflower, who sings a moving song.
"*hmph*~ ♪"
Act 2	-Thrilling
+Dramatic 	Clockie comes across a Crybaby, who also happens to be one of the townsfolk captured by Boss Stone.
"*sob* If you want my help, then you're gonna have to tell me a sob story!" 	1 Time Dice 	Clockie tells the story of his own life...
"*sob* That's not sad enough. But don't worry, I'm sure you'll be much sadder soon enough!"
Act 2	-Thrilling
+Dramatic 	Clockie comes across a Crybaby, who also happens to be one of the townsfolk captured by Boss Stone.
"*sob* If you want my help, then you're gonna have to tell me a sob story!" 	5 Time Dice 	Clockie tells the story of Master Hat...
"*sob* That's a real tearjerker. I hope you'll be ever sadder in the future."
Act 2	-Dramatic
+Comedic 	Clockie meets Shopkeeper Leaf, who use to be one of Boss Stone's lackeys.
"*hmph* If you want my help, tell me what's in it for me!" 	1 Time Dice 	Clockie takes out a piece of treasure from The Compass, and this covetous one instantly joins the squad...
"Tick-tock, shouldn't we sign a service contract first?"
Act 2	-Dramatic
+Comedic 	Clockie meets Shopkeeper Leaf, who use to be one of Boss Stone's lackeys.
"*hmph* If you want my help, tell me what's in it for me!" 	5 Time Dice 	Clockie takes out some of the many treasures from aboard The Compass, and this covetous one bows down deeply to Brother Hanu.
"Tick-tock, why do you never do that to me?"
Act 3	+Thrilling
+Dramatic 	Seeing Brother Hanu's squad gradually growm Boss Stone starts to become worried. He decides to launch an ambush on Brother Hanu's panic room. 	3 Time Dice 	Striking while they're unprepared, Boss Stone launches an ambush. Many townsfolk are injured in the attack.
"Tick-tock, they don't have any respect!"
Act 3	+Thrilling
+Dramatic 	Seeing Brother Hanu's squad gradually growm Boss Stone starts to become worried. He decides to launch an ambush on Brother Hanu's panic room. 	4 Time Dice 	Striking while they're unprepared, Boss Stone launches an ambush. Many townsfolk are gobbled up by the crocodiles.
"Tick-tock, it's an animation, so they're all going to get spat out soon... right?"
Act 3	Requires 4+ Time Dice to have Dramatic x2 Multiplier	Brother Hanu calls up his allies to defend against the surprise attack. The townsfolk of Nightmareville and the crew team up in solidarity. 	3 Time Dice 	The crowd joins forces to fight off Boss Stone and his attacks.
"Tick-tock -- friendship... I forgot what comes next!"
Act 3	Requires 4+ Time Dice to have Dramatic x2 Multiplier	Brother Hanu calls up his allies to defend against the surprise attack. The townsfolk of Nightmareville and the crew team up in solidarity. 	4 Time Dice 	The crows joins forces to rout Boss Stone and his attacks.
"Tick-tock -- friendship, bonds, uh... the future!"
Act 4	Requires 4+ Time Dice to have Dramatic x2 Multiplier	Despite the battle having been won, the number of casualties is tragic. To commemorate those townsfolk and crew who gave their lives, Brother Hanu hosts a funeral. 	2 Time Dice 	Sister Wildflower sings a funeral dirge, with Brother Hanu making a ferocious *hmph* during the song.
Act 4	Requires 4+ Time Dice to have Dramatic x2 Multiplier	Despite the battle having been won, the number of casualties is tragic. To commemorate those townsfolk and crew who gave their lives, Brother Hanu hosts a funeral. 	4 or 5 Time Dice	Sister Wildflower sings a funeral dirge, with Brother Hanu making a sorrowful *hmph* during the song.
Act 4	+Dramatic
+Comedic 	This day, Brother Hanu gathers all of his mates but doesn't say a thing. he just lets out a *hmph*. But everyone understands his intention: The day of the counterattack is soon upon them. 	2 Time Dice 	The townsfolk heed Brother Hanu's call, and are alwasy ready to fight for their leader.
"This is for loyalty!"
Act 4	+Dramatic
+Comedic 	This day, Brother Hanu gathers all of his mates but doesn't say a thing. he just lets out a *hmph*. But everyone understands his intention: The day of the counterattack is soon upon them. 	4 Time Dice 	The townsfolk heed Brother Hanu's call, and are always ready to avenge their loved ones.
"This is for my great-grandma who died far too young!"
Act 4	+Dramatic
+Comedic 	This day, Brother Hanu gathers all of his mates but doesn't say a thing. he just lets out a *hmph*. But everyone understands his intention: The day of the counterattack is soon upon them. 	5 Time Dice 	The townsfolk heed Brother Hanu's call, and are always ready to give up their lives for freedom.
"This is for the dream to eat, drink, and be merry every day!"
Act 4	+Dramatic
-Comedic 	The night before the battle, the crew and the townsfolk stage a grand party. This might be the start of a long and grand event or the final feast or everyone. 	2 Time Dice 	At the party, everyone is down in the dumps and worried about the perils they're about to face...
"Tick-tock, I'll settle down bown in Watch City and get married after this fight."
Act 4	+Dramatic
-Comedic 	The night before the battle, the crew and the townsfolk stage a grand party. This might be the start of a long and grand event or the final feast or everyone. 	4 or 5 Time Dice	At the party, everyone is having a great time. All the attendees fill the present moment with joy and save their sorrow for tomorrow.
During this battle, Nightmareville pays a heavy price in defeating Boss Stone, but the plutocratic Boss Stone is able to stage a comeback. The townsfolk are very anxious and all propose that Brother Hanu conduct peace talks.
===Classic Ending===
Brother Hanu rejected the proposal for negotiations. He vowed to completely drive Boss Stone out of town. "Tick-tock, half-measured resistance is the same as resistance at all."
====Chapter 3: Incoming Showdown==== 
*5 acts
*Requirement of 90 or more Dramatic score
:Narrator: Under Brother Hanu's leadership, Nightmareville once again defeats Boss Stone.
:Narrator: But there is no elation of victory on the townsfolk and crew's faces -- in this war, they have lost too many comrades.
:Narrator: And the aloof and merciless Brother Hanu has decided to fight till the end...
:Clockie: Tick-tock, the crocodiles have eaten so many of our friends. We may lose even more of them in the battles to come...
:Clockie: ...But Brother Hanu is right! We must fight on!
:Clockie: Tick-tock, for our dearly departed comrades, we must not rest our feet here!
:Clockie: My friend, let's continue the fight. For Nightmareville's happiness, and for The Compass' glory!
:Narrator: The savage war rages on. Clockie and Brother Hanu believe that their resilience will pay off.
:Narrator: But for the other townsfolk, such hope is just too much to ask for...
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1	+Dramatic 	Brother Hanu keeps fighting, causing a rift among some of the townsfolk. Even his old mates, who once rallied around him, are now beginning to turn against him... 	Any Time Dice 	But Clockie trusts that his partner is right, and is determined to help Brother Hanu defend the town.
"Tick-tock, even once all the SoulGlad in the world has been drunk, you still have to be the top dog of Nightmareville."
Act 1	-Comedic 	Facing such a chaotic turn of events, some townsfolk choose to defy orders and become lackeys of Boss Stone, while others choose to start from scratch and become the next Brother Hanu... 	1 Time Dice 	Brother Hanu feels very lost. He never expected his persistence to lead to everyone's betrayal. Fine, he did think about it, but he doesn't regret it.
Act 1	-Comedic 	Facing such a chaotic turn of events, some townsfolk choose to defy orders and become lackeys of Boss Stone, while others choose to start from scratch and become the next Brother Hanu... 	6 Time Dice 	Brother Hanu feels very lost, but Clockie and the rew comfort him.
"Tick-tock, who cares if these tick-tocks don't like you? You are the OG tick-tock!"
Act 2	-Dramatic 	Mr. Soda is still hanging around Brother Hanu, and believes his SoulGlad can one day pull in more profits than even Boss Stone. On this day, he leaves the house stone-cold drunk and wants to sell Shopkeeper Leaf some of his soda... 	3 Time Dice 	Shopkeeper Leaf hates Mr. Soda's soda, so he harshly kicks him out.
"Ever see anyone water their garden with soda?"
Act 2	-Dramatic 	Mr. Soda is still hanging around Brother Hanu, and believes his SoulGlad can one day pull in more profits than even Boss Stone. On this day, he leaves the house stone-cold drunk and wants to sell Shopkeeper Leaf some of his soda... 	 	Shopkeeper Leaf loves soda, but who said drinking soda has to cost money? Shopkeeper Leaf steals Mr. Soda's soda.
"I didn't steal it, I just didn't pay for it."
Act 2	-Comedic 	At night, Brother Hanu appears in front of Clockie's house to talk about some dreams he's been having... but Brother Hanu only lets out a "Hmph." 	3 Time Dice 	Somehow, Clockie seems to understand what he means. He lets out an exclamation, "Hmph!" -- hoping to bring peace to the townsfolk. The truly great have no need for prolixity.
Act 2	-Comedic 	At night, Brother Hanu appears in front of Clockie's house to talk about some dreams he's been having... but Brother Hanu only lets out a "Hmph." 	5 Time Dice 	Somehow, Clockie completely understands what he means. Brother Hanu's wish is to turn Nightmareville into Dreamville. Who isn't filled with inspiration upon hearing that?
Act 3	-Thrilling
-Dramatic 	Brother Hanu's Masked Clowns are preparing many fireworks for their enemies, and want to blow them all to smithereens. But while transporting the fireworks, a stray bullet lands in the middle of them... 	3 Time Dice 	The flames from the fireworks display catch the enemy's attention... Nobody even hears him laughing anymore, and his mask becomes a turning cog of joy.
Act 3	-Thrilling
-Dramatic 	Brother Hanu's Masked Clowns are preparing many fireworks for their enemies, and want to blow them all to smithereens. But while transporting the fireworks, a stray bullet lands in the middle of them... 	6 Time Dice 	The fireworks explode ahead of schedule, and the clown becomes the punchline in his own joke... His mask becomes a turning cog of joy.
Act 3	+Dramatic
-Comedic 	Enemy artillery lights up the stronghold, and Brother Hanu's underling Crybaby condenses his tears into rainwater to douse the flames. But he cries so much that the tears flood into a river... 	3 Time Dice 	To stop everyone in the town from being impacted by the tears, Crybaby leaves in silence. The river becomes a turning cog of depression.
Act 3	+Dramatic
-Comedic 	Enemy artillery lights up the stronghold, and Brother Hanu's underling Crybaby condenses his tears into rainwater to douse the flames. But he cries so much that the tears flood into a river... 	6 Time Dice 	To stop everyone in the town from being impacted by the tears, Crybaby dives into the river and disappears with the waters... leaving behind only one turning cog of depression.
Act 4	+Thrilling
+Dramatic 	Clockie hears the bad news about his mates, and is overwhelmed with grief. He knows that if Brother Hanu doesn't put an end to this ridiculous struggle, then more and more friends will be harmed. 	2 Time Dice 	Clockie remembers the times he used to spend with the Masked Clowns and Crybabies. Hatred rushes up onto his clock dial, transforming into a turning cog of rage.
"Tick-tock, war! Revenge!"
Act 4	+Thrilling
+Dramatic 	Clockie hears the bad news about his mates, and is overwhelmed with grief. He knows that if Brother Hanu doesn't put an end to this ridiculous struggle, then more and more friends will be harmed. 	5 Time Dice 	Clockie remembers the times he used to spend with the Masked Clowns and Crybabies. Wrath rushes up onto his clock dial, twisting and spinning into a cog of rage.
"Tick-tock, kill kill kill!"
Act 4	Requires Even Time Dice to have Dramatic x2 Multiplier	Brother Hanu catches a traitor in the military ranks, whose intel only ends up betraying the Masked Clowns and Crybabies. He points his launcher into the air and takes aim at the traitor's head... 	2 Time Dice 	Brother Hanu decides to spare his life, thanks to the exhortation of Clockie.
"Tick-tock, let him have his life. Our forces could use him."
Act 4	Requires Even Time Dice to have Dramatic x2 Multiplier	Brother Hanu catches a traitor in the military ranks, whose intel only ends up betraying the Masked Clowns and Crybabies. He points his launcher into the air and takes aim at the traitor's head... 	5 Time Dice 	Before Clockie is able to speak up, Brother Hanu has blown the traitor to pieces with his launcher.
"Tick-tock, cool."
Act 5	+Dramatic
+Comedic 	Clockie's rage gradually simmers down now that the traitor has been taken care of. He knows that his past mates wouldn't want to see him like this... 	1 or 2 Time Dice	Clockie recalls all the laughter and tears the two of them shared in the past as he gradually calms down, and the cog of calmness begins to spin.
Act 5	+Dramatic
+Comedic 	Clockie's rage gradually simmers down now that the traitor has been taken care of. He knows that his past mates wouldn't want to see him like this... 	6 Time Dice 	Clockie thinks about nothing at all, and gradually calms down. The cog of calmness begins to spin.
"Tick-tock, I just got upgraded to a smartwatch..."
Act 5	-Thrilling
+Dramatic 	The decisive battle looms imminent. While Brother Hanu's military is mighty, Boss Stone and the rebels cannot be underestimated. Clockie starts to think over their next steps to guarantee Brother Hanu isn't defeated. 	1 or 2 Time Dice	Clockie's hands are spinning around and around, but he still isn't able to think up a good idea.
"Tick-tock, don't worry -- let's just do it!"
Act 5	-Thrilling
+Dramatic 	The decisive battle looms imminent. While Brother Hanu's military is mighty, Boss Stone and the rebels cannot be underestimated. Clockie starts to think over their next steps to guarantee Brother Hanu isn't defeated. 	6 Time Dice 	Clockie remembers the forest and the desert beyond the town. Maybe he could lay an ambush around there using the element of surprise.
"Tick-tock, the Art of Clock Warfare!"
Act 5	Requires Even Time Dice to have Dramatic x2 Multiplier	The night before the decisive battle, Brother Hanu has a strange dream -- he witnesses a storm, a huge tree flourishing, a lofty skyscraper being built in a vast wasteland, and then a clock being buried underground... before finally a song of tranquility.	1 Time Dice 	Brother Hanu wakes up. He sleeps alone and remembers everything about his dream. He's feeling a little bit afraid...
Act 5	Requires Even Time Dice to have Dramatic x2 Multiplier	The night before the decisive battle, Brother Hanu has a strange dream -- he witnesses a storm, a huge tree flourishing, a lofty skyscraper being built in a vast wasteland, and then a clock being buried underground... before finally a song of tranquility.	2 or 6 Time Dice	Brother Hanu wakes up. He sleeps in the same room as Clockie, and due to his loud ticking Brother Hanu isn't able to remember the contents of his dream.
Finally, Brother Hanu wins the war. He redraws the boundary lines of Nightmareville and pronounces it is no longer territory under Boss Stone's control.
"Hmph."
"Tick-tock, what he means is that everyone has now regained their rights -- the right to life, liberty, and the pursuit of happiness!"
====Chapter 4: Dreamjoy Descends====
:Narrator: Brother Hanu rallies the combined forces of Nightmareville and The Compass, and finally topples Boss Stone.
:Narrator: Houses are built over the debris of war, and the residents regain their freedom. Nightmareville is renamed to Dreamville -- because nightmares will never blanket this place ever again.
:Narrator: Slowly but surely, this town finds its own happiness, and The Compass must continue on its voyage...
:Clockie: Tick-tock... What are you still doing here? The Compass is about to leave!
:Clockie: Me? I... I told Armchair Boy that I'm not heading to the next stop...
:Clockie: Tick-tock, I have to stay here. Brother Hanu needs me, and so do the people!
:Clockie: Of course, it doesn't mean that I've left The Compass -- when Dreamville finally becomes a true dream, I'll return for sure!
:Clockie: Tick-tock, the Mirror Princess and Captain Revolver will stay behind with me. Heh-heh, won't you stay too?
:Clockie: All right, all right. If you're not getting on the ship, it probably means you can't bear to leave this place! Then I'll help you build Dreamville together!
:Narrator: And just like it's always been, this journey has reduced The Compass' crew by a few heads again -- a brave revolver, an erudite mirror, and a clever clock.
:Narrator: Armchair Boy regularly reminisces about that brave revolver, that erudite mirror, and that clever clock.
:Narrator: But he knows that they did not abandon the voyage. They simply found a new destination -- no matter where The Compass' crew is, the voyage will never cease...
:Narrator: With Clockie and his companions staying behind in Dreamville, what challenges will he face next? And where will his voyage take him?
:Narrator: Stay tuned to the Clockie commemorative film Dreamjoy Memoir Part Three -- Dreamjolt Havoc.
===Special Ending===
Brother Hanu rejected the proposal for negotiations. He vowed to completely drive Boss Stone out of town. "Tick-tock, half-measured resistance is the same as resistance at all."
