By Jessica Holmes
Hello, everyone, and welcome back to my monthly ramblings on Doctor Who. We’re in for a treat this time: Terry Nation’s back with another serial! This story sends the companions zipping about a planet with screaming forests and acid seas in a twisted scavenger hunt where the prize is a bit more special than a bottle of bubbly or a box of chocolates: the TARDIS.
THE SEA OF DEATH
Our journey begins on a pretty beach, and being interplanetary tourists, the companions immediately set out to explore. However, they aren’t alone on what turns out to be an island. A small fleet of one-man submarines makes landfall, and soon they have an unwanted tag-along shadowing their steps.
That’s not the only danger on the island. When Susan tries to go paddling in a tidal pool, she loses her shoe. No, it didn’t wash away: it dissolved!
Well, the sea doesn’t seem quite so appealing any more, does it?
One of the poor chaps in the mini-submarines learned that the hard way. One little crack, and all that’s left of him is his rubber suit.
Spotting a pyramid-like structure in the distance, the group investigate. Time for the educational content. This time, we’re looking at architectural history!
When Ian and Barbara notice that there's no mortaring on this pyramid, because the stonework is so precise, Barbara offers up real-world examples in the Egyptians and the peoples of central and south America. I wonder if it’s in the contract that the writers have to include an educational element, because it does feel a bit shoehorned.
Meanwhile, Susan’s off in her own little world, and her uncanny knack for putting herself in mortal peril sends her falling straight through a wall. Moments later, the Doctor enters the pyramid the same way.
Susan narrowly avoids death when a knife conveniently finds itself buried between the shoulderblades of her web-footed assailant, but she’s not out of the woods yet; there’s someone else in this pyramid.
Ian makes it through the spinning wall too, and to Barbara's surprise, so does she, with an unsettling shot revealing the hooded figure to be waiting just on the other side.
Moments later, Ian comes to the defence of the stranger when one of the web-footed invaders tries to kill them, and their tussle ends with Ian shoving him into a pit in the floor, which leads right to the sea.
The sea of acid.
So, I have to linger here for a moment, because I have a couple of things to say.
For one, who on EARTH (or rather, Marinus) put that in? If I built a house over an active lava lake, which is of course my life's ambition, I wouldn't put a great big hole in the floor where anyone could fall or be pushed in, for heaven’s sake.
For two, Ian just killed someone. A family show!
We finally get to meet the hooded figure, whose name is Arbitan, and it seems that he’s friendly. Or at least friendlier than the wetsuited invaders, who are called the Voord. Ian says he should have thought the pyramid impregnable, to which I say: pardon? Ian, the whole lot of you breached the outer walls by accident.
Arbitan shows the companions the device this pyramid was built to hold: the Mind of Marinus, which Arbitan’s people used as a moral arbiter, and later, a moral enforcer, actively manipulating the minds of men to force moral correctness.
Well, that is extremely creepy.
I don’t care that everything was supposedly hunky dory. Taking away the free will of a populace, even for a noble goal, is a genuinely frightening concept. However, unlike with The Daleks, it doesn’t appear, for now at least, that Nation is interested in interrogating this idea as he did with the virtues and pitfalls of absolute pacifism.
No, instead the companions are roped into a plot to restore this machine to full functionality, but not of their own free will — Arbitan holds the TARDIS hostage.
Oh, and the Voord came to be when one person managed to resist the machine, and freed a bunch of other people from its control.
Are we sure the Voord are the baddies, here?
There are five Keys Of Marinus, scattered far and wide, and they need to be retrieved if the Mind Of Marinus is to regain control of the Voord. Arbitan provides the companions with a set of teleport dials, worn on the wrist like a watch, and asks them to keep an eye out for his daughter while they’re looking for the keys.
And because Doctor Who is surprisingly comfortable for a family show with showing on-screen death, no sooner have the companions departed than Arbitan gets knifed by a Voord.
The Doctor, Susan and Ian arrive at their destination to find that Barbara has vanished. Ian finds her travel dial on the floor. And there's blood on it!
Fun episode, this one. An easy watch.
4 out of 5.
THE VELVET WEB
This is where things get weird.
Very weird.
It doesn’t take long for the rest of the group to track Barbara down. What fate has befallen her? Oh, it’s simply dreadful.
Honestly. Leave her alone for five minutes and she turns into Cleopatra.
She’s lounging on a daybed, dressed in fine silks, while servants feed her fruit.
Along comes a young man to hopefully clear a few things up. In this city, everything is perfect. It’s a post-scarcity society. Everyone is perfectly content, because you can get whatever you want, whenever you want. If it sounds too good to be true, that’s because it probably is. That’s both commentary on the episode and life advice.
Once the group have gone to sleep, one of the servants comes back into the room and places a mysterious device on each of their foreheads. However, Barbara’s device falls off, and when she awakens, she sees this place for what it really is. The fine silks? Rags. The crystal glasses? Dirty old mugs. This city of luxury? A trap that’s about to snap shut.
