/////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// DOCTOR WHO: THE ADVENTURE GAMES Last Updated: 22/12/2010 -- Guides to all 4 Adventure Games -- Locations of 48 of 50 Cards -- Locations of Facts -- Tips for all Minigames. CONTENTS -------------------- 1. Introduction [ITR] a. Controls [CON] 2. City of the Daleks [COTD] a. Act One [CD1] b. Act Two [CD2] c. Act Three [CD3] 3. Blood of the Cybermen [BOTC] a. Act One [BC1] b. Act Two [BC2] c. Act Three [BC3] 4. TARDIS [TRDS] a. Act One [TR1] b. Act Two [TR2] c. Act Three [TR3] 5. Shadows of the Vashta Nerada [SOVN] a. Act One [SV1] b. Act Two [SV2] c. Act Three [SV3] 6. 2011 Games [11GM] 7. Collectables [COL] 8. Minigames [MNGM] 9. Credits [CRED] /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// INTRODUCTION [ITR] Hello and welcome to my first guide to any game. This particular guide focuses on all the releases of Doctor Who: The Adventure Games and notes all the Facts and Cards you can pick up on the way along with a walkthrough for the games themselves. Doctor Who: The Adventure Games are four games released in 2010 to tie-in with series 5 of the revived series. 3 of them were written by Phil Ford and the other by James Moran, both who have written for Doctor Who and the spin-off shows before. They were created by Sumo Digital with the creative direction of Charles Cecil. A further series has been commisioned for release in 2011. This guide will be updated to accomodate for them. So allow me to explain how this is going to work - each game will get it's own walkthrough section which will tell you how to complete them. Also included in the walkthroughs are the locations of the collectables. A list of the collectables and a brief note of their location will be in a seperate section. Controls [CON] (This is for the PC Version, buttons may alter for the Mac). To walk you may use either: WASD - W for Up, A for Left, S for Down and D for Right Arrow Keys - Each arrow for their respective direction. To move the camera you use the mouse to look around. To access the inventory you use Space. The inventory normally consists of a Sonic Screwdriver plus anything else you've collected along the way. To use an item from the inventory, highlight an object by walking near it and then bring up the inventory and click on an item to use it. Interaction with objects is done by the click of the mouse. Such interactions include: - Using objects - Examining objects - Checking for a Fact - Collecting a collectable - Talking to other characters /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// CITY OF THE DALEKS [COTD] City of the Daleks sees the Doctor and Amy arrive in a destroyed London in 1963. The Daleks are behind this which takes the two of them to the city of Kalaann on the planet Skaro to thwart their plans. Act One [CD1] Collectabes: 5 Cards, 3 Facts. Difficulty: 6/10 (Patrols at the end of the Act) City of the Daleks starts off with some cutscenes. First will be inside the TARDIS with the Doctor and Amy talking about 1963 and the Doctor says how it's a good year. Doctor Who began in 1963 but of course he can't mention that. After that they step outside into a destroyed London. The last human survivor, Sylvia, is about to be exterminated. Cue titles. Sylvia then runs to a manhole and heads underground. The TARDIS duo then have to get after her and so you are given the honour of doing so. Straight in front of you is a Fact in the form of a fallen statue's head. This is what remains of Nelson's Column. If you follow to path to the edge then you'll come across another Fact for the London Bus and you'll also find Card #1 - The Smiler. Turn around and walk to the taxi which just so happens to be another Fact for Hackney Carriages and near it you should see Card #2 - Sisters of the Water, or as they are better known, the Vampires. Walk forwards across a car creating a bridge where you'll enter stealth mode. Head right, avoiding the Daleks to come across Card #3 - The Sixth Doctor. Now head up the ramp and push the taxi. Now you're underground you need to get to the tracks. Press Space for an inventory screen to pop up and use the Sonic Screwdriver on the gates. Now you'll see a cutscene followed by a prompt to as Sylvia 3 questions. The Daleks will come and she'll run off. Once you have control again, head straight forward. You'll get Card #4 - The Hath. Now turn around and follow the rails all the way down, avoiding