Search for the Doctor (novel)

Search for the Doctor was the first in a series of "choose-your-own-adventure" style gamebooks, titled Make Your Own Adventure with Doctor Who in the UK and released in the US in Ballantine Books' Find Your Fate line.

UK and Australian editions
Have you ever longed to climb aboard the TARDIS and enter another dimension? Meet the Doctor and join him in outwitting his enemies? Well, now's your chance! All you need is a pair of dice, a pencil, a little bit of luck and all your wits about you. Ready?

Search for the Doctor The year is 2056, and the Doctor is trapped in toroidal stasis by arch enemy Omega. But help is at hand from the Doctor's old friends Drax and K9 — and you! Now open the covers and join the Doctor in an adventure through Time and Space...

US edition
YOU are the only hope for the salvation of the Doctor in SEARCH FOR THE DOCTOR

The year is 2056. From the Fern Spacelab orbiting above the Fusion Energy Research Network in California, OMEGA has mounted a devastating attack.

OMEGA plans to take over the Doctor's mind and body. By controlling the Doctor's awesome power, OMEGA can take revenge on the Time Lords, who sacrificed him to obtain the secret of Time Travel.

YOU will join forces with DRAX and K9 to free the Doctor and defeat OMEGA. As DRAX uses his secondhand TARDIS (cleverly disguised as a 1956 Cadillac) and K9 uses his impressive electronic skills, YOU must use all your wits to FIND YOUR FATE

Marker 0
You were visiting the Natural History Museum, in the year 2056. There, a guard brought you to an obscure part of the archive. In the corner is a gray-flecked fibreglass crate. The crate reads ''Property of Sarah Jane Smith. Not for Exhibition.'' The guard asked you if Smith was a friend of yours, and you respond she was a family friend that you never knew. You signed for the crate, thus beginning the greatest adventure of your life.

Hours later, you study the crate, which has been dragged to your hotel room by two porters. You grow angry at how it is impossible to access the crate, and kick it. Then, a mysterious man appears and begins speaking to you. The man is dressed it outlandish clothes, and somehow got into your room despite it being locked. He tells you his name: Drax.

Drax studies the crate, lifting it above his head with ease. He tells you it won't be of any use to you, and asks how much you want for it. He then asks for the time and, strangely, the year. He offers you €25,500 for the crate.


 * If you take the money, go to Five. If you decline it, go to Two.

Marker 5
After Drax leaves with the crate, you study the money left behind. €30,000. You ask the hotel receptionist to help you store the five gold plaques in the hotel safe, and convert the sixth into street currency. As you walk out of the hotel lobby, the receptionist makes a call...

As you study the window of a Park Lane Skyrider showroom, you're approached by a large youth, who claims he knows one of the salesmen, and he might be able to get you a demo run in one. He asks you to follow him into an underground garage.


 * If you accept the youth's invitation, go to 8.
 * If not, go to 13.

Marker 8
You follow the youth down into the underground garage. There, you see a figure rush through the shadows. You feel a blow hit the back of your head.

When you come to, you learn the hotel receptionist handed in his notice as soon as you left. The plaques you asked to be put in the safe are gone. Your parents come to pick you up the next day. You never hear of the crate, Drax, or the robbers ever again.


 * For you, the adventure is over - this time. Next time you start, be more careful. To try again, go back to 2.

Marker 13
You suddenly realise that the youth scares you. You run, hearing him follow behind you with increasing speed. As you reach Park Lane, you realise you've escaped the youth's grasp.

Later, you return to the hotel to find Drax in a scuffle with the hotel receptionist. Drax forces the receptionist to open his hand, revealing that he has stolen the remaining five gold plates. Drax warns you to keep your money close, and you immediately deposit the gold into the National Bank.

You maintain your wealth, and live well enough. But not a day goes by where you do not think of Drax, and what was inside the crate. You can't be sure, but you always suspect that by choosing the money, you missed out on the greatest adventure of your life.
 * Next time you start, remember too much caution can sometimes be as bad as too much risk.
 * To see how you get on, go back to 2

Marker 2
You decide not to give in to Drax's offer. He ups his offer to €50,000, then €100,000, but you continue to turn him down. Finally, Drax asks what you want. You tell Drax that you refuse to barter until you see what's in the crate, and you have a hunch that Drax knows how to open it. Drax agrees to help you see what's inside, and hits the crate with a hammer. This reveals a number pad, which Drax suspects is set up only for your use. You press your hands against the pad, which releases the container, revealing a robot shaped like a Doctor. A letter is included from Sarah Jane, identifying this as K9 Mark III. Sarah Jane tells you that K9 will connect with a Gallifrey databank as soon as he is activated.

