Claws of the Macra (novel)

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prose stub

Claws of the Macra was a Decide Your Destiny book released in 2010.

Publisher's summary

Join the Doctor on his travels through time and space and influence the story with your decisions. Choose a direction and let the adventures begin...

Danger and adventure await you on a school trip to a gas refinery infested by giant alien crustaceans!

Only you can help the Doctor and Amy put a stop to the Macra's plans and save Earth!

These interactive stories continue online. With links to exclusive animated scenes and an exciting online game, there's a new adventure waiting for you with every read.

Plot

Page 1

The gas refinery is huge - two square miles of giant steel storage tanks, filters and chimneys. Industrial pipes surround the refinery like a gigantic nest of metallic snakes - some are no thicker than your arm, others are wide enough to stand upright inside. It all looks overwhelmingly complex. Rising up from the centre of the refinery site is the Control Tower - a huge concrete cylinder topped by a ring of windows overlooking the entire development. A long underground corridor leads from the car park to the reception area at the base of the Control Tower. It's busy here - full of people going about their business. Engineers, scientists, company executives, all on their way somewhere important. Your school party is standing in front of the main reception desk, waiting for visitor passes to be issued. There are two teachers and about fifteen kids in your group. Everyone seems a little nervous - and no one is looking forward to the tour. A school trip to a gas refinery? No thanks! But your attention has been caught by something on the far side of the reception area - a door marked NO UNAUTHORISED ACCESS. It's been left open. No one seems to have noticed it except you. But now your school party has been given their passes and are being led away for the tour of the factory. They're waving at you to come and join them. Someone's shouting out, full of excitement. They've found something already. Perhaps the tour won't be so bad after all... You glance back at the open door and read the sign again, wondering...

If you decide to stick with the tour party, go to 89.
If you decide to go through the open door, go to 50.

to be added

Characters

Worldbuilding

to be added

Notes

to be added