the moving patrol Dalek. Behind the final bunker is Card #5 - Liz 10. Keep going towards Sylvia. You're now stuck because the tracks are electrified. Just interact with the fusebox for a little mini-game. Join up the coloured dots and you'll be done. Now move along the corridor and turn into the room on the right. Climb the stairs and you're done. This is now the hardest part of Act One. Many people have got stuck at this point which is why the difficulty rating I have put is 6. The Daleks have moved and the patrols are a little trickier. Move to the right and over the car-bridge and run right up to the taxi. Now keep an eye on the Dalek to the far-most left of the area. When his patrol light moves away from the taxi run forwards and turn left to get back to the TARDIS. Act Two [CD2] Collectables: 5 Cards, 1 Fact Difficulty: 5/10 (Beware of Patrols) Now you have arrived on Skaro at the Dalek city of Kaalann. In this room use the Sonic Screwdriver on the Dalek helmet. My tip for this minigame is to keep steady. There are a few more like this later on. Once this minigame is done you will be able to walk through locked doors. Leave Amy and head out of the room, turning left into a larger room. On the left side of this room wait for the Dalek to return and then run up. Half-way will be a door to the left. Go inside. To the right of this room is Card #6 - Adipose. Now go to the blocks on the other side of the room and push them before climbing up. Once in the other room collect Card #7 - K9 and check the Fact about the Daleks. Pick up the Kontron Crystal and then Sonic the door open, moving forwards into the big room from before. We still need the Dalekanium Coil so turn left and when the Dalek turns his back to you, follow it. Head through the door at the end. In the room with the Dalekanium Coil is Card #8 - Daleks. Head back out and once you are in the big room straight ahead there is Card #9 - the Blackcurrant Jelly Baby (one of the Doctor's favourite sweets). Navigate back through this room so you eventually reach the beginning and as such Amy. Talk to Amy and you'll have to do another of the mini-games fetching the components through the maze. This time there is two of them. Once done, Amy will stop fading out of existence. Exit the room and turn right this time. Avoiding this Dalek, you'll end up in the Visualiser Room. There are 3 consoles in here which need deactivating. The first is straight ahead. Sonic it for a minigame where you have to match the symbols. Once this is done, run right over to the other side of the room avoiding the sight of the "Dalek Librarian". Sonic this console but before heading to the third, Card #10 - Adelaide Brooke is located near the wall. Now you can run over to the third which is underneath the eye. Once this is done walk out the room and get into a lift. This bit is mainly all cutscenes now but you will have a total of 4 choices of things to say to the Emperor. Once you ask him to show you power the Eye of Time will show up. The Doctor and Amy will then jump into it and travel into the past to stop the Daleks wiping out Earth in 1963. Act Three [CD3] Collectables: 4 Cards Difficulty: 8/10 (The end can be difficult for some) The Doctor says they need to set up a trap. Not just yet however. Head upstairs and behind the Emperor's base is Card #11 - Chocolate Jelly Baby. Then on the ring is Card #12 - The Fifth Doctor. Head back down and pick up the Dalekanium wire from the floor and attach it to the fallen pillar. Use the console at the bottom and then some Daleks will try to stop you but will be blown up by the little trap you set. However Amy will start fading. Now you need to get to the Visualiser Room. Go forwards then left, avoiding the Varga Plants. Go down the debris stairway and at the bottom of it is Card #13 - The Tenth Doctor. Now go to the center of the Visualiser Room and activate the console. Pick up the object which fell out and you'll be given control of Amy. Before walking out, turn around and you'll see Card #14 - Amy Pond near some Varga Plants. Now move down the corridor and go to where you found the Kontron Crystal (the room on the left of the big room). In the room before that with the boxes is a Dalek Eye Stalk. Pick that up then head back out. Turn as if you were going to get the Dalekanium Coil and you'll see that the door is blocked. Behind you is a Varga Plant and a Dalek Gun. Pick that up and