====Chapter 3: Alliance of Wolf and Croc====
*5 acts
*Requirement of 95 or more Dramatic score
:Narrator: Under Brother Hanu's leadership, Nightmareville once again defeats Boss Stone.
:Narrator: But there is no elation of victory on the townsfolk and crew's faces -- in this war, they have lost too many comrades.
:Narrator: Even the cold-hearted Brother Hanu cannot bear to witness any more sacrifices from the townsfolk. He chooses to negotiate with Boss Stone instead...
:Clockie: Tick-tock, who knew Boss Stone would so readily provide the townsfolk with reparations!
:Clockie: With so much money, Nightmareville will surely turn out better. I trust in Brother Hanu's strength!
:Clockie: Tick-tock, let's stay a little longer and witness Nightmareville's transformation together!
:Narrator: Nightmareville ushes in peace, and Brother Hanu becomes the local leader. Boss Stone also lends aid to the town with utmost effort.
:Narrator: But has happiness truly so easily descended upon this town? More frightening than war itself, something else may be brewing in the darkness...
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1	+Dramatic 	Boss Stone signs an agreement with Brother Hanu, promising not to let the townsfolk here dig for gemstones again. He also gives Brother Hanu a large financial stipend. 	Any Time Dice 	At Clockie's behest, Brother Hanu accepts the stipend and begins working with Boss Stone to build Nightmareville.
"Tick-tock, I guess that was all just a big misunderstanding before!"
Act 1	-Thrilling
-Comedic 	Some townsfolk are still harboring old grudges and aren't willing to team up with Boss Stone. They sow chaos everywhere and raise resistance against Boss Stone using catchy slogans. 	Any Time Dice 	These are no longer any ordinary townsfolk -- they need to be smacked down hard. Brother Hanu throws all the rebels into prison.
Act 2	-Thrilling
+Dramatic 	Many townsfolk in Nightmareville were injured in the war. Boss Stone hired the best doctor from the sea to offer them free treatment. 	Any Time Dice 	With the help of the doctor, the townsfolk relieved themselves of their pain and were also gifted a large supply of health supplements
"The first dosage is free for the initial cycle, and if you feel the effects are good, you can purchase more. Townsfolk get a 20% discount."
Act 2	-Dramatic
-Comedic 	Brother Hanu doesn't know how to begin developing the town. The townsfolk quickly run through all of the money from Boss Stone, and start complaining about Brother Hanu's incompetence. 	2 Time Dice 	Brother Hanu bears many heavy accusations but doesn't know what to do.
"Boss Stone, he's an idiot who can barely string a sentence together."
"Yeah, that's what I love about him."
Act 2	-Dramatic
-Comedic 	Brother Hanu doesn't know how to begin developing the town. The townsfolk quickly run through all of the money from Boss Stone, and start complaining about Brother Hanu's incompetence. 	6 Time Dice 	Brother Hanu bears many heavy accusations and often loses his temper with his critics.
"Kinda nice, at least when he's angry I can still understand what his 'hmph' means."
Act 3	-Thrilling
-Dramatic 	A Nightmareville faction against Brother Hanu grows in size with riots and skirmishes out in the streets. A solution has to be found. Brother Hanu summons several of his mates and asks them about their plans to fix things. 	1 Time Dice 	Shopkeeper Leaf comes up with a plan:
"Whosoever causes any trouble, just take away their stipend! They've just had it too good for too long. Once they start to suffer a little, they'll behave!"
Act 3	-Thrilling
-Dramatic 	A Nightmareville faction against Brother Hanu grows in size with riots and skirmishes out in the streets. A solution has to be found. Brother Hanu summons several of his mates and asks them about their plans to fix things. 	6 Time Dice 	Clockie comes up with a plan:
"Tick-tock, take a break bro. This isn't your fight."
Act 3	+Dramatic
-Comedic 	When the town fell into despair. the great Boss Stone extended a helping hand. He told the Hanu brothers that the most valuable thing in Nightmareville was its gems. He proposed that if they collaborated with him to develop the mines, the town could thrive once again.	1 Time Dice 	Brother Hanu and Boss Stone partner up to develop a small-scale gem extraction project.
"Brother Hanu, let's split things sixty-forty. Just say the word and I'll get to work."
Act 3	+Dramatic
-Comedic 	When the town fell into despair. the great Boss Stone extended a helping hand. He told the Hanu brothers that the most valuable thing in Nightmareville was its gems. He proposed that if they collaborated with him to develop the mines, the town could thrive once again.	6 Time Dice 	Brother Hanu and Boss Stone partner up to develop a large-scale gem extraction project to earn stacks of money for the town.
"Brother Hanu, you're the boss, and I'm your pawn. You manage the money, and I'll do the work."
Act 4	Requires Even Time Dice to have Dramatic x2 Multiplier	Boss Stone's popularity grows by the day in town, and he gets ready to launch his own biography. However, Brother Hanu soon realizes that Boss Stone has erased all his wrongdoings from the book. 	1 Time Dice 	Brother Hanu wants to expose Boss Stone, but his *hmph* is far less persuasive than Boss Stone and his big mouth.
"Brother Hanu, you'd best learn how to talk."
Act 4	Requires Even Time Dice to have Dramatic x2 Multiplier	Boss Stone's popularity grows by the day in town, and he gets ready to launch his own biography. However, Brother Hanu soon realizes that Boss Stone has erased all his wrongdoings from the book. 	6 Time Dice 	Brother Hanu doesn't care about Boss Stone's lies, and the book goes viral throughout the town.
"Boss Stone, enslaving us? There's such thing as being too unhinged!"
Act 4	-Thrilling
+Dramatic 	The time is ripe, and Boss Stone meets with Brother Hanu to hammer out negotiations -- he feels that he should be the one to enjoy more power as the hero who brought happiness to Nightmareville. 	1 Time Dice 	Brother Hanu rejects Boss Stone's request, and Boss Stone becomes furious, withdrawing all previous funding.
"Brother, unlabeled gifts are the most expensive ones of all!"
Act 4	-Thrilling
+Dramatic 	The time is ripe, and Boss Stone meets with Brother Hanu to hammer out negotiations -- he feels that he should be the one to enjoy more power as the hero who brought happiness to Nightmareville. 	6 Time Dice 	Brother Hanu acquiesces to Boss Stone's request and gives him a tiny appointment. However, this isn't enough. Boss Stone has designs on running the whole town...
"Brother Hanu, you aren't cut out for running a company -- just stick to the front lines!"
Act 5	-Thrilling
+Dramatic 	Boss Stone starts posturing for war -- he wants to take down Brother Hanu. To do this, he picks out two special dark secrets to announce to all the townsfolk... 	1 Time Dice 	Dark Secret 1: Brother Hanu secretly executed his partner, Sister Haru -- just to consolidate his power.
"Tick-tock, who is Sister Haru..."
Act 5	-Thrilling
+Dramatic 	Boss Stone starts posturing for war -- he wants to take down Brother Hanu. To do this, he picks out two special dark secrets to announce to all the townsfolk... 	4 or 6 Time Dice	Dark Secret 2: Brother Hanu seized the compass from The Compass and forced the crew to serve him
"Tick-tock, why don't I know about this!?"
Act 5	+Dramatic
-Comedic 	Boss Stone hands over the power of choice to the townsfolk -- whether to raise an army to attack Brother Hanu or be willing to live under his tyranny, it is all up to the townsfolk to vote on and decide. 	1 Time Dice 	Boss Stone announces that the townsfolk have chosen war, and while nobody can see the actual result, everyone buys into this result.
"Nobody disputes it, which means it's perfectly reasonable."
Act 5	+Dramatic
-Comedic 	Boss Stone hands over the power of choice to the townsfolk -- whether to raise an army to attack Brother Hanu or be willing to live under his tyranny, it is all up to the townsfolk to vote on and decide. 	4 or 6 Time Dice	The townsfolk all choose to go to war, and they believe that the merciful Boss Stone will grant them clemency after victory.
"Boss Stone may want our surplus value, but Brother Hanu wants our lives."
Act 5	Requires Even Time Dice to have Dramatic x2 Multiplier	Boss Stone lays out his vision for the crew: He wants to turn Nightmareville into the richest town in the world. To achieve this dream, he asks the crew to help him subdue Brother Hanu. 	1 Time Dice 	Clockie cannot stand against Brother Hanu, no matter what. He can only tacitly consent as Boss Stone declares war on his old friend.
Act 5	Requires Even Time Dice to have Dramatic x2 Multiplier	Boss Stone lays out his vision for the crew: He wants to turn Nightmareville into the richest town in the world. To achieve this dream, he asks the crew to help him subdue Brother Hanu. 	4 or 6 Time Dice	After weighing the pros and cons, Clockie can only choose to help Boss Stone defeat Brother Hanu, hoping this would be a wake-up call for him.
"Tick-tock, Boss Stone is doing his best for everyone. I'm sorry, Brother Hanu."
Boss Stone exhausts Brother Hanu's strength, and eventually wins the war. Brother Hanu is imprisoned. The townsfolk of Nightmareville once again become its staff. Of course, it is all legal.
Seeing his former friend turned into a prisoner, Clockie felt uneasy. But he understood that this was the best outcome for the townspeople... Or was it really?
====Chapter 4: Candy Bomb ====
:Narrator: With Boss Stone overseeing the trial, Brother Hanu gets his just sentencing,
:Narrator: Boss Stone truly becomes a boss here, and he gives the townsfolk... I mean, the staff plenty of benefits.
:Narrator: Though the staff's cost is higher than that of slaves, they are also more obedient than slaves. Boss Stone is also very pleased -- earning money is better than having none!
:Clockie: Tick-tock... The townsfolk look happier than before. Could Boss Stone really be right?
:Clockie: *sigh* Brother Hanu. my dearest friend, how did you end up on this misguided path?
:Narrator: Clockie sorrowfully boards The Compass and leaves Boss Stone's town.
:Narrator: The townsfolk here pour sweat into working the mine for Boss Stone, not forgetting to berate Brother Hanu for his cruelty and lauding Boss Stone's benevolence in their downtime.
:Narrator: But who caused Brother Hanu to be so cruel? And who turned Boss Stone into a saint?
:Narrator: "The most frightening wars usually don't require weapons."
:Narrator: Dreamscare Crusade -- THE END
==Film 3: Dreamjolt Havoc==
===Chapter 1: Rain of White Sand===
*4 acts
*Requirement of 30 or more Thrilling score
*All scores start at 15
:Narrator: With the help of his companions, Brother Hanu rebuilds Nightmareville into Dreamville. But in a place beyond the sight of all eyes, the town's crisis has not yet ended...
:Clockie: Tick-tock! This is bad -- Dreamville is in huge trouble!
:Clockie: Dreamville had a forest that used to keep out the sandstorms from distant lands. It also bore plenty of fruit for the town...
:Clockie: But suddenly, that forest has disappeared! Missy Fruit Tree charged with looking after the fruit forest has also gone missing...
:Clockie: Argh, such huge winds! Without the forest's protection, the town is plagued by a shroud of heinous haze every day... If this keeps up, the town will be blown away!
:Clockie: It's not just Missy Fruit Tree, we also need to find the friends who got blown away by the wind...
:Clockie: Clockie is deploying! Objective -- to protect Dreamville! Tick-tock!
:Narrator: And so, Clockie steps into the storm and begins searching for the secret behind this catastrophe...
Plot Cards
Act 	Attributes	Description 	Time Dice 	Result
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral	Faced with such a predicament, some townsfolk suggested making wishes upon a meteor that fell in the past. But Clockie hears the crew say that meteors may bring misfortune... He has to persuade the townsfolk not to use the meteor solution.	Under 8 Time Dice	Faced with such a predicament, some townsfolk suggested making wishes upon a meteor that fell in the past. But Clockie hears the crew say that meteors may bring misfortune... He has to persuade the townsfolk not to use the meteor solution.
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral	Faced with such a predicament, some townsfolk suggested making wishes upon a meteor that fell in the past. But Clockie hears the crew say that meteors may bring misfortune... He has to persuade the townsfolk not to use the meteor solution.	8+ Time Dice 	Clockie tells the townsfolk that meteors will cause bad luck.
Act 1	+Dramatic 	Clockie steps into the tempest. Sharp gravel flits around the hurricane, but many more dangers lurk unforeseen... 	Any Time Dice 	Clockie decides to keep pushing on, looking for any signs of Missy Fruit Tree.
Act 2	+Thrilling	Clockie takes the old sails from The Compass and stitches them into a paraglider to soar through the skies. But the fabric is blown away by the stormy winds, and Clockie loses his balance in the air... 	Under 7 Time Dice	Clockie takes the wide-brimmed hat from Master Hat, and floats back gracefully to the ground...
"Tick-tock, a flying watch ought to cost more than just a normal one, right?"
Act 2	+Thrilling	Clockie takes the old sails from The Compass and stitches them into a paraglider to soar through the skies. But the fabric is blown away by the stormy winds, and Clockie loses his balance in the air... 	7+ Time Dice 	Clockie is swept off by the hurricane to a faraway land, and to traverse mountains and valleys to return to Dreamville
"Tick-tock, where in the tick-tock am I?!"
Act 2	-Dramatic
+Comedic	Sandy winds enshrouded the town, blocking sunlight from coming in. Clockie is only able to push on by following Mirror Princess' guidance... 	2 or 3 Time Dice 	The mirror's light is slightly faint and isn't enough to light up the whole town, but at least it's enough to show Clockie a path...
"Tick-tock, I wish I had a map with a nice flashing icon on it to follow."
Act 2	-Dramatic
+Comedic	Sandy winds enshrouded the town, blocking sunlight from coming in. Clockie is only able to push on by following Mirror Princess' guidance... 	5 Time Dice 	The mirror shines on and off, and Clockie follows the light -- but accidentally falls into a gutter.
"Tick-tock, Mirror Princess, I'm sure you didn't mean to, even though you seem happier than a Masked Clown."
Act 3	-Thrilling
Requires 8+ Time Dice to be neutral	Clockie hides the shooting star in his room, yet some townsfolk still haven't let go of the idea of using it... 	Under 8 Time Dice	Clockie hides the shooting star in his room, yet some townsfolk still haven't let go of the idea of using it...
Act 3	-Thrilling
Requires 8+ Time Dice to be neutral	Clockie hides the shooting star in his room, yet some townsfolk still haven't let go of the idea of using it... 	8+ Time Dice 	Clockie warned the townspeople that shooting stars would bring misfortune. Though skeptical, they abandoned the plan to use the shooting star for now.
Act 3	-Comedic 	While Clockie searched for the truth, Brother Hanu was not idle either. He was busy protecting the residents of Dreamville -- after all, Boss Stone was still lurking out at sea, ready to make his next move. 	2 or 3 Time Dice 	Brother Hanu is undefeated in the battle against Boss Stone.
"Stop, Brother Hanu! One more blow and we'll hit the crocodile pit!"
Act 3	-Comedic 	While Clockie searched for the truth, Brother Hanu was not idle either. He was busy protecting the residents of Dreamville -- after all, Boss Stone was still lurking out at sea, ready to make his next move. 	6 Time Dice 	Brother Hanu suffered back-to-back losses in the battle against Boss Stone.
"Losing to Boss Stone, THEN losing to Lieutenant Chitters... There's nothing left to lose after that!"
Act 4	+Thrilling	Brother Hanu discovers a shifty figure hanging around outside town who turns out to be a lackey sent by the despicable Boss Stone... I guess Boss Stone still hasn't given up on the treasures of Dreamville! 	Under 8 Time Dice	Together, the townsfolk beat away Boss Stone's lackey.
"Boss Stone, keep losing, and there'll be nobody left to lose."
Act 4	+Thrilling	Brother Hanu discovers a shifty figure hanging around outside town who turns out to be a lackey sent by the despicable Boss Stone... I guess Boss Stone still hasn't given up on the treasures of Dreamville! 	8+ Time Dice 	Some of the townsfolk get taken hostage by Boss Stone's lackeys. Clockie gets put through the wringer but eventually saves them, damaging his watch hands in the process.
"War-wounded watches, twenty percent off."
Act 4	-Dramatic 	Clockie comes across Shopkeeper Leaf, who is carrying a large sack of fruit and looks rattled. Highly suspicious... 	1 or 3 Time Dice 	Clockie carefully interrogates this cap about the origin of the fruit, and Shopkeeper Leaf scampers off without saying a thing.
"Tick-tock, I've got a bad feeling about this..."
Act 4	-Dramatic 	Clockie comes across Shopkeeper Leaf, who is carrying a large sack of fruit and looks rattled. Highly suspicious... 	5 Time Dice 	Clockie continues on his journey without stopping to interrogate Shopkeeper Leaf, who distributes fruit to the townsfolk and resolves the famine.
"Don't ask, and just be grateful for a full belly."
Act 4	+Thrilling
-Comedic	Clockie comes to the border of the town and discovers the truth about the storm: The hedge, which acted as a windbreak, has withered awat, and the girl tasked with looking after it, Missy Fruit Tree, is nowhere to be seen... 	1 or 3 Time Dice 	Clockie couldn't find Missy Fruit Tree and could only find some seeds from the windbreak hedges she left.