Barbara flees, unable to convince the others, and their host reports her perception to his own masters…who are brains in jars. With eyestalks, no less. They look silly and unsettling at the same time. These are the true rulers of this society, all the humans in the city being mind-controlled slaves.
The inherent horror of mind-control aside, it’s funny to watch the others fall over themselves in amazement when presented with worthless junk.
"Never seen anything like it!"
Barbara runs into the servant who placed the devices, Sabitha, and quickly works out that this is Arbitan’s disappeared daughter. However, though she remembers that Arbitan sent her here, she can’t remember anything else. She manages to save Barbara’s life, however, when the creepy host attacks her. She can’t save her from a brainwashed Ian, however, who drags her before the rulers of the city.
Then they order him to kill her.
Barbara manages to escape his grasp, but does she make a run for it? No way! She goes straight for the brains in jars, who for all their intelligence, haven’t accounted for the fragility of glass, or how good humans are at breaking things when we feel like it.
With the brains all smashed up, the humans of the city are freed, and what’s the first thing they do? Burn the place to the ground!
Barbara, you sparked a revolution…and found a key!
It turns out that the young man is actually one of Arbitan’s folk, and he was sent out to complete the same task that has fallen to our companions: recovering the keys. A friend of his was also sent out, but it appears he has got into trouble. The Doctor volunteers to see if he can track the friend down, and if not him, the key. The rest of the group decide to look for the other keys, and they agree to meet up in a week.
I’m sure it’ll go fine.
Susan, not one for long farewells, is the first to leave, but to her detriment, for she winds up in the middle of a forest…and all the trees are screaming.
This was a real cracker of an episode. Loved it.
4.5 out of 5.
THE SCREAMING JUNGLE
As the forest quiets down, the rest of the group catch up with Susan, but she’s still in a state of terror.
I think Susan could do with a bit of toughening up. For someone who ends up in trouble so often, you’d think she’d be a bit harder to scare. Apart from being a poor example to set for girls her age, it’s just getting to be a bit annoying.
Barbara spots a strange idol down a dark, almost hidden path, and in her infinite wisdom goes and starts poking at it. She finds the key attached to the statue, but as she attempts to retrieve it, the arms of the idol come to life and grab her, and the wall swivels, taking away both Barbara and the statue.
Well, at least they got the key. Or did they?
It’s a fake! The others go on ahead to look for the next key, leaving Ian to stick around to recover Barbara, and the real Key of Marinus.
Still, this is Ian we’re talking about. He makes his way to the other side of the wall the same way Barbara did, and on the other side finds another statue, this time wielding an axe. Unwittingly triggering a pressure plate, it’s only Barbara’s timely intervention that saves his head from splitting like a watermelon when the axeman takes a swing at him. It looks like this whole place is booby trapped!
The pair start looking for a way out. A door opens, and Barbara, channelling the first person to get bumped off in any horror flick, goes inside, promptly gets trapped in a net, and then the wall above, covered in bamboo spikes, starts to descend.
For goodness’ sake, Barbara, don’t just bleat at Ian for help. It’s a fishing net. I’m sure you can manage.
Luckily for Barbara, before she can become a human pincushion, a hooded man intervenes. However, while he’s trying to confirm that Barbara isn’t a Voord, an inconvenient vine pops through the window and starts strangling him.
You just can’t trust nature. This is exactly why I never go outside.
Ian and Barbara save him from the overgrown ivy bush, but it’s too late. The old man holds on just long enough to give Ian a cryptic string of letters and numbers, then drops down dead.
So, they have a code, but what for? A safe? It doesn’t look like it. They get to combing the room, and Ian finds the old man’s diary, learning from it that he was working on growth acceleration, speeding up the natural world. Well, I think we can guess as to why the forest is so weird. When night falls, its growth accelerates so much that it can overrun the building within minutes.
That doesn’t really explain why the plants have minds of their own, or why it’s just at night (unless I missed something), but there you go.
As the plants are on the verge of overwhelming Ian and Barbara, they realise that the code is not a code at all, but a chemical formula, and when they find the right jar, they find the key. In the nick of time they hop to their next destination: a freezing mountainside.
I can’t wait to find out what happens next!
I don’t think I liked this episode quite as much as the previous, but it was still a jolly good romp.
4 out of 5.
CONCLUSION
In this serial, Nation seems to be going for a more episodic than serial format, stringing together a series of smaller adventures to build a greater whole. I think it works very well, building up a breathless momentum which I hope will hold with the next few episodes.
Doctor Who can sometimes suffer from slow pacing, and if that’s a problem for me, an adult, I can only assume it’s a problem for the younger members of the audience too. Nation has found a way to mitigate this problem, and while I don’t think it can be used for all stories (nor should it be), I do hope that Doctor Who makes use of this format more often.
All in all, I have thoroughly enjoyed these episodes, and I look forward to watching the rest with all of you.
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