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Five Doctors and the Twin Dilemma, The (5_Doctors_Amended.txt)

70 moves available
Start: Location 1

Overview: There are only seven portable objects in this game including the javelins which can be
ignored.
The remaining 15 objects include four doctors, a yeti, cybermen and a dalek (these are all mobile).
The object is to kill the four doctors (not sure about that fifth one) and you need to kill at least
one
before they reach their intended destination - Rassilon's Tomb - to buy you more time (you have
70 moves in total to
win). Looking at the time limit and the fact that you need to devise an efficient route to collect
the objects and
solve the puzzles, the walkthrough below is the only one where I've managed to complete it.
Apart from the random
movements of the characters, the difficulty is timing a route through the Tardis and back again to
minimise
waiting time (there may be a random element here too) and also seeing if the Dalek can be disposed
of quicker than
my attempt below. Counting up my moves though it looks as though I completed the game in 75 moves!

1. Kill Peter Davison
E, N, KILL PETER, TISS
TURNS=4, ROOM=7
ISSUES - Peter may not get to location 7 to meet you every game, restart if this is the case.

2. Get lead piping
N, N, N, N, GET LEAD
TURNS=5, ROOM=18
ISSUES - May not be able to go north from Tardis for a few turns, restart if this is the case.

3. Kill Dalek (Starts at 33 when you're there. Then 11, then 26, then 27, then 28 etc)
S, W, W (Dalek appears), N, E, N, W, W, PRESS GREEN, LOOK, LOOK, LOOK, LOOK, LOOK, LOOK
TURNS=15, ROOM=28
ISSUES - We have to look six times before the dalek appears, can this be reduced by playing
differently? I don't think so.

4. Examine wall, Kill hand
E, E, S, S, E, S, GET FIRE, S, W, EXAM WALL, HIT HAND, PIPI, N
TURNS=13, ROOM=6
ISSUES - When you take or drop the lead piping type LEAD, when you hit the hand type PIPI.
ISSUES - Randomly it can take more than one turn to go south from the Tardis. If so restore an
earlier save.

5. Get the rope, scare the yeti and examine the torch at the stone alcove
GET TORCH, N, E, LIGHT FIRE, E, N, W, W, GET ROPE, EXAM TORCH, E, E, S, W, W, S, S, S, S,
EXAM ROAD, DROP LEAD, GET SEAL
TURNS=22, ROOM=3

6. Use the rope to climb down, go through the trapdoor to the end and kill the remaining doctors
N, W, THROW ROPE, D, OPEN TRAP, D, N, N, KILL PATR, TISS, GIVE SEAL, KILL JON , TISS,
KILL RICH, TISS, SCORE
TURNS=16, ROOM=36
ISSUES - You have to type "JON " rather than JON for the program to recognise him

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SCORING - Points / Cumulative Points
Kill Peter D - 50 / 50
Kill "Jon " P - 50 / 100
Kill Patrick T - 50 / 150
Kill Richard H - 50 / 200
Kill Dalek - 10 / 210
Scare Yeti - 11 / 221 - not done on this version
Give Seal to "Jon " P - 1 / 222
Silver Arm - 10 / 232
Examine Torch @ 21 - 10 / 242 - not done on this version
Exam Roadster - 1 / 243
Press Green Button - 1 / 244
Put Rope on Pinnacle - 5 / 249
Open Trapdoor - 1 / 250
FINAL SCORE - 218
-------------------------------------------------------------------------------------------------

Movements are as follows:

Patrick Troughton: 2,20,23,25,24,22,21,13,37,38,36
Richard Hurndall: 27,28,29,30,31,11,16,12,16,18,15,19,36
Jon Pertwee: 17,14,9,3,10,5,10,8,34,35,36
Peter Davison: 12,7,4,9,3,10,5,8,34,35,36
Dalek: 33,11,26,27,28,29,30,31,32,back to 33...
Yeti: 21 to 25 (randomly)
Cybermen: Random location depending on where you are. Avoid.

Best to kill Peter Davison at the start because you need to kill one of the doctors (the game ends
if all four
reach location 36 and this can happen quite quickly).