"Tick-tock, I've still never eaten her fruit before..."
Act 4	+Thrilling
-Comedic	Clockie comes to the border of the town and discovers the truth about the storm: The hedge, which acted as a windbreak, has withered awat, and the girl tasked with looking after it, Missy Fruit Tree, is nowhere to be seen... 	5 Time Dice 	Clockie finds a withered fruit tree, and her fruits have all been raided. All that remains beside her are a few seeds for a windbreak hedge tree.
"Tick-tock, could watering still revive her...?"
Boss Stone's army is approaching, and Brother Hanu's situation becomes critical. But even so, he still has to make Shopkeeper Leaf pay the dues -- before being caught by Boss Stone, Brother Hanu has his launcher aimed squarely at Shopkeeper Leaf.
"Brother Hanu, you have no fruit to sate the people's hunger and no gems to set their hearts at ease. I'm the one who brought these resources, and you cannot..."
Faced with Boss Leaf's excuses, Brother Hanu let out a cold *hmph* and then pulled the trigger.
===Chapter 2: The Return of the Croc===
*5 acts
*Requirement of 55 or more Thrilling score
:Narrator: Clockie discovers the root of the storm -- Missy Fruit Tree's disappearance has caused the windbreak forest that used to keep out the winds to wither, allowing the storm and monsters from the desert to encroach forth.
:Narrator: Clockie makes his way back to town to discuss storm protection measures with Brother Hanu, but...
:Clockie: Tick-tock, the town's suddenly turned quiet... Brother Hanu, I'm back! Where are you?
:Clockie: That's... Brother Hanu! He's been captured by Boss Stone!
:Clockie: Dang that Boss Stone! We can't give up hope. We must resist till the very end...!
:Clockie: Boss Stone, your plan will never succeed! Tick-tock!
:Narrator: The foreboding storm, Missy Fruit Tree's plight, Boss Stone's invasion, Brother Hanu's imprisonment... More and more dangers are showing up in Dreamville...
:Narrator: For Dreamville -- fight on, Clockie!
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1	-Comedic 	The Compass returns to Dreamville, but the town has already been taken over by Boss Stone. Brother Hanu has also been rounded up by Boss Stone... 	Any Time Dice 	But as a crew member of the Compass, Clockie never gives up!
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral 	Dreamville is controlled by Boss Stone, and his lackeys patrol all over the town. Clockie needs to get past Boss Stone's scouts without them noticing. 	Under 8 Time Dice	Dreamville is controlled by Boss Stone, and his lackeys patrol all over the town. Clockie needs to get past Boss Stone's scouts without them noticing.
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral 	Dreamville is controlled by Boss Stone, and his lackeys patrol all over the town. Clockie needs to get past Boss Stone's scouts without them noticing. 	8+ Time Dice 	Clockie wears a crocodile hood, and has disguised himself as Boss Stone inspecting here and there, swaggering giddily while strutting down the street.
Act 2	-Thrilling
Requires 8+ Time Dice to be neutral 	When Boss Stone learns that Clockie has gotten the seeds to stop the storm, he calls up his crocodiles forth to take the seeds by force... 	Under 8 Time Dice	Clockie hides the seeds in Sister Wildflower's fields, then paints a stone to look like a seed.
"Tick-tock, if I really do manage to fool Boss Stone, then we'll have to call him 'Boss Seed' instead!"
Act 2	-Thrilling
Requires 8+ Time Dice to be neutral 	When Boss Stone learns that Clockie has gotten the seeds to stop the storm, he calls up his crocodiles forth to take the seeds by force... 	8+ Time Dice 	Clockie hides the seeds in Sister Wildflower's fields, then hands over one of his own cogs.
"Tick-tock, there's nothing dodgy about this at all. The seeds that grow over in Cyberville are way more odd-looking than this!"
Act 2	+Thrilling
-Dramatic 	Boss Stone picks out 22 of his most trusted goons, and sends them to various parts of town to find signs of Clockie... 	3 Time Dice 	Captain Python storms into the cockpit of the Compass. He cuts the sail and rips out the rudder, but fails to recognize Clockie disguised as a compass.
Act 2	+Thrilling
-Dramatic 	Boss Stone picks out 22 of his most trusted goons, and sends them to various parts of town to find signs of Clockie... 	4 or 6 Time Dice 	Sir Lobster storms into Clockie's room. He opens all the drawers and cabinets, searching high and low, but fails to discover Clockie hiding outside the window.
Act 3	Requires 8+ Time Dice to have Dramatic x3 Multiplier	Leafy becomes the new Shopkeeper Leaf, and vows to atone for his father's sins. He opens up his own family's vaults to help Clockie get enough money to defeat Boss Stone... 	Under 8 Time Dice	Clockie doesn't take Leafy's money. He knows that this money is going to make a better Dreamville in the future.
"Tick-tock, be thrifty and hardworking. Every watch plays its part!"
Act 3	Requires 8+ Time Dice to have Dramatic x3 Multiplier	Leafy becomes the new Shopkeeper Leaf, and vows to atone for his father's sins. He opens up his own family's vaults to help Clockie get enough money to defeat Boss Stone... 	8+ Time Dice 	Clockie takes all of Leafy's money, and wants to put this money toward saving Brother Hanu.
"Tick-tock, I want to make an expenseive set of clock armor!"
Act 3	+Thrilling
-Comedic 	The townsfolk can no longer bear Boss Stone's domineering ways. Even without Brother Hanu leading them, they still stoke the flames of rebellion and rush to the cell where Brother Hanu is imprisoned... 	2 or 3 Time Dice 	Boss Stone hurries out of the burning building in a mess. Among all the chaos, Clockie sneaks into the cell and rescues Brother Hanu.
"Tonight, we are all Brother Hanu."
Act 3	+Thrilling
-Comedic 	The townsfolk can no longer bear Boss Stone's domineering ways. Even without Brother Hanu leading them, they still stoke the flames of rebellion and rush to the cell where Brother Hanu is imprisoned... 	6 Time Dice 	With the townsfolk covering him, Brother Hanu fights his way out, but the price is everyone's safety...
"There's always a price, but it can't be you."
Act 4	Requires 8+ Time Dice to have Dramatic x3 Multiplier	Brother Hanu returns to everyone, but the town is still surrounded by unrelenting crocodiles. Looking at the distress of the situation and the helplessness of the town, Clockie needs to find a way to lend his support...	Under 8 Time Dice	Clockie rushes to the battlefield to fight the crocodiles alongside Brother Hanu.
"Tick-tock, fighting -- so cool!"
Act 4	Requires 8+ Time Dice to have Dramatic x3 Multiplier	Brother Hanu returns to everyone, but the town is still surrounded by unrelenting crocodiles. Looking at the distress of the situation and the helplessness of the town, Clockie needs to find a way to lend his support...	8+ Time Dice 	Clockie stays in town and helps repair the place with Professor Owl.
"Tick-tock, the first step in a town revival: More houses, more roads!"
Act 4	+Dramatic 	Under the dual siege of Boss Stone and the storm, the town's resources are gradually getting depleted. That very night, Brother Hanu walks into Boss Stone's camp alone. 	3 Time Dice 	When Brother Hanu leaves, Clockie can sense some movements despite still being asleep.
"Tick-tock, I thought he wanted to go to the bathroom..."
Act 4	+Dramatic 	Under the dual siege of Boss Stone and the storm, the town's resources are gradually getting depleted. That very night, Brother Hanu walks into Boss Stone's camp alone. 	4 or 5 Time Dice 	Brother Hanu does not let anyone discover his own whereabouts, only leaving behind a letter.
"Can you guys understand what the *hmph* in this letter means?"
Act 4	+Thrilling
-Dramatic 	Brother Hanu continues to penetrate deeper into the enemy position, and is surrounded by increasingly more crocodiles -- yet Brother Hanu has no intention of fleeing. 	3 Time Dice 	Brother Hanu tries to avoid being seen by the enemy to carry out actions in secrecy. He makes a highly discreet *hmph* noise.
Act 4	+Thrilling
-Dramatic 	Brother Hanu continues to penetrate deeper into the enemy position, and is surrounded by increasingly more crocodiles -- yet Brother Hanu has no intention of fleeing. 	4 or 5 Time Dice 	Brother Hanu confronts the enemy head-on and vows to defeat all of them. He lets out a fearless *hmph*.
At the heart of the enemy's camp, the ultimate showdown between Brother Hanu and Boss Stone is about to erupt. Despite being covered in wounds, Brother Hanu charges fearlessly toward Boss Stone's army with unwavering resolve...
"Woah, he's way too cool!"
Boss Stone throws in the towel, but Brother Hanu has meanwhile disappeared... Backed into a corner, Boss Stone claims he is willing to turn over a new leaf and help the town resist disaster. He only hopes Dreamville accepts him...
===Classic Ending===
Clockie rejects Boss Stone's "good intentions." Compared to wealth of questionable origin, he prefers to believe in the hard work of the townsfolk.
====Chapter 3: One Who Defies the Wind==== 
*5 acts
*Requirement of 90 or more Thrilling score
:Narrator: Clockie and his companions defeat the enemy after much ardor, but his most important companion, Brother Hanu, does not return to town...
:Clockie: Tick-tock... Brother Hanu, my most bosom friend, where have you gone...
:Narrator: But now's not the time to grieve. With Boss Stones invasion and the sandstorm devastating the town, imminent danger is right at our doorstep.
:Clockie: Worry not Brother Hanu... I will never leave this place! I'll protect this town! Tick-tock!
:Clockie: But Dreamville is now almost in shambles. What should I do to help everyone?
:Clockie: Tick-tock! That's right, we have origami birds and Professor Owl who can repair houses, and my omnipotent crew members -- Mirror Priness and Captain Revolver!
:Clockie: As long as everyone in Dreamville stands united, there's nothing that we can't conquer, tick-tock!
:Narrator: Bearing Brother Hanu's wishes, Clockie busies himself with the attempt to thwart the sandstorm.
:Narrator: But a disaster is not so easily quashed. There are many matters of import yet to be accomplished in Dreamville -- how will Clockie overcome the crisis that looms?
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1	+Thrilling 	Clockie discusses with Professor Owl, and they decide to renovate all of the buildings in Dreamville again to transform them into a playground filled with joy and warmth. Professor Owl recruits the origami birds as apprentices and becomes a mentor for everyone.	Any Time Dice 	But the storm has not yet stopped. The dispute with the townsfolk has not yet stopped, and Boss Stone has not yet completely disappeared. While rebuilding Dreamville, lockie must also find a way to get Missy Fruit Tree's seeds to sprout.
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral 	Without Brother Hanu's mediation, the townsfolk resume squabbling over resources yet again. Their beloved Clockie has to maintain peace over Dreamville. 	Under 8 Time Dice	Without Brother Hanu's mediation, the townsfolk resume squabbling over resources yet again. Their beloved Clockie has to maintain peace over Dreamville.
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral 	Without Brother Hanu's mediation, the townsfolk resume squabbling over resources yet again. Their beloved Clockie has to maintain peace over Dreamville. 	8+ Time Dice 	Clockie is patrolling through the town, resolving disputes between townsfolk.
Act 2	+Thrilling
-Dramatic 	The origami birds want to make Dreamville bigger, but the biggest and best stones are deep in the desert wastelands. Nobody ever dares set foot in the desert due to the terrible monster living there called "Unknown"... 	Any Time Dice 	Clockie doesn't know how to defeat Unknown, and has to convince the origami birds to give things up.
"Tick-tock, time to throw the towel."
Act 2	+Dramatic 	To find better stones and to blow away the desert fogs, Mirror Princess, Clockie, Captain Revolver and the origami birds set out on a journey to defeat Unknown... 	2 Time Dice 	Mirror Princess has been studying the desert landscape, and everyone obediently follows her to where Unknown is hiding.
"Tick-tock, going on an adventure with her is like having all the cheat codes!"
Act 2	+Dramatic 	To find better stones and to blow away the desert fogs, Mirror Princess, Clockie, Captain Revolver and the origami birds set out on a journey to defeat Unknown... 	4 Time Dice 	Cheeky lil' Clockie is running around the open desert. Not only does Unknown fail to materialize, but Clockie finds himself lost, too.
"Why did we bring him again in the first place?"
Act 3	+Thrilling
-Comedic 	The cunning Unknown dazzles everyone's vision in the fog. Amid the pitch-black darkness, Mirror Princess steps into a trap left by Unknown, falling to the ground and fragmenting into pieces... 	3 Time Dice 	Despite Mirror Princess being broken, she manages to tell her friends about Unknown's weakness before she breaks. Clockie leads the vicious monster out of the fog.
"Ah, you 'know' what I look like while outside this fog!"
Act 3	+Thrilling
-Comedic 	The cunning Unknown dazzles everyone's vision in the fog. Amid the pitch-black darkness, Mirror Princess steps into a trap left by Unknown, falling to the ground and fragmenting into pieces... 	4 or 6 Time Dice 	Despite being broken, Mirror Princess' body still reflects light. Everyone picks up fragments of her, and beams the light onto the dastardly Unknown.
"Ah, you 'know' what I look like in the mirror!"
Act 3	Requires 8+ Time Dice to have Thrilling x3 Multiplier	With Mirror Princess' help, Unknown is defeated -- but the princess also becomes a broken mirror, scattered all over the ground. Clockie and Captain Revolve start crying, and don't stop crying until they rust. 	Under 8 Time Dice	They hide the fragments of Mirror Princess and conceal the truth from the townsfolk -- after all, they are in distress and cannot bear to hear such cruel news.
Act 3	Requires 8+ Time Dice to have Thrilling x3 Multiplier	With Mirror Princess' help, Unknown is defeated -- but the princess also becomes a broken mirror, scattered all over the ground. Clockie and Captain Revolve start crying, and don't stop crying until they rust. 	8+ Time Dice 	They pick up the fragments of Mirror Princess one by one, and bring her back to Dreamville. The townsfolk burst into tears at the news, and begin to worry about the future of Dreamville.
Act 3	+Comedic 	Now pieced back together, Mirror Princess is unable to speak -- but all kinds of knowledge is reflected in her surface. The townsfolk gather around the mirror, hoping to draw inspiration from it... 	3 Time Dice 	Professor Owl is able to learn a secret from the mirror -- the gems from the desert can turn a building into anything! Knowing this will make Dreamville look even more incredible...
Act 3	+Comedic 	Now pieced back together, Mirror Princess is unable to speak -- but all kinds of knowledge is reflected in her surface. The townsfolk gather around the mirror, hoping to draw inspiration from it... 	4 or 6 Time Dice 	Clockie is able to learn a secret from the mirror -- Dreamville's territory is far vaster than ever imagined. If they're able to conquer the deserts and the jungles, then the town could grow bigger than the whole of the mainland...
Act 4	+Thrilling
-Comedic 	The townsfolk take their chances while Clockie is away from home to steal the shooting star from his house to make a wish about becoming happy. A fog disperses throughout the town, and the townsfolk begin to fall into a coma one after the other... 	Any Time Dice 	Clockie returns home to find his shooting star gone and nobody out on the streets...
Act 4	-Dramatic
+Comedic 	With all his friends gone, who else was there to save Dreamville? Clockie stuffs a message for help into a drift bottle and throws it away into the vast eternal ocean... 	Any Time Dice 	Clockie waits for news every day by the sea until finally, one day, he receives a message from Charmonyville. A kind person named Old Man Wood was willing to offer a helping hand...
Act 5	+Thrilling
-Comedic 	In the midst of desperation, Dreamville welcomes a new guest: a gentleman by the name of Old Man Wood. He knows about the seeds Clockie brought, but getting them to sprout will require the cooperation of all the townsfolk working in tandem... 	2 or 3 Time Dice 	Old Man Wood teaches the people of Dreamville a cheery song. Hand in hand, the townsfolk sing and dance around the seeds and begin a festival. Very soon, the seeds start to respond to their singing...
Act 5	+Thrilling
-Comedic 	In the midst of desperation, Dreamville welcomes a new guest: a gentleman by the name of Old Man Wood. He knows about the seeds Clockie brought, but getting them to sprout will require the cooperation of all the townsfolk working in tandem... 	6 Time Dice 	Old Man Wood teaches the people of Dreamville a quiet song. The townsfolk sing it but cannot help falling asleep one by one. Before closing his eyes, Clockie notices that the seeds seem to be responding to their singing voice...
Act 5	+Thrilling
-Dramatic 	Old Man Wood can get the windbreak hedge seeds to quickly sprout, and can also let the shooting star be swallowed up by the Great Tree. But Clockie needs to provide nutrients to the great tree -- in other words, precious memory and emotions... 	2 or 3 Time Dice 	Clockie collects all the memories of his own journey so far -- the Compass' steering wheel, Captain Revolver's bullet, and Mirror Princess' mirror. The proof of these adventures becomes nutrients for the seed, and finally from out of the seed sprouts a shoot green...