return to the Doctor. Now it's that mini-game again only with 3 components this time. Take your time on this one and if you need to you can drop a component to steady yourself. This is now the hardest part of the game. Avoid the lines of sight from the Daleks and move up towards the Emperor. If you get into the yellow zone of stealth just run and hopefully you'll make it. Now Amy is at the top with the weapon in place, the Doctor needs to get up. But with Daleks firing everywhere it seems impossible. Move left and circle around 3 Daleks' line of fire. Once in the center activate the console. Now you are timed. Turn around and move left. Once on the ramp just run up to Amy and talk to her. Enjoy the cutscenes and then the credits will roll. /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// BLOOD OF THE CYBERMEN [BOTC] Blood of the Cybermen sees the Doctor and Amy arrive at an excavation in the Arctic Circle. However the excavation has uncovered a crashed ship which belonged to the Cybermen and slowly they are waking up. Act One [BC1] Collectables: 4 Cards, 1 Fact Difficulty: 3/10 (Only hard part is moving ice platforms) An excavation into some ice has been taking place and a man called Chisholm is running away from it. He falls and we see a flashback to him lifting up to arm to reveal it belonged to a Cyberman. The TARDIS lands after getting an SOS and out step the Doctor and Amy. Straight in front of you is Card #15 - Sontaran. Next to that is a Skiddoo which you can interact with to get a Sat Nav for use later. Head down the ice stairs. Underneath them is Card #16 - Lime Jelly Baby. Near this is a bag which contains Chisholm's Mess Caddie. Pick up the rope and use Amy to attach it to the Skiddoo. Now as the Doctor, use the Mess Caddie on the flow of trickling water. The Doctor will heat it so all you have to do is give it to Chisholm. Interact with the rope and the Skiddoo will fall, breaking another path open. Check the Skiddoo again for a Fact on Skiddoos and pick up Card #17 - Sarah Jane Smith. Follow the path and climb up to the block of ice. Push it down twice so Chisholm can follow you up. Go across the moving ice platforms, which are the only part of this Act which can cause any trouble, and on the final one collect Card #18 - River Song. Climb up to a massive pillar of ice and use the Sonic on it then push it. Now walk over to Amy and you'll end up inside the TARDIS with the task of fixing the Sat Nav. Easy. Act Two [BC2] Collectables: 6 Cards, 3 Facts Difficulty: 5/10 (Careful of the Cybermats and Cyberslaves) Once you're given control of the Doctor after Chisholm runs off, go straight forward and turn right to go behind a building. There is Card #19 - The Fourth Doctor. Now head back to the TARDIS and next to that is a Fact about Geology. If you now head towards the entrance of the GSO building, to the left of that underneath some piping is Card #20 - Rose Tyler. Now at the door of the GSO building examine the panel and a Cyberslave will come out. The Doctor will distract it so provided you don't run in front of it you should be safe. There are two steam vents you can use for this. On any of the two first turn the valve sticking out of it next to the vent. Then when the Cyberslave is about to walk past the vent turn the other valve. Check the Cyberslave to get the keycard but before you go in, check on Chisholm for more information about the excavation. Once inside turn left to a door that opens. Inside here is Card #21 - Vanilla Jelly Baby along with a Cybermat. Slowly creep towards the Cybermat and when it's highlighted with a blue light, use the Sonic on it. Now check the laptop for all the information. Head out and on the next door along use the password to find Meadows. In here check the equipment for a Fact on Nanotechnology then head to the room at the top and pickup the radio. Here you have a minigame where you have to move the two dials to get the wave at the same length and width as the other before sliding the slider to match the speed. Once done get Card #22 - The Eighth Doctor from the chair and walk to the room the Cyberslave was guarding. In the room next door to this are Card #23 - Raspberry Jelly Baby and Card #24 - Cybermen. Now go back to the room before and check the vents. After the cutscene you'll have a Cyberslave chasing you. Pull down the wires from the ceiling then activate the switch by the door. Check the Cyberslave for