DR WHO AND THE MINES OF TERROR MANUALS
Briefing Documents

PLAYING INSTRUCTIONS
Doctor Who and the Mines of Terror is a complex adventure where all the action 
is seen on the screen. The Doctor is controlled from the keyboard of your 
computer using mainly single key presses.

To move the Doctor:

(BBC Controls)
Z . . . . to move LEFT
X . . . . to move RIGHT
: . . . . to move UP ladders and steps
/ . . . . to move DOWN ladders and steps
RETURN . . . . to make the Doctor JUMP
In his adventure, the Doctor comes across many useful objects which he may pick 
up and use or store in one of his four large pockets.

P . . . . to PICK up an object
D . . . . to DROP an object
U . . . . to USE the object being held (See note)
I . . . . for INFO on contents of pockets
S . . . . to STORE an object in an empty pocket
The red function keys f1 to f4 are used to GET the contents of a pocket, press 
f1 and the Doctor will hold the object from pocket 1, f2 for pocket 2 etc. Note 
on USE key. If the USE key is pressed when the Doctor is close to a button for 
example, he will 'USE' or press the button. Pressing one of the arrowed CURSOR 
keys will cause an object being held by the Doctor to be THROWN in the chosen 
direction.

SPLINX - THE DOCTOR'S CYBERNETIC COMPANION
C . . . . to call up the COMAND menu
E . . . . to EXECUTE a set of instructions
H . . . . to HALT Splinx
Red function key 0 (fO) is used to get a Splinx marker. Please read the separate 
Splinx information sheet for some idea of the capabilities of Splinx. At several 
locations in the mining station the Doctor will come across Cyrogenic Sleep 
chambers. With the Doctor standing next to a chamber, if you press: L . . . . 
the game position will be SAVED and may be re-loaded at the start of a game.

(Commodore 64 Controls)
left - Z
right - X
up - @ or '
down - / or ?
Jump - Enter or control
F1 - Select item
F4 - Put object into pockets
F5 - Use, get
F7 or F8 - Drop
S - Bring up Splinx menu

Menu Control
Enter - Circles through commands

(Amstrad Controls)
Z - Left
X - Right
\ or | - Down
# or ~ - Up
C - Bring up Splinx menu
U - Object select
P - Pick up object/drop object
S - Get item form pocket
U - Use object

Menu controls
I - Search through objects
C - Search through commands

BRIEFING NOTES FOR ALL PERSONNEL TAKING PART IN MISSION KNOWN AS DOCTOR WHO AND 
THE NINES OF TERROR.

The following message has been transmitted by the Time Lords to The Doctor 
aboard the TARDIS.
"NEWS HAS REACHED US OF A PLAN TO DOMINATE THE UNIVERSE USING A TIME INSTANT 
REPLAY UNIT (TIRU) BEING BUILT ON THE 2ND MOON OF THE PLANET RIJAR. AN EVIL 
FORCE HAS TAKEN CONTROL OF MINING BASE AND IS REFINING RARE MINERAL 'HEATONITE' 
USED IN THE BUILDING OF A TIRU. STOP THE MINING OF HEATONITE. REGAIN 'MEMORY 
CAPSULE' CONTAINING PLANS OF TIRU. DISABLE TIRU. INFORMATION HAS BEEN PLACED IN 
LIBRARY COMPUTER MEMORY."
The Doctor is due to arrive in the mining complex at any moment now. You are 
instructed to aid him in every way possible. Latest information suggests he may 
be in serious danger. The success of this critical mission could now be entirely 
in your hands.
URGENT UP-DATE.
LATEST INTELLIGENCE SUGGESTS RIJAN MOON COMPLEX INTENDED TO LURE THE DOCTOR INTO 
THE MASTER'S CLUTCHES. MASTER THOUGHT TO BE PLANNING TO INCORPORATE DOCTOR'S 
BRAIN AS COMPONENT IN MODIFIED TIRU. THIS WOULD GIVE EFFECTIVE CONTROL OF FUTURE 
AS WELL AS PAST. PERHAPS CAPABLE OF MAKING THE MASTER ABSOLUTE TYRANT OF THE 
ENTIRE COSMOS FOR ALL TIME. IMMORTALITY WOULD GUARANTEE DESCENT INTO ABSOLUTE 
EVIL. EVIDENCE GROWING THAT MASTER IS IN GRIP OF PSYCHO-PARANOID FANTASY OF 
LIVING OUT EARLY SOLAR MYTH OF 'THE DEVIL' - THE ETERNAL, NON-MATERIAL 
EMBODIMENT OF CHAOS. CRITICAL THAT MAXIMUM VIGILANCE EXERCISED BY ALL INVOLVED. 
VITAL THAT TIRU PLANS REGAINED. IMPOSSIBLE TO STRESS TOO FULLY THE IMPORTANCE OF 
THE RIJAN MISSION.
THE FOLLOWING BRIEFING NOTES SHOULD BE STUDIED WITH CARE. THEY SHOULD NOT BE 
ALLOWED TO LEAVE YOUR POSSESSION.