Act 5	+Thrilling
-Dramatic 	Old Man Wood can get the windbreak hedge seeds to quickly sprout, and can also let the shooting star be swallowed up by the Great Tree. But Clockie needs to provide nutrients to the great tree -- in other words, precious memory and emotions... 	6 Time Dice 	Clockie tells the seed all about his own journey so far -- Master Hat's sacrifice, the Mirror Kingdom's adventures, and his escapades around Nightmareville... These exciting adventures become nutrients for the seed, and finally from out of the seed sprouts a shoot of green...
Act 5	Requires 8+ Time Dice to have Thrilling x3 Multiplier	The seed begins to sprout and grows into a small tree that attracts a host of terrifying beasts, all drawn to consume the little tree... 	Under 8 Time Dice	Clockie gathers the townsfolk, uniting them in preparation to chase the beasts away.
"Tick-tock, I understand that many among the townsfolk may also be beasts... But they are characters with names!"
Act 5	Requires 8+ Time Dice to have Thrilling x3 Multiplier	The seed begins to sprout and grows into a small tree that attracts a host of terrifying beasts, all drawn to consume the little tree... 	8+ Time Dice 	Clockie wants to prepare the small tree and is ready to chase the beasts away on his own.
"Tick-tock, at this very moment, the protection of the plants outweighs that of animal protection!:
Under Clockie's protection, the sapling quickly grows into a towering giant tree. Its lush foliage blocks the wind, and the sunlight filtering through the canopy arouses the townsfolk from the fog.
The wind and anomalies raging throughout the town have now been curbed. Dreamville has been saved... for the time being.
====Chapter 4: Seed Anew====
:Narrator: Old Man Wood has planted a bulwark of trees outside Dreamville to shelter the town from the brutalk winds. Dreamville is saved once again.
:Clockie: Tick-tock, this is good news! It's all thanks to Old Man Wood that the winds have stopped! Dreamville is saved!
:Clockie: But the town needs some time before it returns to its normal state of affairs. Many houses have been blown apart, and my friends are gone...
:Clockie: But it's fine, Old Man Wood has promised me that he will stay in town a little longer. He's willing to help me rebuild the town!
:Clockie: Tick-tock. Till now, the thrill of this journey has far surpassed my wildest imagination... This is definitely the world's most exciting adventure!
:Clockie: I may not be able to leave Dreamville right now to embark on a new adventure... but it's not too bad at all, being able to stay with all of you!
:Clockie: And now, my friend, it's time to sleep. The task of rebuilding the town awaits us!
:Narrator: Clockie is dreaming again -- in it, he sees the kind Mirror Princess, the brave Captain Revolver, and Brother Hanu, who is recuperating in a faraway place... Clockie knows that they will always accompany him in his dreams.
:Narrator: What new challenges will Clockie encounter as Dreamville is being rebuilt? And what new opportunities will Old Man Wood bring Dreamville?
:Narrator: Stay tuned to the Clockie Commemorative film Dreamjoy Memoir Part Four -- Dreammmyth Escapade.
===Special Ending===
Clockie accepts Boss Stone's "good intentions," but can these ill-gotten gains really lead the town down the right path?
====Chapter 3: Shadow of Doubt==== 
*5 acts
*Requirement of 95 or more Thrilling score
:Narrator: Boss Stone shares his personal stash of gems to help the town rebuild their houses... The big baddie has turned into an angelic saint. This ending is as apparently beautiful as it can be.
:Clockie: ...Tick-tock, I still think something's not right here!
:Clockie: Look at Boss Stone -- that wily nose, ferocious teeth, and those sinister eyes! I dare say that he's definitely still harboring ill intent!
:Clockie: We might have accepted him as part of the town for now... but we must remain alert! Tick-tock!
:Clockie: Tick-tock, though Brother Hanu is missing, but as long as everyone in Dreamville sticks together, we've nothing to fear against Boss Stone's conspiracies!
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral 	Boss Stone has become a big wig around Dreamville. He'll show up wherever anyone's asking for help, and even Clockie sometimes lets down his guard around him... 	Under 8 Time Dice	But Sister Wildflower's flowers overhear a conversation between Boss Stone and his lackeys -- turns out Boss Stone is using the constrution as a front of secretly siphon gems out of town and into his own vault!
Act 1	-Thrilling
Requires 8+ Time Dice to be neutral 	Boss Stone has become a big wig around Dreamville. He'll show up wherever anyone's asking for help, and even Clockie sometimes lets down his guard around him... 	8+ Time Dice 	But the origami birds overhear a conversation between Boss Stone and his lackeys while flying overhead -- turns out Boss Stone is using the constrution as a front of secretly siphon gems out of town and into his own vault!
Act 1	+Thrilling 	To resist erosion by the winds and sands, Boss Stone proposes to personally assist the townsfolk in rebuilding their homes and making the buildings more secure... 	Any Time Dice 	But Clockie is still very cautious: Could Boss Stone really be that kind?
Act 2	+Thrilling 	Clockie publishes exactly what Boss Stone did in the daily newspaper, and gets his origami bird friends to help deliver it to every household. The people start to grow afraid of Boss Stone... 	Under 7 Time Dice	Boss Stone cannot find a good way to launder his reputation, so he can only send a legal notice to Clockie.
"Are you scared? If not, then we'll ignore it!"
Act 2	+Thrilling 	Clockie publishes exactly what Boss Stone did in the daily newspaper, and gets his origami bird friends to help deliver it to every household. The people start to grow afraid of Boss Stone... 	7+ Time Dice 	Boss Stone starts hyping up Clockie's dirty laundry, claiming hes actually trying to profit from Boss Stone's works...
"Can you believe it? In any case, I do."
Act 2	Requires 8+ Time Dice to have Thrilling x3 Multiplier	Boss Stone personally helps rebuild homes for the townsfolk, but Clockie still suspects him of harboring ill intent. Clockie secretly follows Boss Stone to eavesdrop on his conversation with some lackeys... 	Any Time Dice 	So, it turns out Boss Stone is using the construction as a front to secretly siphon gems out of town and into his own vault! Boss Stone is nothing but a big bad guy!
Act 3	-Dramatic 	Boss Stone's right-hand man, Lieutenant Chitters, hates nothing more than the laughter of others. He destroys other people's homes and steals their family treasure -- Clockie must stop this sort of behavior! 	1 Time Dice 	Clockie hides on the side of a remote road and sticks his foot out to trip over Lieutenant Chitters.
"Tick-tock, now that's what I call clever!"
Act 3	-Dramatic 	Boss Stone's right-hand man, Lieutenant Chitters, hates nothing more than the laughter of others. He destroys other people's homes and steals their family treasure -- Clockie must stop this sort of behavior! 	5 or 6 Time Dice 	Clockie finds Lieutenant Chitters for a fight. He punches the Lieutenant's scaly croc skin, but ends up in so much pain that he skipped away.
"Haha, Boss Stone is the only one who can chew me out!"
Act 3	-Thrilling
Requires 8+ Time Dice to be neutral 	Boss Stone's evil factory has no vacation days, so Clockie secretly dismantles all the machinery there. The factory security guards chase after him in anger... 	Under 8 Time Dice	Production at the factory is completely crippled, and the employees are freed from their strenuous labor.
"All hail Boss Clockie!"
Act 3	-Thrilling
Requires 8+ Time Dice to be neutral 	Boss Stone's evil factory has no vacation days, so Clockie secretly dismantles all the machinery there. The factory security guards chase after him in anger... 	8+ Time Dice 	Boss Stone quickly fixes the machinery at the factory, and the employees are forced to keep on working tirelessly.
"In an industrialized pipeline, staff are nothing more than spare parts!"
Act 3	+Thrilling 	Boss Stone finally realizes that Clockie is the greatest barricade stopping him from taking over the whole town. Now, he's scheming on how to boot Clockie out of here... 	1 Time Dice 	Boss Stone decides to start with Clockie's friends. He pretends to be the Mirror King and summons Clockie to bring Mirror Princess back to the nation. But the clever Mirror Princess discovers a flaw in the plan, and uses a mirror to reveal the true identity of the "King"" -- it was Boss Stone wearing a mask!
Act 3	+Thrilling 	Boss Stone finally realizes that Clockie is the greatest barricade stopping him from taking over the whole town. Now, he's scheming on how to boot Clockie out of here... 	5 or 6 Time Dice 	Boss Stone decides to start with the crew aboard the Compass. He hacks off its anchor, and as soon as Clockie wakes up, he discovers both he and his vessel have been blown off-course to uncharted waters -- but fortunately, the compass has not been lost. Clockie manages to use it to guide his way back to Dreamville.
Act 4	+Thrilling
-Comedic 	Boss Stone immerses himself in the joyful sweetness of soda. He takes over Mr. Soda's home and demands to take over all of the remaining syrup and soda all over town... 	Any Time Dice 	Boss Stone drinks too much soda, and the sweet syrup turns into these annoying burps. Clockie manages to sneak off together with Mr. Soda as Boss Stone is still burping.
Act 4	+Thrilling
-Dramatic 	Boss Stone's heartless factory didn't give any pay raises, so everyone was living hand-to-mouth. Clockie poked a hole in Boss Stone's treasury, and the townspeople started to loot Boss Stone's treasures... 	Any Time Dice 	The factory security caught many townspeople, and under pressure, they returned the stolen treasures to the factory.
"Buying things cost money. That's just common sense."
Act 5	+Thrilling
-Comedic 	Boss Stone sends out a contract to the entire townsfolk at the banquet. There are so many terms and conditions that people start to get dizzy from reading it... 	2 or 3 Time Dice 	Professor Owl deciphered the terms with his wisdom, explaining the consequences of signing the contract to the townsfolk -- they would be trapped inside voluntarily.
"Even so, it's better than dying out there in the storm, right?"
Act 5	+Thrilling
-Comedic 	Boss Stone sends out a contract to the entire townsfolk at the banquet. There are so many terms and conditions that people start to get dizzy from reading it... 	5 or 6 Time Dice 	To gain the protection of the towering walls, the townsfolk signed the contract one after another, even though it meant they could never leave.
"Haha! Don't worry. I'll assign jobs to all of you!"
Act 5	+Thrilling
-Dramatic 	Boss Stone's tall wall is finally complete, and Boss Stone invites all the townsfolk to attend his ceremony, even including Clockie... 	2 or 3 Time Dice 	Clockie attends the ceremony, where Boss Stone announces that everyone will have to turn in valuable gems as protection money if they hope to enjoy the high wall's defenses.
"I'll provide the service, and you pay. That's the law of this world."
Act 5	+Thrilling
-Dramatic 	Boss Stone's tall wall is finally complete, and Boss Stone invites all the townsfolk to attend his ceremony, even including Clockie... 	5 or 6 Time Dice 	Clockie doesn't attend the ceremony, but hears that Boss Stone sets down a rule: All townsfolk must pay an expensive protection fee to Boss Stone as rent.
"Tick-tock, and he doesn't even give out any benefits!"
Act 5	-Thrilling
Requires 8+ Time Dice to be neutral 	To prevent the wind and sand from damaging his sparkly sports car, Boss Stone decides to build a tall, long wall around the perimeter of town. Not only would it block the wind and the sand, but it would also block out all of the sunshine for the town...	Under 8 Time Dice	Clockie and Captain Revolver sneak into the construction site under cover of darkness to steal Boss Stone's ready-made cement. The walls, built only using stacked bricks, fall down with a crash, smashing right into Boss Stone.
"Ow, I bet that's Lieutenant Chitters using inferior supplies again!"
Act 5	-Thrilling
Requires 8+ Time Dice to be neutral 	To prevent the wind and sand from damaging his sparkly sports car, Boss Stone decides to build a tall, long wall around the perimeter of town. Not only would it block the wind and the sand, but it would also block out all of the sunshine for the town...	8+ Time Dice 	Clockie and Captain Revolver sneak into the construction site under cover of darkness to embed a bomb inside that have already been laid. The gunpowder detonates abruptly, and brick debris splashes right into the nearby Boss Stone.
Clockie and his rebel mates are still caught, and the townsfolk have no choice but to accept Boss Stone's terms. After all, the storm outside is far worse than losing their freedom.
The wall gets higher and higher, until it blocks out all the winds, sands, and even sunshine... Boss Stone places this place under total "protection," turning Dreamville back into Nightmareville.
====Chapter 4: Invisible Cage==== 
:Narrator: Boss Stone surrounds Dreamville with towering metal walls, "protecting" the entire town in their center.
:Narrator: Dreamville won't be destroyed by the sandstorm, but it has also lost its freedom under Boss Stone's control.
:Narrator: Boss Stone turns the town into his own personal factory, forcing the residents to toil day and night in the mines to excavate gems for him. Before long, this plae earns a new moniker -- Nightmareville.
:Narrator: As for Clockie... No one ever sees Clockie again.
:Narrator: The townsfolk dreamed that Clockie would return someday, once again leading them to drive out Boss Stone and regain their happiness and freedom...
:Narrator: But they also understand that in this village of nightmares, dreams will just be dreams.
:Narrator: "The one who feeds the crocodile will eventually be eaten by it."
:Narrator: Dreamjolt Havoc -- THE END
==Film 4: Dreammyth Escapade==
===Chapter 1: The Outward Ruins===
*9 acts
*Requirement of 25 or more for every score
*All scores start at 15
:Narrator: After planting the trees and quelling the storm, Old Man Wood and his family accept Clockie's invitation to stay behind and rebuild the town.
:Narrator: Even with a powerful helper, the town has been bulldozed into rubble -- the rebuilding project will be onerous...
:Clockie: Tick-tock! To rebuild the town, we'll need lumber, stone, and fabric. But now that the town is in shambles, where will we find these materials?
:Clockie: Winter is around the corner too. If we don't finish the rebuilding before the winter wind arrives, everyone will be cold and hungry!
:Clockie: Oh yeah, the meteor was swallowed by the great tree... It may have brought about many disasters, but it is also ripe with mystical power...
:Clockie: Maybe the knowledgeable Old Man Wood knows how to correctly use it. Let's go ask him!
:Narrator: As a guest from afar, can Old Man Wood acclimatize to life in Dreamville? How will he and Clockie rebuild Dreamville?
:Narrator: And Boss Stone isn't Dreamville's only enemy. There are more troubling conflicts that await them...
Plot Cards
Act 	#	Availability 	Attributes	Description 	Result
Act 1 	1	Always 	+Thrilling
+Dramatic
+Comedic	Old Man Wood and Professor Owl begin to rebuild the town, yet with the persistent storm and lingering fog, the day of completion remains a distant prospect. 	Clockie locates Old Man Wood and reminds him not to overlook the shooting star in the Great Tree...
"Tick-tock, while it may not seem favorable, I trust in your ability to turn adversity into opportunity!"
Act 2 	1	Always 	+Dramatic 	Old Man Wood retrieves the shooting star that was once swallowed by the Great Tree and divides it into twelve fragments. A fragment is buried in the land of Dreamville. Suddenly, the barren land becomes fertile with blooming flowers and flourishing vegetation.	The ordeal in Dreamville disintegrates under the influence of the shooting star, and Old Man Wood takes to safeguarting the meteor at home.
"*cough* It is not the tools that falter, but rather the hand that wields them."
Act 2 	2	Always 	+Comedic 	The storm surrounding the town dissipates, but Clockie's lingering doubts about the efficacy of the shooting star remain. He must be prepared for any potential mishaps. So, he ventures beyond the town in search of more allies. 	Everyone outside knows Dreamville is a place of chaos and destitution, and Clockie's quest for allies remains fruitless.
"Tick-tock, a poor man finds no friends, much like a cheap clock struggles to stand the test of time..."
Act 3 	1	Chose #1 in Act 2	+Dramatic 	After the shooting star was buried in the ground, many town residents began to yearn for the distant desert. It's as if a voice in the desert beckoning them to say their wishes... 	Old Man Wood stops the townsfolk from going to the desert, telling them to stay calm.
"Ahem, staying calm is an attitude."
Act 3 	2	Always 	+Dramatic
+Comedic	During the period when Clockie is away from the town, the townsfolk have a dispute with Old Man Wood.
"What an annoying and foreign tree! Why should we listen to an outsider!? 	Old Man Wood forgives the townsfolk for their transgressions and silently resumes his work.
"How is he such a graceful person? He makes me feel guilty."
Act 3 	3	Chose #2 in Act 2	+Comedic 	During the period of rebuilding the town, some residents disappeared. Many suspect it is the doom brought by the shooting star, perhaps orchestrated by Old Man Wood... 	As whispers about Old Man Wood acho through the town in hushed tones, a sense of uneasiness settles over the residents, tinged with fear.
"Could it be true? Will Old Man Wood turn everyone into his saplings?"
Act 4 	1	Always 	+Dramatic
+Comedic	Clockie notices that people are beginning to dislike Old Man Wood, so he holds a lecture for Old Man Wood, letting him share his lofty ideals with others. This works especially well for Shopkeeper Leaf, who instantly becomes friends with Old Man Wood. 	While Old Man Wood's selflessness moves some, a faction grows increasingly resentful of him.