a Fact on Cyber Biology and pick up the synthesizer next to it. Go back to Chisholm and ask him for the capacitor. Now go back to his locker in the room with the two cards before and get it out. Plug it into the radio and then Amy will go and find the Doctor. Meadows has disappeared but the Doctor needs an antidote so use the microscope for two parts of a minigame. This minigame has instructions to the top left. By turning a colour wheel on the right you have to follow these instructions. So if the instructions state More Green Than Blue then you have to make more of the rotating balls green than those that are blue. Once you get the hang of it, it is quite simple. Once you have the antidote go and see Chisholm to give it to him. Now it's time to go and see what waits below. Act Three [BC3] Collectables: 5 Cards, 2 Facts. Difficulty: 7/10 (Stealth mode can be tricky) Move forward and then turn left. Run up behind the Cyberslave and hide in the alcove. There's a Fact here about Absolute Zero. Turn around and when the Cyberslave walks past, run up the corridor. To the left is Card #25 - Donna Noble and to the right are some stairs at the end of the corridor. Go down these. Now go forward and it's stealth mode again. When the Cyberslave turns run up behind him and hide in the alcove. When he walks past, run out and up the corridor, turning left. Run forward and go down the stairs at the end. Once down here turn right for Card #26 - The Seventh Doctor then turn back and into the open space. Run straight across the map for Card #27 - Martha Jones. Go back a bit and activate a lift. Amy will go up where you'll find Card #28 - Blueberry Jelly Baby. With Amy walk around and use a control panel to let the Doctor get up. Once he's up, use the same panel to let Amy up again. Whoops! The Cybermen have got hold of her. Turn right and step onto the lift then activate the control panel with the Sonic. Once up walk around and activate the controls so a bridge turns around. Run across the bridge and go up another level. Once up walk into the control room by going up the stairs. Here you'll have to do another of the colours minigames. The Cybermen are now awake and the Doctor will run out. Head into the lift behind you and then walk straight forwards, following this corridor round. In an alcove is Card #29 - Jackie Tyler. Once you're in the room with Amy, sonic her free. The chair she was in is now a Fact on Cyber Conversion. Now you need to get to work on the control panel. Turn the mirrors so they point into the middle and then turn the lasers to point at the sides. Activate the controls and the doors will blow open. Now run out. Avoiding this Cyberman, run along the path and eventually you'll be back at the control room. After doing the colours mini-game again you'll need to escape but there's a time limit. Get on the lift and activate the controls to go down. To the right activate a panel and run over this platform and you'll reach a lift on the wall to the right. Open it up and you'll escape. That's it. Blood of the Cybermen is complete! /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// TARDIS [TRDS] While in the Time Vortex, the Doctor is pulled out by Chronomites. But they're the least of his worries because the Entity is loose somewhere in the TARDIS. Act One [TR1] Collectables: 5 Cards, 16 Facts Difficulty: 2/10 (Not hard at all) After the cutscenes, before you go about saving the Doctor there are 3 cards. The first is straight ahead in a roundel on the right. This is Card #30 - The Master. Round the other side of the console is Card #31 - The First Doctor. Now if you run across the console room and go down the stairs underneath the console is Card #32 - Liquorice Jelly Baby. Now go up to the console and you'll be able to examine it. Pull both the red levers and the TARDIS will extend it's airshell to allow the Doctor to breathe. Now you need to activate a tractor beam. If you try walking out you'll notice you keep looping back into the same room. Talk to the Doctor using the TV and then examine the console. Pull a few levers and head out to the Drawing Room. In here are 2 cards. The first of these is to the right of the door and is Card #33 - Nasreen Chaudry. The other is at the other side of the room in the corner, Card #34 - Captain Jack Harkness. There are a total of 16 Facts in this room. If you don't know much about Doctor Who (including the Classic Series) then