Doctor Who the Adventure Games Official Guide preview

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Transcript of Doctor Who the Adventure Games Official Guide preview

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INTRODUCTION 

Welcome to the

Adventure Games!

The AdventureGames is four separate adventures played by the Doctor and Amy.This book covers episodes one and two with the next book out withthe release of episode 4- the finale.

The books cover how to complete the game, where to find facts,Who knowledge and cards whilst showing numerous diagrams,pictures and quotes. There are maps for important levels,background Who info and fact-files for characters.

There are also hundreds of pictures in the book which help set thescene for the level and from the characters various missions. We’llhelp you complete the Adventure Games with all the cards in no-time!

So now, boot up City of the Daleks or Blood of the Cybermen rightnow on your computer or Mac and get ready to beat the Daleks or Cybermen!!

Enjoy the book, and game!!

KEYCHECKPOINT.=Save point(Space=…..)= Click space and then choose whatever item listed

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EPISODE 1:

CITY OF THE DALEKS

INTRODUCTION

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EPISODE 2:

BLOOD OF THE CYBERMEN

INTRODUCTION

The Doctor and Amy land in the middle of the Artic Circle after getting a SOScall where they find a fallen man, Chisholm, in the snow. Eager to find outwhere the SOS came from, the Doctor helps the man back to the TARDIS andgets the co-ordinates to a base which has been taken over by strangeCybernetic creatures which is turning flesh to steel.

You must take control of the Doctor and Amy to stop the evil Cybermen intheir most devious plan yet by solving puzzles and challenges, and puttingtogether new devices to stop their plan.

Are you up to the challenge?

THE GSO BASE

The multi- billion pound company GSO had a base set up in the Artic Circle inlate 2009 when unusual readings were found deep in the ground- some sortof manmade ship or structure.

The team leader Dr Meadows and Prof. Chisholm discovered what theythought was an ancient monument, which actually was a Cyberman arm.When the team accidentally activated it hundreds of strange creatures wereawoken too, called Cybermats which turned the team into Cyberslaves apartfrom Chisholm and Meadows, whom ran away or barricaded themselvesaway.

Dr Meadows sent out an SOS four weeks after the take over, and 6 monthslater the Doctor got the message, but couldn’t perfectly track the source.Episode 2 begins!

 

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“EARTHQUAKE!! Er-Imean ICEQUAKE! ”  Amy

6 Months PreviouslyChisholm and Meadows have found a Cyber arm, and all of a sudden, everyone but them

on the team has been transformed into aCyberslave thanks to being bitten byCybermats, strange little leech like creatureswhom suck the life out of you and later makeyou transform into a Cyberslave. Chisholmruns away 6 months later after everyone has been transformed, scaredwitless, and crashes his skidoo near the Doctor and Amy’s first landing spot,whilst Meadows holds out against the Slaves in her office, sending out anSOS as best she could.

The Present TimeThe Doctor and Amy land the TARDIS after receiving an SOS from the base and soonfind the crashed skidoo, and then Chisholm.The Doctor believes that the man will know

where the SOS came from and the adventure begins!

Your starting area is a large ice cavern, which dropsdown a long way, and all is extremely rickety as thelumps of ice are quickly shifting. You will oftenshake or trip as the lumps cause tremors underfoot.To begin, from the TARDIS you head straight aheadto a small glimmering blue card with DW on it. This, if you have played theAdventure Games before is nothing new, but for first time players it is aDoctor Who Trading Card, which are little fact files on characters, objects or enemies.

Your first card from Blood of the Cybermen! Yeah! The cardis a Sontaran card and has a picture of the Sontaran leader.CHECKPOINT. Next you walk over to the red skidoo that’s lying

in the snow. Click ‘Examine’ when it pops up at the bottomright hand corner of your screen to pick up a broken sat-nav.

Now you walk towards the edge of the ice cliff, which triggersa cut-scene. You see the Doctor and Amy see a fallen man,Chisholm, on the ground, unconscious. The Doctor tells Amyto wait behind whilst he gets to the man.