"He may speak more than Brother Hanu, but deciphering their messages proves equally hard!"
Act 4 	2	Always 	+Comedic 	Clockie notices that people are beginning to dislike Old Man Wood, so he holds a grand banquet, allowing Old Man Wood to play with the townsfolk. This works especially well for Shopkeeper Leaf, who instantly becomes friends with Old Man Wood. 	Although some people still dislike Old Man Wood, his kindness dispels the prejudice many hold toward him.
"I'm surprised that he likes to drink SoulGlad! He must be a good person!"
Act 5 	1	Chose #1 in Act 4	+Dramatic
+Comedic	After the banquet, Clockie encounters Little Teddy, a former follower of Brother Hanu. He seems despondent... 	"Argh, Clockie, you've ruined Brother Hanu's efforts."
Little Teddy cannot understand why Clockie will invite Old Man Wood, and he misses Brother Hanu very much...
Act 5 	2	Always 	+Thrilling
+Dramatic	Seeing Old Man Wood mingling with everyone, Grandpa Pine is disgusted. To drive away Old Man Wood, Grandpa Pine comes up with a bold conspiracy... 	Grandpa Pine finds Little Teddy and tells him about Clockie and Old Man Wood...
"These two despicable outworlders!"
Act 5 	3	Chose #2 in Act 4	+Thrilling	After the banquet, Clockie encounters Little Teddy, a former follower of Brother Hanu. He seems displeased... 	"Argh! Clockie, you betrayed Brother Hanu!"
Little Teddy accuses Clockie of handing over Dreamville to an outsider, and this makes Clockie very upset.
Act 6 	1	Always 	+Dramatic
+Comedic	For some reason, the imprisoned Banana Assassing suddenly appears in the town again. Someone gives him a terrifying mission -- to assassinate Clockie. 	Banana Assassing finds Clockie and brandishes his banana weapon, thrusting it swiftly toward Clockie. However, Clockie defeats him effortlessly.
Act 6 	2	Always 	+Dramatic 	For some reason, the imprisoned Banana Assassing suddenly appears in the town again. Someone gives him a terrifying mission -- to assassinate Shopkeeper Leaf 	Banana Assassin finds Shopkeeper Leaf and strangles the shopkeeper's stem with his banana peel...
Act 7 	1	Chose #1 in Act 6	+Thrilling	Banana Assassing is captured on the spot, yet during the interrogation, he maintains a strong professional ethic by insisting on eating himself... 	Old Man Wood uses his branches to entangle Banana Assassing and persuades him not to hurt himself.
"Tick-tock, it's better to let me eat you than to eat yourself."
Act 7 	2	Always 	+Thrilling
+Dramatic	Little Teddy, who oversees the town's security, begins to search for the mastermind who hired Banana Assassing. He dispatches the puppies all over the town, scouring every nook and cranny in pursuit of crucial evidence... 	Little Teddy then announces in front of all the townsfolk that the mastermind is Old Man Wood.
"Tick-tock, only dogs will believe in him... Oh, fine, they are really dogs."
Act 7 	3	Chose #2 in Act 6	+Dramatic
+Comedic	As an intelligent individual, Shopkeeper Leaf discerns Banana Assassin's penchant for wealth. He retrieves the gold coins from his shop and negotiates with Banana Assassin to let him go. 	Upon seeing the gleaming pile of gold coins, Banana Assassin swiftly abandons any notion of harming Shopkeeper Leaf. Instead, he inquires whom Shopkeeper Leaf wishes him to get rid of.
"Uh, perhaps you can consider getting rid of yourself?"
Act 8 	1	Always 	+Thrilling	Clockie harbors reservations about placing full trust in Old Man Wood, yet witnessing Little Teddy escorting Old Man Wood away only amplifies his doubts, causing his thoughts to whirl within the gears of his clock... 	Banana Assassin, burdened by a guilty conscience, seeks out Clockie and decides to unveil the truth behind the incident -- it was Grandpa Pine all along.
"Tick-tock, now your banana pulp is all pure and innocent again!"
Act 8 	2	Always 	+Dramatic 	Clockie knows Old Man Wood must be innocent. He helps Old Man Wood to get away from the chase and begins to help him thoroughly investigate the truth. 	Clockie then discovers a clue from Banana Assassin's bill that Grandpa Pine has transferred him a sum of money not long ago.
"Tick-tock, the case is solved!"
Act 9: Jolly Scene: Car Chase	-	Always 	+Thrilling
+Dramatic
+Comedic	Clockie mounts the chariot Brother Hanu left for him and prepares to apprehend the criminal, bringing him to justice. However, to overcome the enemy's traps, Clockie needs a more foolproof plan again. 	Clockie mounts the chariot Brother Hanu left for him and prepares to apprehend the criminal, bringing him to justice. However, to overcome the enemy's traps, Clockie needs a more foolproof plan again.
With the help of Clockie, the nefarious townsfolk are all arrested and brought to justice. Old Man Wood forgives the townsfolk who framed him and is willing to accept them as his helpers. As Old Man Wood's reputation ascends, Clockie's faith in this friend similarly grows stronger. "Tick-tock, the fusion of clock and tree adds a delightful twist to our work!"
===Chapter 2: Desert Journey=== 
*9 acts
*Requirement of 35 or more for every score
:Narrator: With the rowdy citizens taken care of, Dreamville's development is slowly starting to show signs of improvement. But the town is still too improverished and too small.
:Narrator: Clockie knows that, for Dreamville to become stronger, it must forge ahead to even farther distances...
:Clockie: Tick-tock. The present Dreamville is too backward, this won't do...
:Clockie: If we can explore the desert outside the town and mine the gems there, we might be able to improve our lives!
:Clockie: My dear friend, if you wouldn't mind, please help me "trailblaze" Dreamville's uncharted territory!
:Narrator: Staring at what is a vast expance of desert sand, Clockie instead sees a land of opportunity, flowing with honeyed fortune.
:Narrator: But this mysterious and dangerous desert will not be easily tamed by Clockie. He will be beset by many harrowing adventures and challenges next...
 Plot Cards
Act 	#	Availability 	Attributes	Description 	Result
Act 1 	1	Always 	+Thrilling
+Dramatic
+Comedic	After the fall of the traitor, Old Man Wood unites all forces to continue developing the town. However, due to insufficient manpower, the work doesn't go smoothly. 	During a meeting, Clockie proposes the idea of inviting more friends from neighboring towns to aid in the development effort. Old Man Wood agrees.
"Tick-tock, the incorporation of foreign talents should be expedited without delay!"
Act 2 	1	Always 	+Thrilling
+Dramatic	Clockie asserts that the desert holds abundant treasures and because of that, he becomes a clock monopoly. Scammer Cup discreetly aids him in refining his lie, crafting advertisements that soar into the distance like fluttering pieces of paper. 	Those provocative words in the advertisements spark fervent debates, igniting a sense of anticipation among the people for the future of Dreamville.
"Secure a home in Dreamville and be free from debt for the next ten generations!"
Act 2 	2	Always 	+Dramatic
+Comedic	Clockie urges the townsfolk to attire themselves as affluent businesspersons, extolling the town's opportunities to passing strangers, proclaiming that prosperity awaits all who venture here. Scammer Cup discreetlly aids him in refining his lie, and soon, everyone buys into this enticing promise. 	Eager youth seeking opportunities express their enthusiasm to journey to the town and explore the desert.
"Here lies a haven with rich fools and cheap land. Waste no time and make your way here."
Act 3 	1	Chose #1 in Act 2 	+Thrilling	Mr. Shovel sees the advertisement for the town in the newspaper and becomes excited. He immediately sets off for the town with his large group of shovel buddies, ready for a big job. 	His shovel buddies are reduced by half when they meet with a storm on their way to town and are completely wiped out by monsters wandering outside the town.
"This place is indeed a heaven. Now all my buddies have gone up to heaven."
Act 3 	2	Always 	+Dramatic 	During their concert tour, Mr. Ice catches wind of rumors that the town is a treasure trove of opportunities. He and Miss Snowflake then quit their jobs and embark on a journey to the town to establish their very own ice factory. 	Unfortunately, Mr. Ice and Miss Snowflake underestimate the harsh climate of the town. By noon, they succumb to the scorching sun, only to freeze solid by midnight. Their aspirations of establishing an ice factory now lie beyond reach.
"How about turning it into a theme park instead?"
Act 3 	3	Chose #2 in Act 2 	+Thrilling
+Dramatic	Mr. Cabinet stirs with anticipation upon hearing others boast about the town's potential. He has already prepared a multitude of goods to sell upon his arrival in the bustling town. 	After Mr. Cabinet embarks on the long journey to the town, he realizes that the barren town is sparsely populated. He stays for a few months, selling far fewer goods than he has consumed.
"Tick-tock that's because you have consumed too much yourself!"
Act 4 	1	Chose #1 or #2 in Act 3 	+Dramatic
+Comedic	Despite the failures experienced by many in the town, the allure of its deceptive promises continues to draw more people. Calling themselves cowboys, the newcomers arrive with a determination to conquer the unknown wasteland. As Clockie reminisces about his past journeys with his companions, his trailblazing spirit reignites once more.	Clockie decides to temporarily withdraw from the tedious administrative work and devote himself to the adventure of trailblazing.
"Tick-tock, time to return to old business!"
Act 4 	2	Always 	+Thrilling	The population in town begins to grow. Old Man Wood settles in his grand mansion as he diligently listens to various reports remotely and approves each new regulation that emerges. Clockie recognizes his duty and steps forward to assist Old Man Wood in governing the town. 	Soon, Clockie realizes that he is not suitable for this job. His sense of responsibility causes a lot of trouble for Old Man Wood.
Act 4 	3	Chose #3 in Act 3 	+Thrilling	As residents from neighboring towns begin to return to their own, the once lively town soon becomes desolate, leaving Shopkeeper Leaf disheartened at the sight of it. 	To secure the town's future, Shopkeeper Leaf exhausts his wealth by rewarding outsiders who've made remarkable contributions.
Act 5 	1	Chose #1 in Act 4 	+Comedic 	Clockie endeavors as an anonymous miner, wielding his spade and shovel to unearth valuable minerals hidden deep beneath the town's surface. 	As one mine after another is unearthed, Clockie finds himself growing weary -- it's still better to be a cowboy!
"Tick-tock, at least I don't have to worry about reporting to work on time!"
Act 5 	2	Chose #1 or #2 in Act 4 	+Thrilling
+Comedic	Clockie decides to join the posse of cowboys, where he gallops across the golden sands and grasslands to chase ferocious beasts, dispel the fog, and finally, construct his own home. 	Over time, the roaming beasts withdraw into the wilderness, while new settlements begin to emerge across the grasslands.
Act 5 	3	Chose #2 or #3 in Act 4 	+Thrilling	Clockie ventures into the perilous trade of a merchant, peddling travelers' essentials in a hazardous environment. During his fleeting stint as a merchant, he meets numerous foreign companions. 	But many of these new business companions leave soon after they make money, leaving only a few left -- it's more meaningful to be a cowboy!
"Tick-tock, these merchants are just so short-sighted!"
Act 5 	4	Chose #3 in Act 4 	+Dramatic 	The impact of Shopkeeper Leaf's reward system is swift and evident. Many adventurers, eager to wager on the promise of high rewards, travel to the town. They are determined to carve out a reputation fot themselves. 	Before long, all of Shopkeeper Leaf's rewards are claimed, and at the same time, a group of remarkable adventurers arrive in the town.
"Monetary incentives are the most effective motivators."
Act 6 	1	Did not choose #4 in Act 5	+Thrilling
+Dramatic	As the town slowly develops, the residents of the town increasingly sense that their living territory is being encroached upon, especially by the cowboys from neighboring towns who unscrupulously exploit their resources. 	They lament that the cowboys are invading their personal space, and all their belongings often vanish without a trace.
"Wait, why do you need my underwear for your trailblazing?"
Act 6 	2	Always 	+Dramatic 	As the town develops, the once-abandoned land is divided into individual private territories. The cowboys within the territory no longer heed the jurisdiction of Old Man Wood. 	The cowboys often fight for the ownership of the territory, to the extent of going against Old Man Wood.
"I'm the one who uncovers the land. What does this have to do with a stinky old piece of wood like you?"
Act 6 	3	Chose #4 in Act 5 	+Comedic 	Seeing that everyone is making a fortune, Mr. Soda becomes intrigued by the market. He invests heavily in improving the recipe of SoulGlad and launches extensive advertising campaigns everywhere. 	In his advertisement, Mr. Soda is the true hero of Dreamville, while Clockie and Brother Hanu are his underlings.
"*gurgle* Narrative marketing is the most effecitve."
Act 7 	1	Chose #1 in Act 6 	+Thrilling
+Dramatic	Seeing the increasing tension between the townsflok and the cowboys, and a war between the two factions is imminent, Clockie does nothing to stop them... 	In the struggle to uphold the residents' right to remain in the desert, tensions escalate as cowboys and townsfolk take the matter to the streets.
"Tick-tock, please stop! Stop fighting or things will get worse!"
Act 7 	2	Chose #1 or #2 in Act 6 	+Dramatic
+Comedic	To resolve the conflict, Clockie stands between the two factions and tries his best to maintain order in the town. 	But even when everyone respects Clockie, it is still difficult for both factions to give in.
"Tick-tock, please stop for my sake... Ouch, don't hit me!"
Act 7 	3	Chose #2 or #3 in Act 6 	+Comedic 	The cowboys' territory becomes increasingly larger, surpassing Old Man Wood's control. Professor Owl is also unable to build a house within these expanding territories. Despite being nominally under Dreamville's jurisdiction, the cowboys hold differing views on ownership. 	Clockie greets the cowboys and uses decoration as an excuse to let the origami birds settle in these towns.
"Chirp, no one can refuse a free decoration!"
Act 7 	4	Chose #3 in Act 6 	+Comedic 	Slowly, with SoulGlad as the town's representative, the industry of Dreamville gains greater fame, drawing a steady stream of foreign travelers. 	As more people are spontaneously pouring into Dreamville, there is no longer a need for Clockie to advertise the town.
Act 8 	1	Always 	+Dramatic
+Comedic	Complaints swarm toward the heart of the town like snowflakes, and Old Man Wood finally decides to act and discipline these ungrateful cowboys... 	Old Man Wood then sends out the guards to arrest the disobedient cowboys and educate them...
"*cough* Trailblazers will have to abide by the Wood's law too."
Act 8 	2	Always 	+Thrilling
+Dramatic	Under the trailblazing of the courageous cowboys, Dreamville flourishes into a beautiful town. Clockie returns to the heart of the town, reaping the fruits of his labor with abundant harvests. 	However, when Clockie arrives back in town, the townsfolk express disgust with him and his cowboy friends...
"It's true that all of you made a lot of money, but what's the point when the money doesn't benefit us!?"
Act 9: Jolly Scene: Car Chase	-	Always 	+Thrilling
+Dramatic
+Comedic	Old Man Wood and the townsfolk initiate resistance against the cowboys, while some extremists among the cowboys launch attacks on Dreamville. It's time for Clockie to mount the chariot and safeguard the town! To overcome Little Pony's cunning, Clockie needs a more foolproof plan. 	Old Man Wood and the townsfolk initiate resistance against the cowboys, while some extremists among the cowboys launch attacks on Dreamville. It's time for Clockie to mount the chariot and safeguard the town! To overcome Little Pony's cunning, Clockie needs a more foolproof plan.
The trailblazing of the Nightmare Desert is coming to an end, but the cowboys are becoming harder to control. They occupy territories in the desert and are clamoring to build their own town.
Special Ending: Clockie suggests to Old Man Wood that they should respect the cowboys and grant freedom to the people of Dreamville. "Tick-tock, they are the ones who helped to prosper the town. We must not burn the bridges!"
===Classic Ending ===
Clockie suggests to Old Man Wood that they should devise a plan to reclaim their lands and unify Dreamville. "Tick-tock, not only did they empty our pockets, but they also seized our lands. They are too much!"
====Chapter 3: For Peace==== 
*8 acts
*Requirement of 50 or more for every score
:Narrator: Dreamville's domain has expanded manyfold. What were sparsely populated locales are now packed with myriad buildings, their flickering lights like shimmering stars across the landscape.
:Narrator: The brave cowboys gallop freely among them, adding a spark of life to the town, albeit sometimes causing a bit of a ruckus.
:Clockie: Tick-tock, it's all thanks to Old Man Wood that Dreamville has had a major turn of fortune! Can you even recognize it now?
:Clockie: But this is by no means the end of Dreamville, nor is it the end of my journey...
:Clockie: I once had a dream. In it, Dreamville had even taller houses, and even brighter lights, and everyone in the world wanted to come to Dreamville to have fun!
:Clockie: If I want to realize this dream, the town must stand together united, even if... the cowboys have to suffer some slight!
:Narrator: Clockie's eyes glint with resolute will. No matter how distant the dream is, it can come true if one puts in enough work.