While K9 boots, Drax tells you a story that he had once been trapped in 1950s London after his TARDIS broke down. He attempted to steal the Crown jewels, and was put in prison for this. This was where he met K9 Mark III, who came with the Doctor to bust Drax out of prison. Drax has recently learned that the Doctor is in trouble, and has come back to get K9 in order to save him. K9 finishes his scanning of the situation and announces that the Doctor is in toroidal stasis in the Mojave Desert, where he's been since 1956. Drax indicates that his TARDIS is parked on the hotel roof, but he hasn't been able to get it to work properly.

On the roof, you find a 1956 Cadillac Eldorado convertible. Drax explains this is his TARDIS, the disguise specially chosen to blend into Los Angeles in the 1950s. Drax believes the ship can't leave, and suggests they get it off the roof and drive it to Los Angeles. To get it off the roof, you suggest he rents a Skyrider Crane.

After Drax leaves, K9 finishes his analysis of the TARDIS revealing it is still capable of dematerialisation. He suggests you leave Drax behind and "borrow" his TARDIS, as saving the Doctor is more urgent than waiting on Drax.


 * To do as K9 says and leave without Drax, go to 17.
 * To wait for Drax to return, go to 6.
 * If you want to see what has happened to the Doctor, go to 10.

Marker 17
You follow K9's advice, and leave in Drax's TARDIS without him. You find yourself at a military base in Mojave Desert in the 1950s. A sharp whistling sound is heard, and K9 identifies that the TARDIS has brought you two a Nuclear bomb test site. He insists that dematerialisation is essential. Before you can even reach for the key, the bomb lands. You and K9 are killed instantly.


 * More haste, less speed! Try again from 6.

Marker 6
Drax soon returns, and recounts that he found two men working on a Skyrider Crane. He helped them fix it, and they will be over in a few minutes. Drax asks how the repairs are going, and K9 states that interfacing with the Model 40 TARDIS is difficult, in spite of K9 claiming the TARDIS was functional minutes before.

As the Skyrider Crane arrives, Drax tells you to go down and wait for them to be lowered. At the bottom, Drax attempts to leave without you, believing he can't bring a kid on his mission. K9 interferes with this, threatening to blast the crane, killing them all.

Ultimately, Drax relents and you join him and K9 again as you drive through the night. You stop at the plastic Stonehenge which has long replaced the original, destroyed by vandals. K9 analyses the situation, and notes that Omega has escaped from his Anti-matter realm once again. The Doctor is still in stasis, and K9 theorises that if they dematerialise elsewhere, Omega will be able to track them and immediately destroy them as they arrive. However, if they dematerialise specifically at Stonehenge and arrive at the Amargosa juganetic complex at Death Valley, they can disguise their dematerialisation as juganetic wave traffic.

As K9 connects to the TARDIS guidance systems, a moth flutters between K9's disc-tipped probe. Before you can comment, the process begins and everything goes hazy. K9 exclaims that there has been a computer malfunction, and the TARDIS materialises in the wrong place. The group are now inside of an Enterprise 21 space freighter, about to attempt re-entery after a satellite-servicing trip. The extra weight of the TARDIS and the group causes the freighter become unbalanced, as it begins a dive downwards...


 * ''Roll two dice. Score 6 and up to stay in orbit and go to 7. Five and below the story's over.

Marker 1
The Doctor continues to face Omega, and decides that the TARDIS is only a machine, and not worth the weight of a single human life. He agrees to give in to Omega's powers and demands. Taking him to the TARDIS, he reveals to Omega the secrets of the vortices of time.

As Omega stands at the TARDIS controls, the Doctor feels himself diminish. His life-force fades, his power of regeneration fades. "I am yours Omega," he says, "You have won." The Doctor is absorbed into Omega's inner darkness. Omega triumphs.

Characters

 * Sixth Doctor
 * Human
 * K9 Mark III
 * Drax
 * Omega
 * Guard
 * Hotel receptionist
 * Youth