the Doctor's gadgets


The Doctor is famous for his voluminous pockets, which seem almost as dimensionally transcendental as the TARDIS! The amount of objects he pulls from it (beginning, as we shall see, in the Tom Baker years) is nothing short of astounding, and the items he carries in them are often as bewildering and bizarre as they are useful!

One of the most beloved items ever to emerge from the Doctor's pockets, beginning with its introduction in Fury from the Deep, is the sonic screwdriver, a long metal rod with a number of uses. In its early years, it featured a light on the end, and the Doctor primarily used it to remove and replace screws (useful for opening bolted objects). As time went on, the sonic screwdriver's exterior changed, and its functions expanded, although it was still primarily useful for opening locked doors. In fact, the sonic screwdriver was so useful that Romana even built her very own, slimmer and (though the Doctor hated to admit it) more well-constructed than the Doctor's own. The sonic screwdriver remained a frequently-used device until The Visitation, when it was destroyed by the Terileptils. Eventually, the seventh Doctor rebuilt the sonic screwdriver, and it survived through his regeneration to be used by the eighth Doctor.

Another object that frequently emerges from the Doctor's pockets is his yo-yo. This seems to serve no other purpose besides taking gravity readings, although sometimes the Doctor simply enjoys playing with it.

Considering his sweet tooth, it is unsurprising that the Doctor (particularly the fourth) frequently carries around bags of candy. His favorite are jelly babies, and the Doctor likes to use these as a disarming technique. When confronted by suspicious authority figures, scared civilians or evildoing megalomaniacs, the Doctor likes to thrust a bag at them and cry, "Hello! Would you like a jelly baby?" If this fails, the Doctor will usually pluck one from the bag and demonstrate the eating of it. Sometimes this works; other times it results in the bag being dashed from his hand.

The one item that the Doctor is never to be found without is his TARDIS key. This changes shape several times over the years, from an ordinary key to a more oddly-shaped pendant, but one assumes it is always somewhere on his person even when it is not explicitly shown in an episode.

Below is (I hope) a comprehensive listing of everything the Doctor produces from his pockets, story-by-story. In compiling this list, I have tried to include only the objects that the Doctor is already carrying around; not items which he picks up during the course of an adventure, or items which he has clearly brought out of the TARDIS. The dearth of visual information for the missing episodes makes this much harder to judge, and indeed may have resulted in my missing some objects altogether (if they were not mentioned in the dialogue). And, of course, I may have inadvertently left out items from the other episodes, as well - sometimes these things are so subtle, they just slip by! But, here's my best attempt!