HEATONITE.
A radioactive/organic/metallic mineral vital to the building of the TIRU. Even 
in its natural state it has considerable time distorting properties. Its very 
existence demonstrates this. Given the mineral's large radioactive component it 
should have decayed utterly by now.
Heatonite is found in deep clay and shale beds beneath the lava crust on the 2nd 
Moon of Rijar. Appears as perfect six-sided columns 7.6 cm long. Absorbs the 
vast majority of radiation including light. Very dark green almost black to look 
at with a faint sheen just below the surface. Atoms are arranged in a continuous 
spiral like a Moebius strip. Acts like a cyclotron, accelerating all forms of 
radiation to above the speed of light, thereby bending time.
Structure highly complex but certainly containing Uranium, Zirconium, Flourine 
plus a number of amino-acid like structures. Although full spectroscopic 
analysis has not been carried out, it is suspected that all the atoms are turned 
into their radioactive isotopes.
Heatonite Crystals migrate through the clay beds to aggregate into groups. These 
are thought to actively seek component molecules, especially the organic ones. 
Exercises an almost hypnotic effect on Rijans who have a primitive religion 
based on the worship of age. Contact with the mineral over many generations has 
made Rijans very long lived. But at the cost of almost complete degeneracy.
Large groups of crystals capable of emitting massive energy pulse almost 
certainly fatal to most life forms. Rijans regularly sacrifice themselves to 
these Ruling Crystals in the belief that they become part of the deity.
In return, contact with Heatonite in such concentrations is reputed to give 
surviving Rijans a limited capacity to see the future. Evidence has been 
received telepathically that the Master has been experimenting with Rijan brains 
built into primitive version of TIRU to project and modify future events. It 
seems that a sudden energy surge in one of these experiments caused the victim 
to 'broadcast' with enough psychic force to break through the screening around 
the laboratory.

TIME INSTANT REPLY UNIT (TIRU)
Designed by the Time Lords to bring greater order to the 'Chronosphere'. The 
TIRU is capable of recording specific instants of time and replaying them with 
modifications and editing. TIRU would be used to repair 'time glitches' that 
occur throughout the universe. These are almost harmless when they appear in the 
singular. But combinations of glitches can build into a 'Time Warp'. Order would 
be increasingly threatened by these the further the Universe travels from Time 0 
- the moment of the Big Bang. A complex crystal lattice constructed from 
Heatonite rods held in a force field is essential to the functioning of the 
TIRU.
THE TIRU IS A VERY DANGEROUS MACHINE IN THE WRONG HANDS.
Time itself would be threatened even by an unmodified TIRU if the Master has 
control of it.

