In this re-creation of a Doctor Who episode, you play as the Time Lord known as Doctor Who. The White Guardian asks you to find a segment of the Key of Time hidden on the pre-tech planet Ribos. Your companions in this adventure are Ramona and K-9.
This solution is by David Welbourn, and is based on Version 1.1 of the game.
Note that the Entrance to the Catacombs and the Catacombs Corridor to its immediate south will be blocked by rubble after the explosions.
The TARDIS Control Room
> x me. i. x screwdriver. x whistle.
> x K-9. x console. x lever. x column.
> in.(No reason to.)
> x guardian. ask guardian about purpose.
> ask guardian about key.
> ask guardian about white guardian.
> yes.(Look in your TARDIS.)
The TARDIS Control Room
Romana greets you and gives you a tracer.
> x Romana. x tracer.
> ask Romana about key. ask Romana about tracer.
> ask Romana about flight controls.
> x slot. put tracer in slot.
> close door. pull lever. take tracer.
> use tracer.(It points north.)
Snowy Path / Caught in a net above Snowy Path
You are caught in a net!
> ask Romana about net.(She frees you.)
> x carpet. x suits. use tracer.(It points west.)
Entrance to Treasure Chamber
> x door. x tapestries. open door.(locked)
> unlock door with screwdriver. w.
> x thrones. x regalia.
> x stone. use tracer.(It points to the stone.)
> take stone.(cabinet is locked)
> unlock cabinet with screwdriver.(Someone's coming!)
> hide.(Captain and a man chat and leave. A shrieve stays.)
> x shrieve.
Weirdly, the shrieve makes no reaction when you and Romana leave.
> e. e. e.
The man and an aristocrat talk. The aristocrat will buy this planet, his money to be kept in the treasure room. They then head that way. So, uh, follow them?
> w. w. w.
The aristocrat and his sergeant, Sholakh, marvel at the stone. The shrive calls it the Scringe Stone. The mine is lost. The aristo's money is locked in a chest. You tell the Captain that you and Romana are from the North.
Entrance to Treasure Chamber
Romana says it'll be curfew soon and to follow her.
> e. s. s. w.
> x uniform. take it. wear it.
> open grate. unlock grate with screwdriver.(Can't)
> e. n. n. w. w.
As you enter, a young man steals the stone and runs east. The shrieve calls for help.
If you head east, you're arrested. You can't hide. You can't stay. Don't waste turns:
A rope ladder now leads up.
Plot dump! You and Romana encounter the man, Garron. He tells you the young man is Unstoffe. Garron starts to lead you to him, but the aristo, the Graff Vynda-K, has you three arrested for stealing his money. Sholakh (aka Shallack?) vows to find your accomplice then kill you all.
CAUTION! You are executed if you take too long in this room! Don't take any extra unnecessary actions here!
> blow whistle.(To summon K-9.)
> x fireplace. take device.
> ask Garron about Unstoffe.(We must warn him or her will be captured.)
> ask Garron about communicator.
> fix communicator with device.(This works.)
> use communicator.(Unstoffe will hide in the catacombs.)
Meanwhile, K-9's laser has melted the door's lock.
> w. w. s. s. e.
> x folks. x temple. x gargoyles. x grate. x curtain.
> d.(grate is locked)
> e.(door locked)
Binro the Heretic greets you.
> x Binro. x key. x shelves. x possessions. x mattress.
> ask Binro about Binro. ask Binro about heresy.
> ask Binro about catacombs. ask Binro about temple.
> ask Binro about shrivenzale.(Beasts attracted by high pitched noises.)
> ask Binro about key. ask Binro for key.
> tell Binro about stars.(Happy he is no heretic, he gives the key.)
> unlock door with temple key. e.
> close door. lock it with key.(Temple key doesn't fit the lock!)
> d. s.
Hear the Graff and his soldiers behind you!
> hide.(They arrive and they're about to search!)
> blow whistle.(A shrivenzale chases them away.)
Your companions split up and also leave.
> s.(You hear a shrivenzale that way.)
Entrance to Catacombs
Graff and Sholakh are arguing, then fighting with the Captain and the shrieves.
> u.(You sneak past them.)
It's not at all clear where you're supposed to go at this point.
> w. w. n. n. e.
> x soldier. x uniform. wear uniform.
> w. s. s. e. e. d.
Entrance to Catacombs
The Graff and his men consult a seeker, then they all head south.
> s. s. s.
The Graff is about to kill Garron and Unstoffe.
> blow whistle.
A shrivenzale appears. The ceiling falls, killing all the soldiers. The Graff gives you a bomb, then shoots the seeker!
> put bomb on Graff.(He leaves and goes boom.)
Romana and K-9 arrive. Unstoffe gives the stone to Garron.