I advise you read every one of them as you'll be quizzed on them later. The Facts are: Cyberman Chestpiece, Ood Translator, Liz Ten's Facemask, Map of Medieval Venice, Chronon Blocker, Recorder, Book of Weeping Angels, Dalek Eye Stalk, The Fourth Doctor's Scarf, Gramophone, Cricket Ball, Sonic Blaster, Journal of Impossible Things, Sycorax Staff, Time Lord Staff, Fob Watch and Time. After a short while of exploring this room a small cutscene will occur. This is where the Time fact is so walk over to the clock and look inside. Take the Laser Screwdriver. Return to the console room and pop it into the console. You now have a minigame whereby you must connect two colours by a wire. Once you've done move the gearbox thing to the left and down. Hit the lever to the left and you'll activate the tractor beam. Now the Doctor and Amy are reunited but not for long. Act Two [TR2] Collectables: Same as Act One. Difficulty: 2/10 (Not much to do) Check the console to find out where you are. Now go to the Drawing Room and sonic the Chronon Blocker to get the Kontron Crystal out. Keep your hand steady during this minigame. Now you can stabilise time you need to check it. Walk to the fire for a small cutscene. Now pick up the Fob Watch. Go back to the console and put the newly created loop where the Laser Screwdriver is placed. Go back to the Drawing Room and pick up the distress beacon. Use it on the console at a place with 4 moving dials, underneath a gramophone. Now Amy will be faced with a quiz. The questions differ each time but provided you know your Doctor Who history and you checked the Facts earlier you should be fine. If not just guess. Act Three [TR3] Collectables: Same as Act One. Difficulty: 6/10 (Timed at the end) This is even shorter than Act Two. Once you've finished your exploring, talk to either the Doctor or Amy (depending on which one you are) and opt to Launch the TARDIS. Once you finish the first thing you'll then have 60 seconds to do the rest. This is easily the trickiest part of the whole game because of the camera and controls. In order here is what you need to press: a lever, the spinny thing, a red lever, another red lever, a thing with lights on it. Now you've done and you get a little lead into the next title... /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// SHADOWS OF THE VASHTA NERADA [SOVN] After arriving underwater and seeing a giant shark, the Doctor and Amy are running down a corridor where the shark is smashing the glass. They escape but the glass smashes and the path to the TARDIS is blocked. Act One [SV1] Collectables: 1 Card, 1 Fact Difficulty: 3/10 (possible to get lost, death by shark) First of all turn around, head up the corridor and turn right to find Card #35 - Weeping Angels in the pipes. Now return to where you started and go along any corridor since they both lead to the same place. Use the Sonic on the wall panel and you'll be faced with a new minigame - code entry. From here keep following the corridors round and using the sonic on the wall panels and head towards Sector A. The easiest way to see where it is is to look out the windows and head towards the large base. Connecting some corridors are some rooms which you will arrive at later on in the game - at the moment they contain the same Fact: Underwater Vegitation. Once you have made it inside the Poseidon, talk to Jones (the computer). Act Two [SV2] Collectables: 7 Cards, 5 Facts Difficulty: 7/10 (Unlit corridors are a pain) Talk to Jones and then turn around and sonic the panels to get some light. On the left corridor is Card #36 - Lemon Jelly Baby. Follow the corridors activating lights as you go until you arrive at the Generator. The Vashta Nerada have animated the diver's bodies below so over the other side of the room you need to hit a switch which activates the lights below. Now the Doctor has figured out a plan you need to head down the ladders. Avoiding the Vashta Nerada in stealth mode you need to push a box just underneath where you activated the light. Near here is a Fact for Nuclear Power. Now you need to go back up the ladders and to the light switch. Because moving the box has altered the Vashta Nerada's path you will need to activate the light when they walk up to the alcove. Once they are both dead then turn on the generator. As Amy you need to find a room with fans so stay out of the dark corridors. Stay in the red light in the corridors, or at