RIJAR.
An obscure and barren planet lying far from the galactic centre of an isolated 
giant spiral, Y-Absolem. Rijar's sun is a Red Dwarf only a few times bigger than 
the planet itself. Brief interest was shown in Rijar when it was first 
catalogued by a deep space robot probe, due to inexplicable oddities in the 
orbit of the planet's second moon.
However, the All-Worlds Confederation then came under massive attack from the 
Ky-Al-Nargath. For no apparent reason, or so it seemed at the time, the fiercest 
fighting in the early stages of this titanic struggle took place in the sector 
of Y-Absolem. Recent intelligence reports throw considerable light on this 
mystery. It now seems that the Ky-Al-Nargath were the discoverers of Heatonite, 
although its existence had been theoretically established several centuries 
earlier by Prof. Abacus Heaton who gave this most exotic of minerals its name. 
Indeed it was the Ky-Al-Nargath who developed the mine workings and processing 
plant now being operated by the Master.
Their interest in the mineral can now only be guessed at, as the Ky-Al-Nargath 
vanished from known space as suddenly as they appeared. Given the war-like 
nature of the 'Nargies', however, the idea that they were planning to equip 
their battlefleet with chrono-phasers so that damaged ships could jump back to 
their pre-impact status would seem likely. It is certainly widely believed among 
veterans of the Ky-Wars in particular.

RIJANS.
The people of the 2nd Noon of Rijar named after the parent planet where it is 
thought they originated. Clearly at one time an advanced life form (Beta O-4h 
classification) capable of limited space travel. Now degenerated to primitive 
tribal status due to long exposure to the ill-effects of Heatonite.
Rijans are small non-violent humanoids. Very long-lived. Unlikely to cause any 
trouble to mission personnel. But equally well should not be looked to for help. 
Their complete lack of aggression means they are utterly enslaved by the Master 
and will seek to do his will whenever possible. Can be compelled to co-operate 
but only for strictly limited tasks.

CONTROLLERS.
The SS of the robot world.
Lethal cyber-guards of the Ky-Al-Nargath. Programmed to control all activity in 
the mine. They have only one response to disobedience -death.
Armed with multi-phase probe. Can cause anything from excruciating pain to death 
by 'nerve burn' - the complete nervous system is instantaneously incinerated. 
Equipped with sensor banks capable of detecting all forms of radiation including 
psychic energy.
Pleasure circuits built into their computer systems reinforce their programmed 
viciousness. Causing suffering and death produces a micro power surge in these 
circuits, but only when the action is objectively needed to extract more effort 
or to prevent a threat to security.
Controllers run on a metal grid through which they draw power from the reactor. 
Key areas are guarded by the elite SCCS (Super-Cooled Controller Squad). These 
are fed with a constant supply of Cryostan coolant giving them extra-fast 
reactions and greater speed.

CRYOSTAN PLANTS.
A genetically engineered plant form grown for its fruit. This produces an 
extract that when suitably treated produces a super-coolant fluid. Production of 
Cryostan fruit is vital to the running of the mining and manufacturing complex 
as the super-coolant fluid is used to induce super-conductivity in a number of 
important power circuits and therefore reduces demand on the central reactor.

MADRAG.
The original dominant specie of the 2nd Noon of Rijar. Mindlessly vicious. Will 
defend its eggs with a ferociousness that makes distant saurian relatives like 
Tyrannosaurus Rex seem like kittens.
Madrags are to be found in many parts of the mine workings. The fact that they 
eat Rijans who stray into their territory is seen as a small price to pay by the 
Master for the extra security their presence brings.
Possess probably the most destructive bite of any creature in the Universe. 
Mutation caused by living near to Heatonite has replaced calcium in teeth and 
bones with titanium.
Jaws held permanently agape by massive muscles that run over the top of the 
skull and down the back against closing force of highly elastic sinews that 
connect the jaws together. When released the jaws snap shut with frightening 
force capable of severing 20cm diameter Ceramival-Vanadium bar.
Young released from egg by proximity of suitable food species. Hurled out by 
special spring mechanism built into the immensely tough but highly flexible 
shell. Aimed at food source by infra red sensors in snout. Teeth are swung 
forward so that they spear into flesh a fraction of a second before the jaws 
spring shut. Madrags have a passion for the fruits of the Cryostan plant which 
have long been fed to them on the orders of the Master. They use the super-
coolant fluid to make nerve fibres super conducting. This gives them lightening 
responses and makes them perfect guard dogs.

MEMORY CAPSULE.
Holds plans for the TIRU. Protected by a Vablatt Berkofski security field and 
therefore entirely immune to snooping even by trained telepaths.
The capsule was stolen from the Time Lords by a renegade known as the Master. It 
is vital that it is re-claimed to prevent further misuse.