:Narrator: But a beautiful dream alwasys requires the dreams of others to fuel it...
Plot Cards
Act 	#	Availability 	Attributes	Description 	Result
Act 1	1	Always 	+Thrilling
+Dramatic
+Comedic	To recover the lands from the cowboys, Clockie begins to help Old Man Wood by negotiating with the cowboys and finding a way to reconcile... 	However, the contradictions between the two factions cannot be resolved overnight. To foster reconciliation, Clockie dedicates immense effort...
"Tick-tock, violence never solves anything. Win, and you go to jail. Lose, and you end up in the hospital!"
Act 2	1	Always 	+Thrilling
+Comedic	To seize the most fertile land in the desert, the cowboys get into a violent conflict with Old Man Wood's guards. Even the kind-hearted Sister Wildflower cannot stand it anymore. 	And so, Sister Wildflower begins to sing for both factions, subsiding everyone's anger.
"Well, everyone could have held a singing competition instead of fighting."
Act 2	2	Always 	+Thrilling
+Dramatic	One day, to broaden their business ventures, the cowboys illicitly introduce prohibited goods into the town. They add a large number of gems to SoulGlad, aiming to assert control over the townsfolk... 	Many townsfolk become sluggish due to the influence of illegal SoulGlad. To aid their recovery, Shopkeeper Leaf enforces a ban on all imports of SoulGlad.
"*gurgle*Isn't this approach too extreme!?"
Act 3	1	Chose #1 in Act 2	+Thrilling	Clockie negotiates with the cowboy boss, hoping to mediate the disput over the lands. 	Yet the arrogant boss turns a deaf ear to the advice and persists in dominating.
"Tick-tock, if Brother Hanu was here, you'd be dead!"
Act 3	2	Always 	+Thrilling
+Comedic	Sister Wildflower embarks on her concert tour through the wasteland, singing songs of peace to quell both factions' anger. Unfortunately, along the way, she encounters the lingering remnants of monsters... 	Neither the cowboys nor the Old Man Wood rescue Sister Wildflower, and the blame each other for it.
"Tick-tock, she definitely doesn't want to see all of you blaming each other like this..."
Act 3	3	Chose #2 in Act 2	+Thrilling
+Dramatic	With the help of Clockie, Old Man Wood captures the cowboys who were selling the banned SoulGlad in one fell swoop. However, the ban on SoulGlad is not lifted. 	Many cowboys take the opportunity to smuggle SoulGlad and make a windfall.
"I have SoulGlad here, but please stop buying SoulGlad. Get it at your own risk."
Act 4	1	Always 	+Dramatic 	The cowboys forcibly expel the townsfolk from the desert, aiming to seize more of their properties. In response, the townsfolk arm themselves heavily, prepared to fight to the death in defense of their homes. 	Everyone in the town is terrified and believes that a war is about to break out.
"Is it better for us to stack up the stones now?"
Act 4	2	Always 	+Dramatic
+Comedic	Instead of stopping the cowboys from getting illegal earnings, the ban on SoulGlad causes the townsfolk to give money to the cowboys for the smuggling of SoulGlad... 	Following Clockie's advice, Old Man Wood lifts the ban on SoulGlad, allowing it to return as a symbol of Dreamville once more.
"*gurgle* What a rough journey it has been!"
Act 5	1	Chose #1 in Act 4	+Dramatic 	The cowboy boss begins to recruit soldiers and horses, gearing up for an imminent large-scape battle. Mercenaries from other towns can be seen marching toward the desert... 	Old Man Wood preemptively investigates the cowboys' movements and gets rid of their mercenaries.
"Ahem, how did he get rid of them? It's best to keep it a secret."
Act 5	2	Always 	+Dramatic
+Comedic	To counter Old Man Wood, the cowboy boss plants explosives in his home. Unfortunately, Old Man Wood fails to detect anything amiss and unknowingly enters the house, which is on the brink of explosion... 	A deafening roar is heard, and Old Man Wood's house collapses in an instant. Origami Birds and Professor Owl manage to rescue him, but his most majestic branch is tragically blown off in the explosion...
Act 5	3	Chose #2 in Act 4	+Comedic 	Clockie wishes to alleviate the tension, so he chooses to venture into the cowboys' territory and hear their perspectives. He believes that given ample time, he can persuade the cowboys to give up violence. 	The cowboys ignore Clockie's persuasion and regard him as a subordinate of Old Man Wood.
"Tick-tock, my clock face isn't made of wood. Stop touching it!"
Act 6	1	Always 	+Thrilling
+Dramatic	The wounded Old Man Wood apprehends the cowboys responsible for planting explosives. The townsfolk clamor for severe punishment for these unscrupulous villains, insisting they be thrown into the deep hole in the desert. 	However, Old Man Wood isn't swayed by the anger of the townsfolk. He punishes these villains sensibly according to the rules he has set.
"*cough* How can I take their lives for two broken branches?"
Act 6	2	Always 	+Dramatic
+Comedic	Clockie discovers the culprits behind the explosion are his friends who have been venturing alongside him, and the have learned about Old Man Wood's whereabouts from him. Seeing how badly wounded Old Man Wood is, Clockie feels remorseful... 	Sensing his inability to make significant decisions in town, Clockie no longer wants to hold back Old Man Wood. Before leaving, he leaves a gift for Old Man Wood and quietly vanishes...
Act 7	1	Chose #1 in Act 6	+Comedic 	Despite Old Man Wood's forgiveness, the cowboys remain unmoved by his gesture. Instead, they intensify their next attack plan. 	Old Man Wood can no longer tolerate it. To ensure the welfare of the remaining townsfolk, he ventures into the desert alone, extending countless branches...
"Oh gosh, the old man turned out to be a powerful combatant!"
Act 7	2	Always 	+Dramatic
+Comedic	Clockie no longer provides advice for the cowboys or the townsfolks with a sense of superiority, nor does he interact with his friends who run the town. Lost and confused, he wanders alone in the desert... 	In the desert, Clockie crosses paths with numerous ordinary individuals who abhor conflict and townsfolk who have developed an affection for the cowboys. He uses his connections to protect them and eaherly anticipates the peace of Dreamville...
Act 7	3	Chose #2 in Act 6	+Thrilling
+Comedic	Clockie realizes that the cowboys he once journeyed with have changed. Driven by a desire to protect the lands they hold, they can now confront the innocent townsfolk with swords and guns, reminiscent of the avaricious Boss Stone from the past...	This isn't the Dreamvill Clockie wants. He begins to regret the lies he told...
"Tick-tock, if I only said Dreamville is filled with love and not wealth, that would be great."
Act 8	1	Always 	+Comedic 	Old Man Wood initiates a confrontation with the cowboys, displaying a level of seriousness unseen by the townsfolk before. While the cowboys are losing ground, a significant number persist stubbornly against him... 	Old Man Wood shows no mercy as he extends his branches, ushering the townsfolk to the final battlefield...
"*cough* I will strive to preserve the unity of this town, whatever the cost may be!"
Act 8	2	Always 	+Thrilling
+Dramatic	Old Man Wood begins to disintegrate the cowboys from within. His acts of kindness and forgiveness sow discord among the cowboys, for they also yearn for the paradise Old Man Wood has promised... 	Old Man Wood inspires many cowboys to join his team, as they charge toward the final battlefield with the townsfolk...
"*cough* When our towns unite, it will become an invincible town!"
The cowboys are apprehended and chased out of the town by Old Man Wood. And for those who surrendered, Old Man Wood accepts them as new generations of townsfolk. Since then, the cowboys and the townsfolk have united as one. While Dreamville reunites with the new lands, Clockie has reappeared before Old Man Wood. He seeks to discuss the future of Dreamville with everyone...
====Chapter 4: Pretty Wound====
:Narrator: After some rough and tumble, the cowboys choose to yield, and Dreamville returns to its peace and quiet.
:Narrator: But as he is walking along a quiet street, Clockie is struck by anxiety and concern...
:Clockie: Tick-tock, Dreamville has become whole again. It's all peaceful now, without any of that ruckus and wrangling. No more blood and conflict...
:Clockie: But why... why can't I shake off this uneasy feeling? Were those cowboys really the baddies?
:Clockie: Tick-tock. I'm probably overthinking it. The Dreamville of the future will surely be even more beautiful and prosperous than it is now...
:Clockie: My friend, you think so too, right?
:Clockie: Tick-tock! Might as well toss out worries to the wind and help Dreamville become a truly joyous dream!
:Narrator: On that day, Clockie enjoys a good night's sleep. As he roams his dreams, he glimpses magnificent skyscrapers and a scenic nightscape of streaming colors and bustling crowds...
:Narrator: But looming above them all is an overcast sky, suffocating and smothering...
:Narrator: Dreamville is thriving better than ever. What will it look like in the future? What exploits will Clockie achieve in this burgeoning town?
:Narrator: Stay tuned to the Clockie commemorative film Dreamjoy Memoir Part Five -- Dreamjoy Secrecy.
===Special Ending===
Clockie suggests to Old Man Wood that they should respect the cowboys and grant freedom to the people of Dreamville. "Tick-tock, they are the ones who helped to prosper the town. We must not burn the bridges!"
====Chapter 3: For Freedom====
*8 acts
*Requirement of 50 or more for every score
:Narrator: Dreamville's domain has expanded manyfold. What were sparsely populated locales are now packed with myriad buildings, their flickering lights like shimmering stars across the landscape.
:Narrator: Old Man Wood's trees block the cowboys' path, causing both parties to be embroiled in constant bickering.
:Narrator: Clockie also doesn't understand why Old Man Wood insists on taking away the cowboys' turf. It's something the cowboys earned through hard work!
:Clockie: Tick-tock. Old Man Wood is such a greedy geezer, claiming that all his doings are for the prosperity of Dreamville -- I bet it's all for his own selfish gains!
:Clockie: Tick-tock. Surely you think so too? Dreamville must not go back to that gloomy prison of the past!
:Clockie: C'mon, let's help the cowboys seize back what's theirs!
:Narrator: Clockie decides to confront Old Man Wood for his cowboy compatriots, as well as for a free Dreamville as envisioned in his heart.
:Narrator: But, be it prosperity of freedom, as long as one keeps moving forward, a price must be paid...
Plot Cards
Act 	#	Availability 	Attributes	Description 	Result
Act 1	1	Always 	+Thrilling
+Dramatic
+Comedic	Now that Clockie has returned to the posse of cowboys, everyone regards Clockie as their leader. Many hope that he can persuade the overbearing Old Man Wood to give up his position. 	As Clockie gallops into the wilderness with the cowboys, memories of his joyful days on Compass flood back to him.
"Tick-tock, that should be the way. Dreamville should provide others with comfort and freedom!"
Act 2	1	Always 	+Dramatic
+Comedic	Under the command of Clockie, the cowboys no longer bully the townsfolk. Instead, they begin to have strong sense of justice, maintaining peace and order in the town. 	Yet the demands of the cowboys remain the same -- they do not want to be part of Dreamville but instead, live happily in the desert.
"Tick-tock, there's nothing wrong with this. Most importantly, everyone should be happy!"
Act 2	2	Always 	+Comedic 	Under the command of Clockie, the cowboys no longer adopt extreme ways to express their wishes. Instead, they sign a petition and promote their wishes to the townsfolk. 	The cowboys earnestly express their desires to the townsfolk, and many no longer harbor animosity toward them...
"I understand completely! When I was imprisoned by Boss Stone, I also had such a dream!"
Act 3	1	Chose #1 in Act 2	+Dramatic
+Comedic	With the help of Clockie, the internal conflicts among the cowboys finally subside. All the cowboys come together and sign a peace agreement. 	Thus, they establish a cowboy alliance to represent the interests of the cowboys and to confront Old Man Wood.
"Old Man Wood seeks unity to enforce rules, but our unity is for freedom!"
Act 3	2	Always 	+Dramatic 	Seeing that the cowboys are no longer causing trouble, Old Man Wood temporarily accepts their existence, but he still hopes to reclaim the town's territory. 	But on that point, the cowboys are reluctant to give in -- to them, the desert is their home.
"If it weren't for us, you wouldn't be able to step into the desert!"
Act 3	3	Chose #2 in Act 2	+Comedic 	Following Clockie's mediation, tensions between the cowboys and the townsfolk finally ease. Everyone realizes that it is possible to coexist with each other, and many townsfolk choose to relocate to the cowboy settlements in the wilderness. 	Compared to ordinary towns, the wonderful settlements and beautiful wastelands have attracted many townsfolk. They begin to understand these cowboys...
"And the price of the houses are relatively lower here!"
Act 4	1	Always 	+Comedic 	Old Man Wood proposes reclaiming the land from the cowboys while allocating them within an autonomous area. However, he emphasizes that they must get along amicably with the town overseen by Old Man Wood. Clockie hands the proposal to the cowboy boss. 	The cowboys disagree with the proposal and believe that it is a plot by Old Man Wood to imprison them.
"Tsk, I've heard of this trick. Boss Stone often used it!"
Act 4	2	Always 	+Thrilling	The cowboys propose to retain the land they have uncovered and cultivated. From now on, both factions should no longer interfere with each other, and the cowboys will get along amicably with the town overseen by Old Man Wood. Clockie then hands this proposal to Old Man Wood.	Old Man Wood seriously considers this proposal, but he disagrees.
"*cough* The land in the desert is the most important treasure in the town!"
Act 5	1	Chose #1 in Act 4	+Thrilling	In order to coax the cowboys into acquiescing to his request, Old Man Wood orchestrates a lavish party. He provides an array of sumptuous food, cartons of SoulGlad, and a beautiful landscape painting... 	The cowboys have a great time, and Old Man Wood tells them that such happiness can only be created when everyone in the town comes together.
"*cough* We have authentic SoulGlad here. You won't be able to drink them if you don't come to the town!"
Act 5	2	Always 	+Dramatic
+Comedic	Despite Clockie trying his best to alleviate the tension, the negotiations between the two still fail. Old Man Wood's guiards once again raise their weapons at the cowboys... 	The cowboys take out their revolves, ride on their horses, and flee back to the desert.
Act 5	3	Chose #2 in Act 4	+Comedic 	Clockie, whose attempt to mediate things failed, returned to the cowboys' base and apologized to everyone. Instead of holding it against Clockie, the cowboys threw a desert party to cheer him up. 	Clockie guzzled up several bottles of SoulGlad containing excessive stones at the party. Drunkenly, he vowed to help the cowboys fulfill their dreams.
"Tick-tock... Are woods and trees inherently nobler than us..."
Act 6	1	Always 	+Dramatic
+Comedic	At Old Man Wood's order, a wind-breaking foreset stands as a barrier between the townsfolk and the cowboys. Both factions will no longer inferfere with each other, yet a growing divide emerges within their hearts, marking the beginning of their estrangement... 	Clockie secretly opens up a path in the windbreak foreset, allowing the townsfolk and the cowboys to play together in the forest.
"One day, we will tear down this forest!"
Act 6	2	Always 	+Comedic 	At the Clockie's order, the cowboys escord numerous townsfolk seeking desert life over the town. As the desert population swells, the town's numbers dwindle. 	Old Man Wood cannot understand why everyone would prefer the dangerous desert over the warm and beautiful town.
"Tick-tock, it's because of novelty, that's all."
Act 7	1	Chose #1 in Act 6	+Thrilling	The townsfolk and the cowboys can no longer stand the existence of the wind-breaking forest, so they light a fire and burn down all the trees in the forest. 	Everyone is friendly toward each other as they share insights into life on both sides. The dispute Old Man Wood anticipated has not broken out. Old Man Wood ought to reflect on this valuable lesson!
"Tick-tock, it's better to overestimate than to underestimate human nature!"
Act 7	2	Always 	+Thrilling
+Dramatic	In response, Old Man Wood launches campaigns to suppress the cowboys with relentless vigor. He cuts off the cowboys' resources and leaves them to starve in the unforgiving wasteland. Clockie is deeply disappointed by his actions... 	And so, Clockie takes out all his savings to help the cowboys through the difficult period. He is determined to teach Old Man Wood a lesson!
"Tick-tock, you are getting overboard, Wood!"
Act 7	3	Chose #2 in Act 6	+Dramatic
+Comedic	Clockie delivers a speech to the townsfolk and the cowboys, championing a vision of Dreamville's future as a place of freedom, where everyone is entitled to their own land and wealth. 	Everyone is encouraged by the vision Clockie spoke of. The cowboys are excited, and the townsfolk are starting to lose their support for Old Man Wood.
"Tick-tock, Clockie's dream is everyone's dream!"
Act 8	1	Always 	+Dramatic
+Comedic	Both townsfolk and cowboys unanimously reject the notion of Old Man Wood overseeing their affairs in Dreamville. They decide to join forces with Clockie, making the desert and the town into a haven of liberty. 	Everyone organizes into a decentralized army and begins to fight against the guards of Old Man Wood.
"Tick-tock, our goal is freedom, not victory."
