The Memory Collective (comic story)

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The Memory Collective was a Doctor Who Adventures comic story featuring the Tenth Doctor and Heather McCrimmon.

Summary[[edit] | [edit source]]

The Doctor and Heather are on the planet Uriel. She thinks it is beautiful but the Doctor seems worried as the planet had been destroyed the previous year by the Supress and they were dragged back there across space. They are met by a tall, thin, yellow, spiny creature who says that its family were also pulled back. The Doctor concludes it must be drawing back old visitors but cannot work out how. Suddenly, Heather glows with catalytic-atomic residue but the Doctor says he thinks it is harmless. The Doctor concludes that there may soon be in trouble as the visitors seem to be returning in the order they last visited and that therefore the Supress may be returning soon. Heather realises that when she moves a different way the glow increases and they decide to follow it. Soon they reach a metal box that the Doctor reveals is a memory collective, a galactic sub-atomic standard terraforming computer which rebuilds destroyed planet atom by atom. It must now have gone into overdrive bringing back the former visitors. As the Doctor says this, the Supress ship appears in the sky. The only solution is to turn the device off but no one that has previously been to the planet can penetrate the memory collective’s shields. However, Heather has never been to Uriel before and is able to reverse the device, sending the trapped visitors back into space. The Doctor asks Heather if she has been put off visiting new places but she says she can’t wait to see the whole universe with the Doctor.

Characters[[edit] | [edit source]]

Worldbuilding[[edit] | [edit source]]

  • A galactic force sub-atomic standard terraforming computer rebuilds destroyed planets (and sometimes even people) by pulling them together atom by atom. It generates catalytic-atomic residue as a byproduct that causes people to glow.

Notes[[edit] | [edit source]]

  • The DWA comic strip adventures were aimed at a younger audience and the artwork and colours were bold and bright, reflecting the tone of the magazine.
  • Self contained, one part stories were the norm in the early issues, later being expanded to two-parters.

Original print details[[edit] | [edit source]]

Publication with page count and closing captions
  1. DWA 120 (4 pages)

Continuity[[edit] | [edit source]]

to be added