least the two areas around it (one in front, the other behind) otherwise it's instant death to the Pond. Following the corridors will lead you there and once the fans are on return to the Doctor and then back to Jones. Go to the lift behind Jones. Go back into the room before the one you start in. In here go up the stairs for a Fact on Radiation and Card #37 - The Third Doctor. On the bottom of this room is a giant rock with a Fact on Global Warming and a dead body which is a Fact on Radiation Suits. Also down here is Card #38 - Rory Williams under a table near Santa. Now return to the room you started this section in and behind the lockers is Card #39 - Van Gogh. On the left is an open room where you can enter if you wish but head to the right and talk to Dana to get the access codes. Before you leave get Card #40 - The Silurians from the hospital room alongside Fact: New York Hopsital from one of the beds. Now in the main area you can either go right and circle round, or go left and circle around. The guide goes left. The first room you come to has Brine Oil so pick that up. Continue round and get Card #41 - Wilfred Mott in the room of Sticky Mushrooms. Pick those up and straight ahead are the Sea Sprouts. Another vegetation room has Card #42 - The Ninth Doctor and once they are collected go back to Sector A to see Dana. Now enter the room with Santa and activate the two panels up the stairs. Act Three [SV3] Collectables: 4 Cards, 1 Fact Difficulty: 6/10 (getting Vashta Nerada into central room is tricky) Look at a porthole to the right for a Fact on the shark, the Zoralok. Now head down the dark corridor in the light and you will see Card #43 - Vashta Nerada. There is another part of the dark corridor to go along now so wait for the light and go down there and then down the stairs. As the Doctor turn the valve and then as Amy go upstairs. Here you need to trap the Vashta Nerada in the central room. Get the attention of one of them and run into the middle room. Run towards the other exit and hopefully the other one should come in. In the center you need to avoid the two enemies and once they are both in, leave the room and hit the switch to close the doors and suck them down the drain. In one of the windows of this room is Card #44 - The Second Doctor and once collected head up the ladders. At the beginning of this room is Card #45 - Winston Churchill near some containers on the right. Before going upstairs, to the right of the stairs is a small area you can walk. Follow this around for Card #46 - The Autons. Now go upstairs and spin the valve. As Amy run upstairs avoiding the steam and electricity. Now as the Doctor turn the valve again and repeat what you just did with Amy. By following this guide you have collected 12 cards in Shadows of the Vashta Nerada. I think a second playthrough is required for all the 16 there should be however only 14 have been found. Here is the second playthrough of Act One: Act One, Playthrough Two Collectables: 2 Cards Difficulty: 2/10 (no real danger other than the shark) Go down the right corridor and then follow the right corridors until you arrive at Section F (visible by signs on the wall). You'll end up in a big room with Card #47 - Mickey Smith inside. Exit and find your way around to Bay-F2 (similarly signs are on the wall). In here are boxes and Card #48 - Strawberry Jelly Baby. For now that concludes the second playthrough. /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// 2011 GAMES [11GM] As the first series of Doctor Who: The Adventure Games was so popular, another series was commissioned for release in 2011. Once again previous Doctor Who writers will return. /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// COLLECTABLES [COL] In Doctor Who: The Adventure Games there are a total of 50 Cards spread across 4 games. 14 are in City of the Daleks, 15 in Blood of the Cybermen, 5 in TARDIS and 12 in Shadows of the Vashta Nerada. There are five types - Doctors, Companions, Friends, Enemies and Jelly Babies. Please Note: 4 Cards have yet to be discovered. The guide will be updated as and when they are. Layout of the Collectables Guide: #. NAME - Name and number of the card in the Walkthrough. GAME - Name of the game the card is located in. TYPE - Type of the card. LOCATION - Where the card is. 1. Smiler Game: City of the Daleks Type: Enemy Location: Near a fallen Bus Stop sign which comes with a fact. 2. Sisters of the Water Game: City of the Daleks Type: Enemy Location: Near a taxi that comes with a fact. Very obvious to find. 3. Sixth Doctor Game: City of the Daleks Type: Doctor Location: Just before you climb up to push the taxi, it's to the left of the bunker. 