A: a penlight, a replacement for a faulty TARDIS filament, a pipe, a notebook with codes for the TARDIS, matches, and a handkerchief
B: a pair of normal spectacles and a pair of glasses with magnifying lenses
C: a penlight
D: a box of matches, a pair of spectacles, and possibly something to take notes with
F: a small flashlight, a kind of woodworking chisel or pocketknife
G: a pair of spectacles, a pocket flashlight, a magnifying glass, something like a bit of chalk with which to mark on the aqueduct walls, and possibly a notebook. He uses the monocle hanging on a black ribbon around his neck.
J: a handkerchief, a pen; his monocle
K: a handkerchief, a pair of spectacles
L: a pair of spectacles, a handkerchief
M: a pair of spectacles
N: a bottle of breathing tablets, a piece of chocolate wrapped in white paper, a handkerchief; his monocle. The Doctor uses his ring to open the TARDIS doors and control the Zarbi.
Q: his monocle
R: a handkerchief, a TARDIS magnet (basically a homing device), a small flashlight; his monocle
T: a handkerchief, a small screwdriver
W: a gold coin
X: a pencil, notepad and pocketwatch; his monocle
Z: a handkerchief, a pocketwatch; his monocle
BB: an "Out of Order" sign, a handkerchief, some money to pay the cab fare, a pair of spectacles, a pocketwatch, and something which he uses to neutralize a War Machine; his monocle
DD: a handkerchief, a pair of spectacles, and possibly a pen and notepad
EE: an ornamental dagger from the Crusades, the key to a Dalek spacecraft, a magnifying glass, the first Doctor's spectacles, a pocketknife, a magnet
FF: a small telescope, a magnifying glass and possibly a fake moustache (he surely couldn't have picked one up in 1746), but no handkerchief - he has to borrow one from Ben and Jamie!
GG: a recorder, a handkerchief, and probably a pen and a piece of paper (on which he writes the note to Zaroff)
HH: a recorder (to disrupt the Cybermen's sonic control of the base personnel)
JJ: a lockpick, a recorder, a handkerchief, and possibly chalk and something to short out the Colony's brainwashing wires
KK: a magnifying glass, a pair of tweezers, an envelope, a handkerchief, a rubber ball, a screwdriver, and something with which to open the Chameleon Tours kiosk and a cupboard in the medical centre (reportedly, but unlikely to be, the sonic screwdriver)
LL: a recorder, possibly a wire
MM: a device which measures electrical current, a magnifying glass, a felt-tip pen, a book which may be the Doctor's 500-Year Diary, a handkerchief, and apparently a mineralogist's hammer
NN: a recorder, a screwdriver
OO: a handkerchief (for Victoria to "cry" on)
PP: the Doctor has to mime playing his recorder; Jamie made him leave it in the TARDIS
QQ: a meter for measuring electrical current, a pair of tweezers, a recorder, and possibly a small microphone (though he may have picked it up from Travers' lab)
RR: a stethoscope, a handkerchief, the sonic screwdriver (to open the emergency release valve remote control on a beach pipeline) and possibly a plastic bag, a pencil and an electronic device that produces a sonic laser sound wave
SS: a paper bag full of lemon sherbets, a pocket telescope
TT: a handkerchief, something like smelling salts, a brown bag of what could be jelly babies, an expandable telescope, a radiation detector on a chain, some kind of writing implement (like chalk, but softer - perhaps a crayon?), and the sonic screwdriver (to burn through the wall of the atomic shelter)
UU: a handkerchief, a mirror
VV: a deck of playing cards, a tube with a magnifying lens, a telescope, a white ball, a U-shaped magnet, a handkerchief, and a coin for flipping
WW: a pocketwatch, a handkerchief, something like a pocketknife, a chain, and a plastic screw-top bottle
XX: a handkerchief
YY: two magnets, a screwdriver, a handkerchief, a cardboard box full of drawing pins, a stethoscope, a piece of chalk, a tuning fork (the Doctor thinks he might have more than one), at least two matches (the Doctor also thinks he has more of these), a bag of marbles, and the sonic screwdriver (to remove an inspection panel, repair the remote control console and unscrew the detonator unit on a bomb)
ZZ: a tuning fork (which is "useless" at picking locks), a bottle of smelling salts, a roll of masking tape, a pair of scissors, a spool of thin wire, a patterned handkerchief, a white handkerchief, six paper squares which form a Time Lord message box, the sonic screwdriver (to partially remove and then reinsert a screw in Lucke's pistol (twice), to modify Smythe's equipment to set up a time zone barrier around the château, to provide a power source to reverse the magnetic field of a wall panel, and to modify a cartridge in the telecommunications unit), and apparently a deck of playing cards. He also seems to have a telescope with a removable end, which bears a strong resemblance to his recorder.
AAA: possibly something like a match (he uses it to light an explosive device), and he is wearing a wristwatch which homes in on the TARDIS
BBB: from his grease-monkey outfit, something which he attaches to the underside of Bessie, and possibly a wrench (although it looks as though he picked it up from a toolbox); from his spelunking outfit, a container with a top and a tongue depressor, for taking a blood sample; a pair of black gloves, a vial of red liquid for Bessie, and possibly a flashlight. The sonic screwdriver is nowhere to be found.
CCC: a pair of black gloves, a loupe, a pen
DDD: a wand-like device to open the garage door, a black notepad, a pair of black gloves, a white handkerchief, and possibly a yellow-handled screwdriver
EEE: a listening device with earphones, a wallet containing a photo of Professor Philips (but, alas, no money), a small tool like a screwdriver
HHH: a Swiss army knife, a capped glass vial, a pair of black gloves, a coin for doing magic tricks, an earphone-like device for listening through walls, a copy of the key to the Master's TARDIS, a white handkerchief and the sonic screwdriver (to detect the alarm beam in the Master's TARDIS)
JJJ: a radio control unit for Bessie, an iron trowel (which he may actually have picked up from the dig site), a pen that can write on plastic