Jump, or climb down each separate ledge until you get to the bottom floor withthe man. Immediately after you get there, turn right and go to a red bag. Click‘examine’ to pick up the empty canteen. CHECKPOINT. Then, going right from

the bag, pick up another card in the alcove, this time a Jelly Baby card- lime

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“Boom! And thewall is gone! ”  The Doctor 

flavoured. (Note: as there are many jelly baby cards, you will only see one abook, so look out for our card later on).

Next go back into the normal spaceand pick up the rope. This triggers

a cut-scene, where the Doctor throws up the rope to Amy, askingher to attach it to the winch on theskidoo.

You now play as Amy, who simplyhas to move over to the skidoo and press (space+rope) which then triggersanother cut scene where Amy says to call up when she needs to turn on thewinch. CHECKPOINT. Back as the Doctor, you must next walk over to the largestumps of ice which have a little stream of water running through.

Click (Space+canteen) when near to water so a little bubble is displayed inthe bottom right hand corner saying ‘examine’. You now have a filled upcanteen. A cut-scene is triggered in which the Doctor sonics the canteen withthe screwdriver and says “perfect for this poor chap.” You now walk over tohim and when ‘examine’ appears, click (Space+ hot canteen) and another cut-scene comes on.

The Doctor says that Chisholm has sprained hisankle and will not be able to climb or jump. TheDoctor says that he won’t need to as he plans towinch him up. Now walk to the winch rope hangingdown near you and click ‘examine’. In another cut-scene, the skidoo falls, and the Doctor dives atChisholm to get him out the way. The skidoocrashes against the stumps, destroying some of them and showing another path. CHECKPOINT.

Head through the tunnel now shown, pausing to click on the skidoo for a facton them. Next, turn right sharply after the route turns left, toget another card- Sarah Jane Smith. CHECKPOINT. Headthrough the tunnel, following the route provided into a big

room, with high arching roofs and icywater on the left hand side. Continueon the route until you see some stair like blocks of ice which you need to jump and climb over to reach terra-firma, if you can call convulsing ice blocks that.

Go to the square block and click push when you’re near it. It will slide down aslope. Follow, and push again, forming a temporary bridge for Chisholm. Hewill now follow you up the slope onto the path again. CHECKPOINT. You are nowfaced with crackling lumps of ice which are floating round in what seems to be

a random order. Watch closely and you will see that they have a pattern.

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“Just because hestarted screamingdoesn’t mean he’sbonkers!”  The Doctor 

You must walk on when each block is next to you. Don’t take chances- you just fall and have to restart. Do this until you are on the third block. It is veryeasy to quickly get onto the route again, but if you wait a while, the block willhead over to where there is a seemingly impossible to get card. Click

‘examine’ when the block is under it to get another card.

CHECKPOINT. You have just got the rare River Song card.Well done. Next wait until you’re near the route and walkoff those annoying blocks. CHECKPOINT. You now see amassive glass wall which blocks your way, and blasting itwith the sonic screwdriver doesn’t help.

Well, let’s get Chisholm across. First, sonic the massivepillar of ice, and then click ‘push’. The pillar smashesdown across pit allowing Chisholm to get across, and in

the process destroys the wall of ice, allowing you to get out. Walk through

now open tunnel to finish area and activate cut-scene.

Chisholm says that the SOS came from the base thathe ran away from and when the Doctor asks for co-ordinates he says he can’t go back, then he faints. TheDoctor and Amy head back into the TARDIS with thefallen man and disappear.

Whilst inside, the Doctor realises that the man must befrom the base, and hence must have the co-ordinates to there on his sat-nav,so the Doctor gets to work on fixing it.

CHALLENGE 1: Fix the Sat-navTo rewire the sat-nav to connect with the TARDIS and show where the baseis, you must connect the four coloured wires with their partner elsewhere onthe breadboard by pulling the wire into place with your mouse. The order inwhich you put the wires into place is Yellow, blue, purple, green and finallyred, and the way you do it is below:

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