4. Hath Game: City of the Daleks Type: Friend Location: When you first get control Underground it is near the stationary Dalek at the top. 5. Liz 10 Game: City of the Daleks Type: Friend Location: Near Sylvia before you reroute the circuits for the electrical path. 6. Adipose Game: City of the Daleks Type: Friend Location: In the big room with the pushable blocks before you turn left for the Kontron Crystal, it's to the right. You can get it on the way out of getting the crystal too. 7. K9 Game: City of the Daleks Type: Companion Location: In the room with the Kontron Crystal. 8. Daleks Game: City of the Daleks Type: Enemy Location: In the room with the Dalekanium Coil. 9. Blackcurrant Jelly Baby Game: City of the Daleks Type: Jelly Baby Location: On the left hand wall of the first stationary Dalek patrol after getting the Dalekanium Coil. 10. Captain Adelaide Brooke Game: City of the Daleks Type: Friend Location: In the Visualiser Room near the second console. 11. Chocolate Jelly Baby Game: City of the Daleks Type: Jelly Baby Location: Behind where the Emperor would stand. 12. Fifth Doctor Game: City of the Daleks Type: Doctor Location: On the ring near the Emperor. 13. Tenth Doctor Game: City of the Daleks Type: Doctor Location: When going back to the Visualiser Room it is at the bottom of some stairs made out of debris. 14. Amy Pond Game: City of the Daleks Type: Companion Location: When given control of Amy, before leaving the Visualiser Room turn around and it's near two plants. 15. Sontaran Game: Blood of the Cybermen Type: Enemy Location: Right in front of you at the beginning. 16. Lime Jelly Baby Game: Blood of the Cybermen Type: Enemy Location: Behind the ice stairs at the beginning. 17. Sarah Jane Smith Game: Blood of the Cybermen Type: Companion Location: After the Skidoo falls, it's at the start of the new path. 18 River Song Game: Blood of the Cybermen Type: Companion Location: On the moving ice platforms. 19. Fourth Doctor Game: Blood of the Cybermen Type: Doctor Location: When given control, move forward and right then turn and it's behind a slanted black pillar. 20. Rose Tyler Game: Blood of the Cybermen Type: Companion Location: Near a entrance you use later, under two pipes. 21. Vanilla Jelly Baby Game: Blood of the Cybermen Type: Jelly Baby Location: In the room with the Cybermat. 22. Eighth Doctor Game: Blood of the Cybermen Type: Doctor Location: After finding Meadows it's in the big room on a chair. Can be seen in Stealth mode earlier. 23. Raspberry Jelly Baby Game: Blood of the Cybermen Type: Jelly Baby Location: In a drawer in the room with Chisholm's locker. 24. Cybermen Game: Blood of the Cybermen Type: Enemy Location: In a locker in the room with Chisholm's locker. 25. Donna Noble Game: Blood of they Cybermen Type: Companion Location: After the first stealth Cyberslave has any. 26. Seventh Doctor Game: Blood of the Cybermen Type: Doctor Location: The third 'layer' of the stealth Cyberslaves. 27. Martha Jones Game: Blood of the Cybermen Type: Companion Location: At the bottom of the scaffolding-like platforms. 28. Blueberry Jelly Baby Game: Blood of the Cybermen Type: Jelly Baby Location: When given control of Amy at the top of the first lift. 29. Jackie Tyler Game: Blood of the Cybermen Type: Friend Location: When rescuing Amy you will find it in stealth. 30. The Master Game: TARDIS Type: Enemy Location: In a roundel on the right side of the TARDIS console room. 31. First Doctor Game: TARDIS Type: Doctor Location: On the left side of the TARDIS console. 32. Liquorice Jelly Baby Game: TARDIS Type: Jelly Baby Location: Underneath the TARDIS console. 33. Nasreen Chaudry Game: TARDIS Type: Friend Location: Drawing Room on the right at the entrance. 34. Captain Jack Harkness Game: TARDIS Type: Companion Location: Drawing Room at the top left. 35. Weeping Angels Game: Shadows of the Vashta Nerada Type: Enemy Location: At the beginning turn around, up the corridor and turn right 36. Lemon Jelly Baby Game: Shadows of the Vashta Nerada Type: Jelly Baby Location: Left corridor after Sonicing to turn lights on 37. The Third Doctor Game: Shadows of the Vashta Nerada Type: Doctor Location: Up the stairs in the room with Santa in 38. Rory Williams Game: Shadows of the Vashta Nerada Type: Companion Location: Under a table in the room with Santa in 39. Van Gogh Game: Shadows of the Vashta Nerada Type: Friend Location: In room after Santa, behind the lockers. 