Time Warden (1982)   8 comments

After he wrote and published The Scepter with Bug-Byte, Simon Wadsworth went on to write a second game (today’s selection) and sent it in.

Time Warden never was published:

It was written using the same source code structure [as The Scepter]. I’d forgotten all about this game until sorting through a pile of old cassette tapes looking for my copy of The Scepter.

In this adventure you play the Time Warden. While you have been away on vacation and the Key of Time has been lost on the planet Syrius 5. You have 250 turns to recover the key before the end of the Universe.

Wadsworth went on after this to publish with Artic (Adventure E: The Golden Apple and Adventure F: The Eye of Bain), taking over the series from Charles Cecil, so this game has some historical importance despite falling into the author’s own memory hole.

DVD cover of the last of the Key to Time serials, via IMDB.

The Key of Time reference makes it clear this is an offshoot of the Dr. Who universe. There is such a thing as a Time Warden in Dr. Who lore but you have to jump up to 1988 and the comics to see it; the Warden shows up in the same comic as one of the foes of the Transformers (Death’s Head) so is only roughly canonical.

From Doctor Who Magazine 135. That’s Death’s Head holding the Seventh Doctor. Death’s Head later had a run-in with the Fantastic Four.

While Time Warden doesn’t stick to canon like Dr. Who Adventure (at least so far, I’m not done yet), “Syrius 5” is a reference, as Sirius IV showed up in the television show during Frontier in Space (Third Doctor, 1973).

Prison Governor: I’m releasing you into the custody of this commissioner. He will fly you back to Sirius IV to stand trial.
Dr. Who: And may I ask what I am supposed to have done there?
The Master: Defrauding the Sirius IV Dominion Bank, evasion of planetary income tax, assault and battery committed on the person of a Sirius IV police commissioner, taking a spaceship without authority, and piloting said spaceship without payment of tax and insurance. Landing said spaceship on an unauthorized area on Sirius III, need I go on?
Dr. Who: I seem to be quite the master criminal, don’t I? You don’t really say the you believe all this nonsense do you, Governor? Whatever credentials he’s shown you are forged.
The Master: Oh come Doctor, you know the game’s up. Why not admit defeat? You know, this man always works with an accomplice. A girl. I’ve got her under lock and key in my ship. Well Doctor, are you coming quietly?

You start, as the author already indicated, returning from a “vacation” finding things have gone horribly wrong. You’d think there’d be a special line for this sort of thing, but I guess we were out-of-dimension.

The “STABALISER” has a small hole where I assume the key is suppose to go. If you try to drop an item here the game says “NOT HERE” as “VIBRATIONS ARE NOT GOOD FOR TIME STABALISERS.”

I did get to inadvertently test out the time limit early because the very start is easy to get stuck in. There’s the “wardens room”, a “grand room” with a “teleporter”, and the teleporter itself, which has a control panel that needs an I.D. CARD which we don’t have. All we start the game with is a BRACELET that has a button on it (I have yet to get the button to do anything).

I ended up having to go into Patience Mode™ and dutifully made my verb list; fortunately, the game is quite clear about if a verb is understood or not.

The parser only understands the first three letters of each word, so SWING is actually SWITCH and UNLIGHT is really just UNLOCK. I’m unclear if SNIFF is really that word or something else (surely SMELL would be more likely if that was important?)

In the process of doing all that and starting to apply every verb on every item, the countdown to doom started to close in so I waited for the axe to fall.

After enough brute force I realized that you can MOVE TELEPORTER. I was clearly visualizing it wrong.

The PASSAGEWAY is then revealed. Behind it is a store room with a shovel and ID card.

(Even with the “bigger on the inside” aspect, is the TARDIS really the sort of thing that can be shoved around? And if it isn’t the TARDIS — and the Dr. Who references are very approximate so that’s fair — wouldn’t a smaller version not be able to hide a passage?)

No reason to linger more, I suppose; using INSERT CARD while in the teleporter causes an “odd feeling” and upon leaving you find yourself somewhere else.

The planet consists (so far) of a mostly linear set of puzzles. To the south there are some bricks on a road, and if you LOOK you find a GOLD one.

Given this is probably a Wizard of Oz reference, I can again assert the author was just not worrying about canon. Mind you, the extended Dr. Who canon technically has the Time Lord in the same universe as Star Trek and the Transformers.

Going a bit farther south there is an unfinished wall. My verb list helpfully had BUILD on it so I tried BUILD WALL, finding out the gold brick was too heavy and caused the whole thing to fall over. This made a hole, allowing entrance to a swamp.

The swamp forms a very minor maze of sorts (not really, but I still had to drop objects to map it); the important thing is that you can DIG in two spots to reveal some BLUE POWDER and YELLOW POWDER.

Taking the prizes and heading back to the road, there’s a branch leading to a field. The field has a lake and also has a branch going up to a mountain with a cave.

Jumping into the lake with the powder is deadly:

This is intended as a hint, rather than as a punishment to the player.

The cave has a flask and a boulder. The boulder is described as having something behind it but MOVE is ineffective.

This is where the powder comes into play. You need to

a.) drop both powders off — you can do it right at the boulder
b.) go back to the lake and FILL FLASK
c.) return with the full flask and EMPTY FLASK (again, the verb list was helpful in making it so I didn’t have to hunt for the right syntax)

As long as both powders are in place an explosion will destroy the boulder and you can go in further. (If only one of the powders is there, it will just dissolve.)

The box does not want to OPEN (“I CANT DO THAT…YET.”) and going farther south leads to a locked door.

I am now stuck here, with no key (time-linked or otherwise). I assume I missed something with the bracelet/button combo possibly? Or I forgot to dig in a spot. Given the opening with moving the teleporter I don’t want to assume it will be easy to make progress, but I certainly don’t want hints yet.

Posted March 17, 2025 by Jason Dyer in Interactive Fiction, Video Games

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8 responses to “Time Warden (1982)

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  1. I apologize for an incredibly pedantic comment, but while Death’s Head is a robot whose first major appearance was in a Transformers comic book, he is not technically a Transformers, as he only has the one robot shape.

    I dimly remember reading a bunch of that comics when I was a kid – the latter issues got farmed out to UK folks with a bit of a 2000AD vibe and thus there was a lot more body horror, cybernetic mythology, and yes, ultraviolent robot bounty hunters, then you’d expect for a toy tie.

    • roger that, can tweak the phrasing there

      every time I look at a Dr. Who comic there’s something deeply weird going on, I’m sure there’s “normal” feeling stories but the rando ones up through the 80s have had some major “throw anything at the wall and see if it sticks” energy

  2. Time Warden never was published:

    This link doesn’t work.

  3. Pingback: Time Warden: You Have Saved the Universe | Renga in Blue

  4. nice deep Who lore!

  5. Pingback: Lost unofficial Doctor Who game materializes - Gaming Retro

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