Act 8	2	Always 	+Comedic 	Old Man Wood knows that he can no longer change the minds of the cowboys, but he knows a decentralized army of cowboys can never make Dreamville prosperous and magnificent. Thus, he must not give in. 	Old Man Wood rallies the townsfolk who have aligned with him and urges them to assemble into an army. His aim is to compel the cowboys into submission through sheer force.
"*cough* Chaos is not equivalent to freedom, Clockie..."
The cowboys decisively triumph over Old Man Wood's forces. Seeing Clockie standing on the opposite side of him, Old Man Wood's spirits plummet into despair. He bids farewell to the town he once cherished, departing with a helpless sigh. The cowboys cheer for their hard-won victory. They set to work dividing the town's territory into numerous pieces, each representing a piece of their newfound land of freedom.
====Chapter 4: Ugly Flower====
:Narrator: After a bitter battle, the cowboys became the masters of Dreamville.
:Narrator: But they don't know how to develop Dreamville, and soon after, the town returns to being a barren wasteland...
:Clockie: Tick-tock. Without Old Man Wood, everyone is living freely now... But is this true happiness?
:Clockie: The cowboys run rampant across town every day -- no one can hold them in place, nor can anyone guide their path...
:Clockie: Tick-tock, forget it, I'm done thinking about this -- let's head out into the desert to play with the cowboys!
:Narrator: Clockie steps into the desert with the cowboys, and the townsfolk never see him again...
:Narrator: "A lonely and carefree bird cannot travel long distances like a flock of wild gray geese."
:Narrator: Dreammyth Escapade -- THE END
==Film 5: Dreamjoy Secrecy==
===Chapter 1: Dreamjoy Yield===
*5 acts
*Requirement of 95 for the sum of all scores
*All scores start at 15
:Narrator: Through the efforts of Clockie and Old Man Wood, Dreamville becomes even more prosperous and a destination that tourists from all over the world wish to visit.
:Narrator: Magnificent skyscrapers, a scenic nightscape of streaming colors and bustling crowds... The images in Clockie's dream appear before his eyes.
:Clockie: Tick-tock, the Dreamville today is a stark contrast to its past state. Who would know this used to be a barren desert?
:Clockie: But... with the rising number of incoming tourists, they're running out of places to stay. We've resorted to building houses without any sound infrastructural plan. This won't do!
:Clockie: Tick-tock, I think we need a hotel -- a giant one that can house all the townsfolk and guests!
:Clockie: Besides the hotel, we also need to build a fun amusement park, with a garden that's got all sorts of plants and flowers, and a mall where you can buy anything you want...
:Clockie: Tick-tock, just the mere thought of all this gets my gears all hyped up!
:Clockie: Let's go friend, off we go to talk to Professor Owl about these ideas!
:Narrator: Clockie's mind conjures a dazzling image of Dreamville. Now, he wants to work with his companions and turn this scene into a reality.
:Narrator: The danger may have been quelled, but the road to rebuilding the town isn't that easy. Clockie will have to content with many challenges...
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1 	x Comedic 	Clockie visited Professor Owl and Old Man Wood. Together, they discussed what the future held for Dreamville... 	Any Time Dice 	They reached a consensus over their first goal: to build a beautiful hotel in Dreamville!
"Tick-tock, it must have more floors than there are seconds on a clock!"
Act 1 	-Dramatic
+Comedic	Professor Owl enlisted the help of Lady Vermilion, the most beautiful Origami Bird, to build the Town Hotel. However, she demanded an exorbitant pay from Clockie for her service...	2 Time Dice 	Lady Vermilion only accepted the commission reluctantly when Clockie had Old Man Wood offer her plenty of fruits.
"Chirp, your offer isn't sincere at all. How disappointing!"
Act 1 	-Dramatic
+Comedic	Professor Owl enlisted the help of Lady Vermilion, the most beautiful Origami Bird, to build the Town Hotel. However, she demanded an exorbitant pay from Clockie for her service...	4 Time Dice 	Lady Vermilion was over the moon and promised to do her best in building the hotel when Clockie had Shopkeeper Leaf offer her plenty of Gold Coins.
"Chirp, Clockie is loaded!"
Act 2 	+Thrilling
-Dramatic	During the hotel's construction, some strange visitors would drop by and steal valuable building materials, hindering the construction progress... 	Any Time Dice 	Old Man Wood decided to curb the theft with an iron fist. Anyone who obstructed the hotel's construction would be made into part of the walls of the hotel.
"Tick-tock, permanent free accommodation!"
Act 2 	x Thrilling	To gather the materials needed to build the Town Hotel, Clockie wandered around in the wilderness and ran into a pack of robbers... 	2 Time Dice 	Old Man Wood's guards protected Clockie by capturing all the robbers.
"Ahem, all evil shall be brought to justice!"
Act 2 	x Thrilling	To gather the materials needed to build the Town Hotel, Clockie wandered around in the wilderness and ran into a pack of robbers... 	4 Time Dice 	No one came to Clockie's aid, and all his money was robbed.
"Tick-tock, Dreamville security's in such bad shape..."
Act 3 	+Dramatic 	In appreciation of what Clockie had done for Dreamville, Old Man Wood proposed that a large clock be placed in the middle of the hotel as a commemoration... 	Any Time Dice 	Everyone accepted the proposal. They crafted an exquisite clock together and hung it in the hotel lobby.
"Tick-tock, I'm so flattered, hee-hee..."
Act 3 	x Dramatic 	To promote the town Hotel, Clockie wrote to his friends on the Compass and asked for their help to make some promotional flyers and distribute them in other towns... 	Any Time Dice 	Clockie's letter did not reach The Compass. The crew was busy navigating the rough sea, and all letters were swept away by the waves...
"Tick-tock, is there no signal on the ocean!?"
Act 4 	x Comedic 	Althought the Town Hotel had opened successfully, there weren't enough tourist attractions in Dreamville for the guests. All there was to see were countless skyscrapers... 	Any Time Dice 	Clockie thus proposed the construction of twelve different streets in Dreamville to cater to guests with different preferences.
"Tick-tock, Professor Owl and Old Man Wood will approve the budget for this... I'm sure they will!"
Act 4 	-Dramatic
+Comedic	To make way for the construction of the twelve streets, some buildings in the deserted town had to be demolished. Many townsfolk were reluctant to lose their homes... 	Under 6 Time Dice 	Old Man Wood promised those who had to relocate would get a two-bedroom apartment suite for free on the Golden Street, the busiest street in town.
"Ahem, you might not think this is a good deal now, but I'm sure you'll regret it in the future if you turn it down."
Act 4 	-Dramatic
+Comedic	To make way for the construction of the twelve streets, some buildings in the deserted town had to be demolished. Many townsfolk were reluctant to lose their homes... 	6 Time Dice 	Clockie kept a small part of town for those who were too set in their old ways to move, but the bustling sight of the twelve streets was not visible from there...
"Tick-tock, why are they unwilling to move? Isn't it a good thing to embrace the future?"
Act 4 	+Comedic 	As the construction of the twelve streets was completed, Old Man Wood was pleased with the result. He could tell Dreamville had a promising future. 	Under 6 Time Dice 	Midnight Street, Dawndew Street, Gilded Street... Showcase these streets with fascinating stories with the camera.
Act 4 	+Comedic 	As the construction of the twelve streets was completed, Old Man Wood was pleased with the result. He could tell Dreamville had a promising future. 	6 Time Dice 	Serenity Street, Daybreak Street, and Sun Street... Showcase these intriguing streets with the camera.
Act 5: Jolly Scene: Betting	+Dramatic 	After making some big bucks, Clockie wanted to invest in a sector of Dreamville's economy in a bid to be as rich as Shopkeeper Leaf... 	After making some big bucks, Clockie wanted to invest in a sector of Dreamville's economy in a bid to be as rich as Shopkeeper Leaf...	After making some big bucks, Clockie wanted to invest in a sector of Dreamville's economy in a bid to be as rich as Shopkeeper Leaf...
As Dreamville became more prosperous, Clockie made a fortune and became a tycoon... Clockie, who does not need to worry about survival, spends his days exploring the town and enjoying leisure time... "Tick-tock, this kind of laid-back lifestyle is perfect!"
===Chapter 2: White Night===
*5 acts
*Requirement of 150 for the sum of all scores
:Narrator: Having gone through a phase of construction, Dreamville is now exploding with interest, wonder, and amusement. Akin to a beautiful Dreamscape, where mesmerized guests linger, reluctant to leave.
:Narrator: In the glamorous Town Hotel, an unending stream of guests throughs at the lobby -- they all hope to find their own happiness in Dreamville.
:Clockie: Tick-tock, the Dreamville today is a stark contrast to its past state. Who would know this used to be a barren desert?
:Clockie: They all believe that they can find their destiny here, and treat this town like a dream -- just as Brother Hanu envisioned!
:Clockie: Tick-tock, but there are so many people in the town now. Will Old Man Wood really be able to handle them?
:Clockie: I, too, wish to help him... but I'm not great at managing people, hee-hee.
:Clockie: Come, friend. No need to overthink it. Let us first enjoy the heck out of this place, tick-tock!
:Narrator: Faced with a Dreamville full of fun and opportunity, Clockie chooses to plunge into the revelry, leaving his responsibilities at the back of his dial.
:Narrator: There are more and more townsfolk, and Old Man Wood is getting overloaded with work. Beneath the lights of the town, a shadow grows...
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1 	x Dramatic 	Clockie took a long break in Dreamville, but his energetic clock movement was always restless. He started craving new thrills... 	Any Time Dice 	With the determination to create more legends in Dreamville, Clockie's nimble hands started moving again.
Act 1 	+Thrilling
+Dramatic	The Origami Birds picked up Professor Owl's baton in expanding the town's territory by constructing a Nesting Zone on the outskirts... 	Any Time Dice 	The Origami Birds worked peacefully in the nesting zone. No issues had cropped up.
"Chirp, many newbies complain that life at the nesting site is too tough. If they can't even handle the work there, I bet they can't cope with other jobs too."
Act 2 	x Comedic 	More and more tourists flocked to the town and formed the majority of the population of Dreamville. Unwilling to live by the rules set by the old townsfolk like Old Man Wood, they demanded to get involved in the town management every day...	Under 5 Time Dice 	Clockie suggested that Old Man Wood accept the proposal to appease the townsfolk, but Old Man Wood hesitated...
"Ahem, are the truly prepared to take charge, Clockie?"
Act 2 	x Comedic 	More and more tourists flocked to the town and formed the majority of the population of Dreamville. Unwilling to live by the rules set by the old townsfolk like Old Man Wood, they demanded to get involved in the town management every day...	5 Time Dice 	To maintain peace in Dreamville, Old Man Wood stood his ground and rejected the request. The newcomers left disgruntled and started wreaking havoc in the streets...
"Ahem, everything the are enjoying now is brought about by their so-called enemies..."
Act 2 	-Dramatic
+Comedic	Old Man Wood discovered that the history of Dreamville had been tampered with by Scammer Cup. Many proper storise were turned into jokes, and many tragedies became comedies... 	Under 8 Time Dice 	Clockie advised Old Man Wood not to be bothered by it. People should enjoy life in Dreamville instead of dwelling in the past.
"Tick-tock, the past isn't the present. Just move on already!"
Act 2 	-Dramatic
+Comedic	Old Man Wood discovered that the history of Dreamville had been tampered with by Scammer Cup. Many proper storise were turned into jokes, and many tragedies became comedies... 	8 Time Dice 	Through Clockie and Old Man Wood's joint effort, the town's history was restored. Yet, the townsfolk seemed to prefer Scammer Cup's tempered version because it was more intriguing.
"Tick-tock, I'm baffled -- how come fake stories are always more captivating than genuine ones?"
Act 3 	x Comedic 	The amicable Miss Note arrived in Dreamville, garnering the admiration of the townsfolk with her beauty and mellow voice. However, Uncle Piano was jealous of her popularity... 	Any Time Dice 	Uncle Piano only allowed Miss Note to sing along piano songs, but even so, the charisma of her voice wasn't affected by the simple tune.
"Miss Note, please bring me home! I can be your servant!"
Act 3 	-Dramatic
+Comedic	Seeing Dreamville developing into a wealthy and bustling place, Boss Stone surprisingly extended an olive branch to Dreamville... 	Any Time Dice 	Old Man Wood accepted Boss Stone's offer to make peace for the time being. Dreamville became even busier after breaking free from Boss Sone's control.
"Ahem, one can never have too many friends and too few enemies."
Act 4 	-Dramatic 	Realizing their efforts were in vain, the rebels decided to show Old Man Wood their might... 	Any Time Dice 	The rebels brought monsters from outside into the town, leaving the streets in pandemonium. Hanu's underlings who stayed in Dreamville all rushed out to the streets to maintain order...
"Wait, who's guarding the hotel now?"
Act 4 	+Thrilling
-Dramatic	The rebels sprinkled poison all over the flower fields, causing the flowers to grow scary thorns that started hurting the innocent... 	Any Time Dice 	Miss Note put herself before the townsfolk. She tried awakening the unruly flowers, but their thorns hurt her sparkling eyes...
"La, la, la... Never mind, I can sing without using my eyes."
Act 4 	x Thrilling	Clockie hurried to the chaotic streets only to find everything ablaze. He needed to find a way to end the mayhem... 	Under 7 Time Dice 	Clockie had the Origami Birds fetch stones in various shapes to put out the fire, but the stones damaged the houses too.
"Chirp, Shopkeeper Leaf said this wasn't covered by insurance, Clockie!"
Act 4 	x Thrilling	Clockie hurried to the chaotic streets only to find everything ablaze. He needed to find a way to end the mayhem... 	7+ Time Dice 	Clockie drove the ship into the town and poured the seawater from Blues Street all over the streets, extinguishing the fire.
"Tick-tock, why am I always putting out fires in Dreamville?"
Act 5: Jolly Scene: Betting	+Dramatic 	Old Man Wood became a man of few words after the turmoil. He stopped discussing Dreamville's future with Clockie anymore. Instead, he started implementing changes to the town alone... 	Old Man Wood became a man of few words after the turmoil. He stopped discussing Dreamville's future with Clockie anymore. Instead, he started implementing changes to the town alone...	Old Man Wood became a man of few words after the turmoil. He stopped discussing Dreamville's future with Clockie anymore. Instead, he started implementing changes to the town alone...
As people in Dreamville indulged in a lavish lifestyle, the grew drowsy under the shade of the tree canopy. Meanwhile, Old Man Wood's branches continued to spread, wrapping around everyone's heart...
===Classic Ending===
Finding the situation in Dreamville worrisome, Clockie pledged to bring everyone to their senses! "Tick-tock, everyone's clock has stopped turning. Hurry up and wind them up!"
====Chapter 3: Waking Hours====
*6 Acts
*Requirement of 150 for the sum of all scores
:Narrator: Old Man Wood's tendrils have the entire Dreamville in a stranglehold -- no resident will ever be able to oppose his ideas.
:Narrator: But the townsfolk seem not to care for Old Man Wood's ambition. They are only concerned with the fortune and happiness that Dreamville brings...
:Narrator: But Clockie doesn't think so. He will never allow Dreamville to fall into such decadence!
:Clockie: Tick-tock, Old Man Wood has changed... He doesn't care about Dreamville's future at all!
:Clockie: We had a pact in the past: For Dreamville to be filled with the laughter from our hearts. But now... everyone is just smiling like vapid fools in their dreams.
:Clockie: Tick-tock, I must rouse Old Man Wood and the townsfolk from their follies -- even if the entire town turns on me!
:Clockie: Let's go, friend, we cannot allow Old Man Wood's wanton ways to continue!
:Narrator: Clockie leaves the flourishing Dreamville and returns to his ruined former home.
:Narrator: He believes himself to be lucid, that one day he will bring this clarity to everyone in the town as well... one day...
Plot Cards
Act 	Attributes 	Description 	Time Dice 	Result
Act 1 	+Thrilling
+Dramatic	Dreamville began its downfall. Refusing to accept that kind of future, Clockie needed to wake everyone up! 	Any Time Dice 	Clockie reconnected with his old friends, hoping to make them see Old Man Wood's mistake...
"Tick-tock, guys, this isn't the town you like, right?"
Act 1 	x Thrilling	Clockie found Hanu's underlings on the Serenity Street, but they didn't respond to him with much enthusiasm, as they were already under the sway of Shadow Dog... 	Under 4 Time Dice 	Clockie tried to persuade them, but his action only drew suspicion and nearly got him captured...
"Tick-tock, Hanu will be devastated if he finds out about this..."
Act 1 	x Thrilling	Clockie found Hanu's underlings on the Serenity Street, but they didn't respond to him with much enthusiasm, as they were already under the sway of Shadow Dog... 	4 Time Dice 	Clockie tried to persuade them, but Black Dog drove him out of Serenity Street. Still, some of Hanu's old underlings were moved by Clockie's words and offered to provide him with intel...
"Tick-tock, Hanu would be proud of you guys!"