SPLINX
As the personal emissary of the Time Lords themselves, The Doctor is utterly 
forbidden to carry weapons of any kind. However, he is not expected to face the 
many dangers of the Mines of Terror entirely empty-handed. To assist him when 
things get extremely tricky, and that's most of the time, he has a cunning 
little electronic helper called Splinx.
Although she looks like an ordinary Earthly moggie, Splinx can be programmed to 
carry out simple tasks. Fortunately, most of the other inhabitants of the Mines 
of Terror - including the mindlessly vicious Madrag - simply ignore Splinx. This 
means she can move about the vast alien mining and manufacturing complex, 
fetching and carrying for the Doctor, entirely unmolested.
A bit like the Tardis, there is rather more to the inside of Splinx than appears 
on the outside. Objects considerably larger than the Splinx will disappear 
without trace into her hyperspace load module. It must be stressed, however, 
that this only applies to objects. Any attempt to get Splinx to swallow a 
Madrag, for example, will not meet with success. Thanks to sophisticated 
shielding, whatever Splinx is carrying remains hidden from the full battery of 
sensors that are standard equipment on the Controllers.
Splinx is powered by Ulrick Neobium energiser cells. She must be taken to a 
power point from time to time so that the cells can be re-charged. Here is a 
list of the seven instructions Splinx can be programmed to follow:

a. SHUT DOWN. Splinx will become inactive to conserve power.
b. FOLLOW. Splinx will follow the Doctor.
c. PICK UP. Splinx will pickup any object within reach.
d. DROP. Splinx will put the object down.
e. RE-CHARGE. Splinx will connect to the terminals if close to a re-charge 
point.
f. GOTO. There are several markers which can be thrown or dropped to mark points
on the journey. When instructed, Splinx will go to the marker with the given
number and then carry out further tasks as required.
g. RETURN. Splinx will attempt to return to the Doctor.

Putting splinx through her paces. An example.The Doctor can use Splinx to 
collect an object and bring it back to him, even though it is guarded by a light 
beam - Splinx is invisible to photo-sensors, too. He throws the Marker 1 past 
the beam to land near the object. He then gives Splinx her instructions:

Fl (Goto Marker 1)
B (Pick up object there)
G (Return with object)
D (Drop the object)

Once Splinx has been programmed she simple needs to be activated to 
automatically carry out the sequence.
This is a very basic example of how Splinx can be used. It is advisable to 
experiment thoroughly with her, before using Splinx on an important job.

Sealed Secret Instructions

INSTRUCTIONS ON DISTRACTING A MADRAG.
Madrags eat you first and ask questions afterwards. This makes getting out of 
the mine somewhat hazardous, as you've probably noticed. The trick is to use 
Splinx to distract the beast. Move left from the TARDIS and climb down the first 
ladder. Get a Splinx marker from the Doctor's pocket and drop it here. Walk 
right until you see the Madrag eggs. Don't get too close, it could seriously 
damage your health. Now get another marker and throw it to the right to load 
near the eggs.
Call up the Splinx command menu and instruct her as follows:

Goto marker (The one near the egg.)
Pickup object (An egg in this case.)
Gets marker (The one dropped near the ladder.)
Drop object (Splinx will leave the egg.)
Return (Splinx will attempt to return to the Doctor.)

Do not activate Splinx yet. Leave her SHUT DOWN at this point and make your way 
back to the TARDIS. Walk to the right, jumping the first two cravauses and get 
into the ledge half way up the third. You should now be able to see the Madrag. 
Activate Splinx and she will collect the egg and move it to the ladder, even 
though she's out of sight. As soon as the Madrag senses an intruder moving an 
egg it will go to investigate.
Now quickly drop to the floor of the passageway and dig your way through the 
rock-fall to the right. This will prove much easier if you have first taken a 
pick-axe off one of the Rijar.
Once you've broken through move to the right into the store room and wait for 
Splinx to return.

Blue Prints 

Decoder Device

Symbols Identification Card
Characters taken from the Commodore 64 version. They may vary from game to game. 
The original version that came with the game was in black and white, this 
version features all the items in the game.

On to the Mines Of Terror
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