40. The Silurians Game: Shadows of the Vashta Nerada Type: Enemy Location: In the hopsital room. 41. Wilfred Mott Game: Shadows of the Vashta Nerada Type: Companion Location: In room with Sticky Mushrooms 42. The Ninth Doctor Game: Shadows of the Vashta Nerada Type: Doctor Location: A vegetation room while collecting ingredients 43. Vashta Nerada Game: Shadows of the Vashta Nerada Type: Enemy Location: End of the first part of the dark corridor 44. The Second Doctor Game: Shadows of the Vashta Nerada Type: Doctor Location: In a window of the big 'flushing' room. 45. Winston Churchill Game: Shadows of the Vashta Nerada Type: Friend Location: Near some canisters on the right of the last room 46. The Autons Game: Shadows of the Vashta Nerada Type: Enemy Location: Navigate a small walkable area on the bottom of the last room 47. Mickey Smith Game: Shadows of the Vashta Nerada Type: Companion Location: Big room in Section F 48. Strawberry Jelly Baby Game: Shadows of the Vashta Nerada Type: Jelly Baby Location: In Bay-F2. Remaining 2 Cards have yet to be discovered. /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// Minigames [MNGM] Across each of the Adventure Games are minigames. These are little challenges which, when completed, advance the player further into the game. Connect the Wires Appears in: All games This minigame requires you to connect two of the same colour with one wire. There are multiple colours and each wire cannot cross another. Some wires have to go around the outside for the puzzle to be completed. Tips: Think logically and when attempting one wire think of how another may use part of that path. Electric Maze Appears in: City of the Daleks, TARDIS This minigame requires one or more components to be dragged around a maze with electric barriers. Should any component touch the barriers then the puzzle is failed and the player must start all over. Tips: Take your time. You can drop the component at any time if you want. Hacking Appears in: City of the Daleks Here you have to match the symbols scrolling across the screen with the one selected, as seen on the left of the scroller. You change this by clicking the symbols at the bottom. Not only will pressing the buttons change the symbol, it will also rotate it if it's the same symbol. Tips: Think clearly and make sure you match exactly. Osscillation Appears in: Blood of the Cybermen, TARDIS There is a frequency which needs to be matched. Turn the right and left dials until there are 5 green lights between them. Then alter them to match the width and height of the other frequency displayed. Then move the slider to get it at the right speed. Tips: Keep turning the dials just a fraction for the right frequency. Colours Appears in: Blood of the Cybermen There are two rings of colours rotating around. To the left are some instructions saying MORE --- THAN ---, AS MANY --- AS --- or LESS --- THAN ---. Using the rotating discs to the right you have to match these rules. If it says more then you can just eliminate the colour it wants less of. Tips: You can randomly turn the disc and eventually you'll do it. Code Entry Appears in: Shadows of the Vashta Nerada Here a code is shown being entered ranging from lengths of 3-5 digits. Simply click on the numbers in the order they flashed up. Tips: Don't click unitl all numbers in the sequence have flashed. Perfect Match Appears in: Shadows of the Vashta Nerada Two green blocks spin around a circle which has green, yellow and red areas. Simply click the button to stop the blocks in the green area. Tips: Click before the blocks enter the green zone. /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// Credits [CRED] Guide written by frogmyster3 (or as known on GameFAQs, frogmyster2). Thanks to the BBC for reviving such a wonderful show and of course for allowing Sumo Digital to create these games. Of course the BBC are to thank for creating the show too. Also thanks to those members on Gallifrey Base for compiling the initial list of cards for City of the Daleks and that one card I missed first time around on Blood of the Cybermen. This guide may not be reproduced or copied unless its for personal use.