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 ------------------------------------------------------------------------------------------------- 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).