Act 2 	+Comedic 	Clockie found Miss Note in the flower fields. She didn't resonate with Clockie's concern, thinking Dreamville was in good shape... 	Under 4 Time Dice 	Miss Note saw Clockie's words as mere fearmongering, so she didn't take the issues he raised seriously. She strode off while humming a tune...
"La, la, la... No matter if the people are happy or unhappy, you're worried. Clockie, you're such a weirdo."
Act 2 	+Comedic 	Clockie found Miss Note in the flower fields. She didn't resonate with Clockie's concern, thinking Dreamville was in good shape... 	4 Time Dice 	Miss Note contemplates the issues Clockie raised, but when she realizes Clockie did not propose a solution, she has no choice but to brush him away with her singing voice...
"La, la, la... Clockie, you need to start by figuring out a solution when you stumble across an issue."
Act 2 	-Dramatic
+Comedic	Clockie visited Shopkeeper Leaf and Mr. Soda on the Gilded Street, but they reassured Clockie that everything would be fine seeing how prosperous Dreamville was at the moment... 	Under 7 Time Dice 	Shopkeeper Leaf and Mr. Soda changed the subject of the conversation, presenting various business collaboration proposals to Clockie. However, those ideas would only exacerbate Dreamville's decline...
"Tick-tock, the winning odds of this Golden Capsule Machine will bankrupt the people!"
Act 2 	-Dramatic
+Comedic	Clockie visited Shopkeeper Leaf and Mr. Soda on the Gilded Street, but they reassured Clockie that everything would be fine seeing how prosperous Dreamville was at the moment... 	7 Time Dice 	Shopkeeper Leaf and Mr. Soda listened to Clockie's opinion, but they believed making money was more important for Dreamville at that moment than bringing everyone to their senses.
"*gurgle* Wait till Dreamville is laden with Gold Coins. Money will matter less to everyone, right?"
Act 3 	-Dramatic 	Clockie made his way to Dawndew Hut, hoping to have a chat with Old Man Wood. He was undecided whether he should enter through the front door or just sneak in. 	Under 4 Time Dice 	Clockie entered through the front door but was ousted by the guiards. "You need an appointment to see Old Man Wood. The next available slot is... five hundred yeards from now!"
Act 3 	None 	Clockie made his way to Dawndew Hut, hoping to have a chat with Old Man Wood. He was undecided whether he should enter through the front door or just sneak in. 	4 Time Dice 	Clockie snuck in quietly and found Old Man Wood resting. Old Man Wood did not respond to Clockie's confrontation. Instead, he has his men see him out.
"Ahem, you're so ignorant, Clockie..."
Act 3 	None 	Clockie returned to the abandoned old site of Dreamville, where the people were living a tough yet liberated life, impervious to the madness in town... 	Under 4 Time Dice 	Clockie decided to stay in the dilapidated neighborhood and made it his new home to keep his mind clear.
"Tick-tock, the more developed a town is, the more broken its people are."
Act 3 	+Comedic 	Clockie returned to the abandoned old site of Dreamville, where the people were living a tough yet liberated life, impervious to the madness in town... 	4+ Time Dice 	Clockie was determined to revamp the rundown neighborhood to bring happiness to the people there.
"Tick-tock, if being wakened had to be painful, then no one would ever want to wake up."
Act 3 	-Dramatic
x Comedic	Clockie hosted a ball on the Blues Street. The grand event attracted a dense crowd of tourists and townsfolk... 	Any Time Dice 	Clockie made a quiet entrance at the ball and invited curious guests to dance. While dancing, he revealed some secrets about Dreamville to them, and rumors started spreading like wildfire from the ball to the entire Dreamville...
"Tick-tock, do you know that Clockie has hidden a treasure in Dreamville..."
Act 4 	-Dramatic 	Old Man Wood found out about Rouseville and issues Clockie a warning... 	2 Time Dice 	Clockie ignored the warning and is bent on waking up Old Man Wood.
"Tick-tock, I'm your alarm clock!"
Act 4 	-Dramatic 	Old Man Wood found out about Rouseville and issues Clockie a warning... 	6 Time Dice 	Clockie was intimidated by Old Man Wood's warning, so he tones down his actions slightly.
"Tick-tock, it's time to lie low for a bit..."
Act 4 	x Dramatic 	Clockie kicked off renovations of his old residence. Dr. Blues, one of the Origami Birds, joined Clockie and started to revamp the entire neighborhood... 	Any Time Dice 	Clockie named the place "Rouseville," hoping more, and more people would wake up and come here.
"Tick-tock, this is how Dreamville used to look in the beginning. Did you all forget about it?"
Act 5 	-Comedic 	The population of Rouseville was growing, but Old Man Wood's branches kept encroaching the village's borders. Due to the worsening living conditions, many chose to return to Dreamville...	3 Time Dice 	Clockie used his savings to help fund everyone to reconstruct Rouseville.
"Tick-tock, but those who have left won't come back..."
Act 5 	-Comedic 	The population of Rouseville was growing, but Old Man Wood's branches kept encroaching the village's borders. Due to the worsening living conditions, many chose to return to Dreamville...	4+ Time Dice 	Clockie shared his vision with everyone in Rouseville. Moved by his words, the villagers decided to stay.
"Tick-tock, but you'll have to go through some tough times with me..."
Act 5 	x Thrilling
-Dramatic	As clockie dug deeper into Dreamville's secrets, he found out that Old Man Wood is stealing everyone's emotions with his branches to repair the collapsing street... 	Odd Time Dice 	As much as Clockie wanted to stop Old Man Wood's branches from growing, Old Man Wood had already grown into an immovable tree...
Act 5 	x Thrilling
-Dramatic	As clockie dug deeper into Dreamville's secrets, he found out that Old Man Wood is stealing everyone's emotions with his branches to repair the collapsing street... 	Even Time Dice 	Clockie reluctantly consents to Old Man Wood's action because he can't come up with a better way to rescue the town...
Act 5 	+Thrilling
-Dramatic	Many of the townsfolk have lost the gears in their hearts, idling their time away in Dreamville. This seems to be a part of Old Man Wood's plan... 	Any Time Dice 	Clockie helped those who lost their parts to rediscover themselves with the gears he collected in the past.
"Tick-tock, and this is clockwork!"
Act 6: Jolly Scene: Betting	+Dramatic 	To raise people's awareness of the crisis plaguing Dreamville, Clockie remained relentless in his endeavor to change the future of the town bit by bit... 	To raise people's awareness of the crisis plaguing Dreamville, Clockie remained relentless in his endeavor to change the future of the town bit by bit...	To raise people's awareness of the crisis plaguing Dreamville, Clockie remained relentless in his endeavor to change the future of the town bit by bit...
Despite Clockie's numerous efforts, Dreamville still didn't change much. Decadent desires still festered in the shade of Old Man Wood's canopy... Clockie was exhausted, and his hands slowly rust. The story of Dreamville was coming to an end... "Tick-tock, the past is like a dream..."
====Chapter 4: Compass Undead====
:Narrator: Clockie's pranks cause excruciating headaches for Old Man Wood, but Dreamville has not changed because of his antics.
:Narrator: Old Man Wood's seedlings litter the fields, his tendrils wrap around numerous corrupted hearts, with the townsfolk drifting in and out between dream and reality and sunken in luxuriant extravagance.
:Narrator: So... has Clockie failed?
:Clockie: ...
:Clockie: ...Tick-tock.
:Clockie: My friend, I'm sorry. Dreamville remains the way it has been. I have no way to change it.
:Clockie: Tick-tock... I'm so sleepy, so tired... I really want to rest...
:Clockie: Clockie's hands tick slower and slower, images from the voyages of the past appearing before his eyes...
:Clockie: Tick-tock... Can the Scammer Cup really protect Rouseville? Will Hamster Ball Knight still clinch the championship next time? Can Miss Note sing the most beautiful song that beats from her heart?
:Clockie: Will Brother Hanu return to protect the town? Will Shopkeeper Leaf sell things that shouldn't be sold? Will Old Man Wood remember his original promise?
:Clockie: Tick-tock, Master Hat, Armchair Boy, Mirror Princess, Captain Revolver... Where's their Compass sailing to now?
:Clockie: ...Tick-tock? The Compass! That's it, The Compass!!!
:Clockie: Friend, The Compass will return someday... When that time comes, the other crew members will come help us!
:Clockie: Wait till the come to Dreamville, I'll definitely regale them with Watch City's past, The Compass' adventures, and everything that's happened in Dreamville... They'll definitely love these stories!
:Clockie: Tick-tock, I'll surely wait for you all, new crew members of The Compass!
:Narrator: Clockie's spirits are reinvigorated once more, his hands begin to tick again.
:Narrator: In the days to come, he will still protect Rouseville's villagers, cause trouble for Old Man Wood, and be wary of the covetous Boss Stone.
:Narrator: Clockie has thought this through -- when the new crew of The Compass takes care of Dreamville's crisis, he will definitely board the ship again and go on even more adventures!
:Narrator: Tick-tock, that day will definitely come... Dreamville's dream will one day awaken, and The Compass' needle will point toward his next destination...
:Narrator: Dreamjoy Memoir, THE END...
:Narrator: But Dreamville's story will never end.
===Special Ending===
After going through some upheavals, Clockie came to terms with Dreamville's current state. He decided to stay by Old Man Wood's side to bring more joy to everyone... "Tick-tock, let's put those trying times behind us!"
====Chapter 3: Under the Tree====
*6 Acts
*Requirement of 150 for the sum of all scores
:Narrator: Old Man Wood's tendrils have the entire Dreamville in a stranglehold -- no scoundrel will ever harm the town's residents again.
:Narrator: But the townsfolk seem not to care for Old Man Wood's ambition. They are only concerned with the fortune and happiness that Dreamville brings...
:Narrator: Clockie also doesn't seem to mind -- as long as everyone in Dreamville is happy!
:Clockie: Tick-tock, Old Man Wood hasn't been very chatty recently... but I know that he must be busying himself for Dreamville!
:Clockie: Everyone's living in high spirits, how wonderful... Don't you think so too, my friend?
:Clockie: Tick-tock, we mustn't squander Old Man Wood's painstaking efforts. We have to fully enjoy ourselves in the dream.
:Clockie: Let's go friend, off to immerse ourselves in this grand celebration!
:Narrator: Clockie accepts the present Dreamville, surrendering himself entirely to the tides of merriment.
:Narrator: He believes he can deliver to everyone happiness -- bringing them more happiness, having them experience more happiness, and making that happiness everlasting in Dreamville.
:Narrator: But Clockie hasn't seemed to realize that this so-called happiness is slowly but surely corrupting this town...
Plot Cards
Act 	Attributes	Description 	Time Dice 	Result
Act 1 	-Dramatic
x Comedic	Clockie understood that Old Man Wood's actions were well-intentioned, accepting that such a future would be the best future for Dreamville... 	Any Time Dice 	After Clockie shared his views with Old Man Wood, the two became partners once again. They would strive to turn Dreamville into a paradise together!
Act 1 	-Dramatic
+Comedic	Someone was penniless in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood gave the person money. No dissatisfaction should be in Dreamville.
"Tick-tock, gold coins are worthless. Joy has worth!"
Act 1 	-Dramatic
+Comedic	Someone was penniless in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	Old Man Wood took away the person's desires. No dissatisfaction should be in Dreamville.
"Tick-tock, buck up and enjoy free SoulGlad on the Golden Street!"
Act 2 	+Thrilling
-Dramatic	Someone committed a crime in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Any Time Dice 	Old Man Wood took away the criminal's evil thoughts. No baddies should be in Dreamville.
"Tick-tock, Old Man Wood took away his evil thoughts. Don't worry!"
Act 2 	x Thrilling
-Dramatic	Someone is sick in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Any Time Dice 	Old Man Wood took away the persons' worries. No pain was allowed in Dreamville.
"Tick-tock, you can't feel pain now. Cheer up!"
Act 3 	x Thrilling
-Dramatic	Someone was hurting others in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood inflicted the same amount of pain on the culprit. You couldn't hurt each other in Dreamville.
"Tick-tock, a leaf for a leaf, a branch for a branch!"
Act 3 	x Thrilling
-Dramatic	Someone was hurting others in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	Old Man Wood turned the person's arms into soft willow boughs. You couldn't hurt each other in Dreamville.
"Tick-tock, you can't hurt anyone without a weapon!"
Act 3 	+Thrilling
-Dramatic	Someone had permanently departed from Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood made wood sculptures of the departed. There was no separation in Dreamville.
"Tick-tock, Brother Hanu, Mirror Princess, and Captain Revolver are also back!"
Act 3 	+Thrilling
-Dramatic	Someone had permanently departed from Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	No. No one experienced separation in Dreamville.
"Because nothing will ever be gone."
Act 3 	+Thrilling
-Comedic	Someone in Dreamville is getting addicted to the joy of games on the Golden Street. "Tick-tock, what should we do, Old Man Wood?" Clockie asks.	Under 4 Time Dice 	Old Man Wood threw the person into a tree hollow. There was no addiction in Dreamville.
"Tick-tock, it's just a simple form of confinement therapy!"
Act 3 	+Thrilling
-Comedic	Someone in Dreamville is getting addicted to the joy of games on the Golden Street. "Tick-tock, what should we do, Old Man Wood?" Clockie asks.	4+ Time Dice 	Old Man Wood made the person unable to feel the joy of playing games. There was no addiction in Dreamville.
"Tick-tock, bad games make people mad!"
Act 4 	+Thrilling	Someone committed the sin of treason in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood turned the traitor into a sapling buried in the earth. There was no betrayal in Dreamville.
"Tick-tock, those who benefit from traitors also despise them."
Act 4 	+Thrilling	Someone committed the sin of treason in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	No. There was no betrayal in Dreamville.
"Because everyone must be loyal to him."
Act 4 	+Dramatic
+Comedic	Someone is reminiscing about the past in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood hid the past within the trees. There was no past in Dreamville.
"Tick-tock, we only look forward, not backward... But there's nothing ahead, so let's only look at the present!"
Act 4 	+Dramatic
+Comedic	Someone is reminiscing about the past in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	No. No one reminisced about the past in Dreamville.
"Because there is only the present here."
Act 5 	-Dramatic
+Comedic	Someone couldn't figure out the meaning of life in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood answered the confusion of the lost one. There were no questions in Dreamville.
"Tick-tock, Old Man Wood is the smartest tree!"
Act 5 	-Dramatic
+Comedic	Someone couldn't figure out the meaning of life in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	No. No thinking was needed in Dreamville.
"Because he knows everything."
Act 5 	-Thrilling
+Comedic	Someone was questioning the rulings made in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood allowed the person to have doubts, but this person's words would no longer be trusted thereafter.
"Tick-tock, that's the price of skepticism."
Act 5 	-Thrilling
+Comedic	Someone was questioning the rulings made in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	No. There was no skepticism in Dreamville.
"Because he's right."
Act 5 	-Dramatic
x Comedic	Someone desired freedom in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	Under 4 Time Dice 	Old Man Wood gave the person freedom, but the person was left with nothing else.
"Tick-tock, that's the price of freedom".
Act 5 	-Dramatic
x Comedic	Someone desired freedom in Dreamville. "Tick-tock, what should we do, Old Man Wood?" Clockie asks. 	4+ Time Dice 	No. No one desired freedom in Dreamville.
"Because there's no need for freedom in his trunk."
Act 6: Jolly Scene: Betting	+Dramatic 	Old Man Wood solved all the problems, and Dreamville got better and better under his command... 	Old Man Wood solved all the problems, and Dreamville got better and better under his command...	Old Man Wood solved all the problems, and Dreamville got better and better under his command...
Over time, the townsfolk of Dreamville gradually became united as one. Old Man Wood was nurtured into a towering tree that shelters all the townsfolk with its shade. In the cool shade, Clockie also stopped thinking and immersed himself in joy... "Tick-tock, Old Man Wood can solve all the problems..."
====Chapter 4: Dream Forever====
:Narrator: Dreamville gradually sinks into the foliage's embrace, where everyone enjoys the sweetened fruit and cool shade, never needing to think for themselves again.
:Narrator: Boss Stone will never invade this place again, and no one will have to worry about disasters befalling -- to the townsfolk, this may be true bliss.
:Clockie: Tick-tock, it's really awesome! As long as we listen to the Great Tree, everyone will be able to lead blissful lives.
:Clockie: Whatever the Great Tree says, we'll listen. Whatever the Great Tree wants, we'll do...
:Clockie: Tick-tock, my friend, Dreamville has now really become a true dream!
:Clockie: But I feel like I'm forgetting something I shouldn't have...
:Clockie: Tick-tock, since I've forgotten it, it's probably not important -- c'mon, let's have a party at Mr. Soda's!
:Narrator: And so, enveloped by the giant tree's protection, Dreamville embarks on a path of eternal happiness.
:Narrator: No sadness, no suffering, no worries, and Clockie's hands also start to rust in the syrup, never to tick again...
:Narrator: "The price for us to forever live in the current happiness is to never again glimpse visions of the future."
:Narrator: ...
:Narrator: Dreamjoy Memoir, THE END...?