> x rocks. take iron key.
> n. e. n.
> x rocks.(Passageway beyond them?)
> ask K-9 about rocks.(He zaps them.)
> unlock grate with iron key. u. w.
The game oddly requires you to ask for the jethrick in this location. Also, you must refer to it as jethrick, not stone or jewel any other name.
> ask Garron about jethrick.(He gives it. He and Unstoffe leave.)
The TARDIS Control Room
*** YOU HAVE WON ***
K-9 is your robotic canine companion. You can summon K-9 with a whistle, and he can zap things with his laser.
The White Guardian is one of two guardians. He seeks to bring peace to the universe. He gives you your mission.
Romana (short for Romanadvoratralunda) is a tall Time Lady. She will assist you in this mission.
The Captain and the shrieves are military men.
Garron is the man you first see in the treasure room. He describes himself as a business man who relieves rich men of their money. In other words, he's a con man.
The Graff Vynda-K is an aristocrat who wishes to buy the planet Ribos.
Sholakh (aka Shallack), is the Graff's sergeant. He has several soldiers under his command.
Unstoffe is a young man associated with Garron who steals the jethrick stone.
Binro the Heretic is an old man in rags who lives in a cubby near the temple.
The Seeker is a female soothsayer who sees death everywhere. She's not wrong.
Some city folks are wearing heavy clothing to keep out the cold.
Some shrivenzales live in the catacombs. They are huge beasts attracted by high pitched noises.
The Black Guardian is the opposite of the White Guardian. He seeks to bring tyranny and evil to the universe.
The Ice Gods supposedly live in the catacombs. Thankfully, they are either fictional or decided not to be in this episode.
if you are caught by the shrieves during your first visit to the treasure chamber,
if you're arrested by the shrieves for being out after curfew (either by not following Romana to the turret or by leaving the turret without wearing the shrieve's uniform),
if you're arrested by the shrieves for theft (after the stone is stolen during your third visit to the treasure chamber),
if you're killed by Sholakh in the guest quarters (after failing to escape in time),
if you're arrested by the Graff in the catacombs corridor (either because you didn't hide or you didn't blow the whistle afterwards),
if you're arrested by the Graff in the entrance to the catacombs (either because you didn't sneak past them when you had the chance or you returned there without wearing the soldier's uniform),
if Graff obtains the jethrick after killing Garron (your mission has failed),
if the bomb explodes without you using it in the way required by the plot (you die),
YOU HAVE WON
if you enter the TARDIS with the jethrick stone.
It's not possible for your character to directly attack anyone in this game. You cannot start a fight and lose the game that way.
You cannot be attacked or killed by shrivenzales. They only respond to your whistle when the plot requires them.
a sonic screwdriver. You're carrying it.
Unlock the door to the treasure chamber with the screwdriver.
Try to unlock the cabinet in the treasure chamber with the screwdriver.
Unfortunately, the screwdriver can't unlock any of the other doors or grates in the game.
a dog whistle. You're carrying it.
Blow the whistle when in the guest chamber. Eventually, K-9 will arrive and melt the door's lock with his laser.
Blow the whistle when hiding from the Graff in the catacombs corridor. A shrivenzale will force the Graff and his men to retreat.
Blow the whistle when you and the Graff arrive in the catacombs chamber. A shrivenzale will distract his men fatally.
a tracer. Ramona gives it to you when you first meet her.
Put the tracer in the new slot in your TARDIS controls, then pull the lever to go to Ribos.
Use the tracer elsewhere to know which way to go towards the hidden segment of the Key of Time, which turns out to be the jethrick stone.
a shrieve's uniform. Find it on the castle turret when you follow Ramona there. Wear it. You can now return to the treasure chamber during curfew.
a bugging device. Find it in the guest quarters by examining the fireplace. Fix the communicator with the bugging device.
a communicator. Garron is carrying it, but it's broken. Fix it with the bugging device, then use it to warn Unstoffe.
a temple key. Binro the Heretic is carrying it. To get it, tell him about the stars. The temple key unlocks the temple door.
a soldier's uniform. Find it by examining the unconscious soldier in the castle corridor. Wear it, then return to the catacombs and follow the Graff.
a heavy iron key. Find it by examining the rocks in the chamber alcove. This key unlocks the grate between Winding Passage and The Concourse.
a jethrick stone. This is the segment of the Key of Time you're looking for. It's initially in the cabinet in the treasure chamber.
Try to unlock the cabinet with the screwdriver, but then you'll need to hide then leave without getting it.
Later in the game, you'll discover that a young man named Unstoffe stole the stone before you could try again for it.
Much later in the game, Unstoffe will give the stone to Garron.
When Garron is outside the TARDIS, ask him about the stone. He'll give it to you. Take it into the TARDIS to win.