MMM: a loupe, spare parts to build a device with a spinning mirror, and possibly several other spare parts (including a red pencil-like device, something that could be a second spinning mirror part, and a plastic component with a thick red tube on the top)
LLL: a wad of money, a magnifying glass, a pair of black leather gloves, a white handkerchief, and the sonic screwdriver (to detect and detonate landmines, and to unlock the Sea Devils' cell door)
NNN: a pair of black leather gloves, a pair of handcuffs, a pocket telescope, the sonic screwdriver (to break the circuit of doors in storage areas 3 and 4 of the skybase and to attempt to undo Jo's bonds), and possibly something which he seems to use to scratch the lead door of Sondergaard's laboratory
RRR: a device which sounds like a Geiger counter (but looks like a thicker version of the sonic screwdriver), a pencil, magician's purple silk flowers, and it is implied that he's carrying the sonic screwdriver. The second Doctor carries at least one coin (for tossing), a keychain full of keys, a screwdriver and a yellow bag of jelly babies.
PPP:a green handkerchief (for Jo to wipe her brow upon), a leather-bound notepad with pen, a flexible wire-like steel file with a loop at one end which magically vanishes between cuts, a bronze coin (for testing heights) and the sonic screwdriver (for exploding marsh gas)
QQQ: a device to track homing beacon signals, a small tool to adjust electronic devices, a flexible steel file wrapped around his shoe, possibly a leather-bound notepad with pen, and the sonic screwdriver (to open their cell on the cargo ship - "No, you can put that away," says Jo. "Bolts." - but he converts it into an extremely powerful electromagnet. He attempts to use it to escape their cell on Earth, as well, but it only sets off an alarm.)
SSS: a white "fancy hanky", a piece of paper, the sonic screwdriver (which fails to open the Dalek cell door - "It's hopeless," says the Doctor - although it is successful at jamming the lock of the refrigeration room door), apparently a pair of black gloves, and possibly a green handkerchief (which Jo uses to mop the Doctor's brow) and any number of things in a pile on the floor after the Doctor and Codal have emptied out their pockets
TTT: a metal scraping tool, the sonic screwdriver (to open the elevator to the top floor of Global Chemicals and to emit a sound that attracts and/or distracts maggots)
UUU: a penlight
WWW: something on a metal chain (possibly a pocketwatch), a set of what seem to be skeleton keys, a yellow handkerchief, and apparently a pair of black leather gloves
XXX: a 5-piastre coin, pliers, a screwdriver, the sonic screwdriver (to determine the safe route across the hopscotch board and to combat the mental control being exerted on Bellal)
YYY: a small silver flashlight, a chain with what appears to be a small magnifying glass on the end, a coin (for doing magic tricks), a screwdriver and the sonic screwdriver (to open and close the control panel outside the refinery, twice)
ZZZ: the sonic screwdriver (for psychic Professor Clegg to examine)
4A: a turning point for the Doctor's voluminous pockets. Here he carries (in his brand-new coat!) a loupe, a handful of silver marbles (ball-bearings?), a stuffed white dove, three small lucite cubes, yellow underwater goggles, a blue yo-yo, a folded piece of paper, a book with a red-and-beige cover, a scroll which the Doctor calls "the freedom of Skaro", a pilot's license for the Mars-Venus rocket run, a galactic passport, a booklet marking him as an honorary member of the Alpha-Centaurian table tennis club, a deck of attached playing cards, a telescope, a white bag of jelly babies, the sonic screwdriver (or something very much like it; to explode mines and, when converted to a miniature sonic lance, to cut out the lock to the bunker) and what appear to be a pile of red notebooks, a paper tube, a metal flute, a long black cylinder which may be the aforementioned telescope, an extremely heavy business card, and a furry brown thing.
4C: a silver flashlight, a blue yo-yo (for taking "just a simple gravity reading"), a collapsible metal pointer with a (wooden?) handle, a red cricket ball, a white bag of jelly babies, the sonic screwdriver (for repairing the beacon's oxygen valve servo mechanism and unbolting a table) and possibly a scalpel-type instrument
4B: a white rag, a piece of the synestic locking mechanism from Nerva's rocket, and the sonic screwdriver (to repair the transmat beam, disable a forcefield generator and the Sontaran robot, and open Styre's ship), but no 500-Year Diary. The Doctor gives contradictory advice: both "Never throw anything away, Harry" and "It's a mistake to clutter one's pockets, Harry."
4E: magnifying glass, yellow yo-yo, handcuffs, a (wooden?) whistle, a white bag of what are probably jelly babies, a yellow crystal, an etheric beam locator ("also useful for detecting ion-charged emissions"), the sonic screwdriver (to disable the Kaled communications system, but not to escape from Davros' office - "Even the sonic screwdriver won't open this door," says the Doctor), and other assorted objects which seem to be a penlight, a card with a diagram on it, (interplanetary?) business cards, and something like a black marker cap
4D: a red-handled screwdriver with an angled tip (which may be the same as the pointer the Doctor used in 4C), a white bag of jelly babies, an apple core, a yellow yo-yo and the sonic screwdriver (for unlocking Kellman's door)
4F: the sonic screwdriver (to heat a fire sensor) and something jingling, like keys or coins
4H: an empty tin of Farrah's Original Harrogate toffee, a spoon, the sonic screwdriver (to unlock Sorenson's door)
4G: a French picklock (a gift from Marie Antoinette, who lost her head, poor thing), something like a grey handkerchief, a portable device with an extendable antenna that functions as a radio telescope (and may or may not be the same device which the Doctor uses to test the electrically-charged doorbells in the Pyramid of Mars), a black notebook with a pen tucked inside, what appears to be a small metal ball on a chain (the Doctor makes reference to a "parallax coil" but this is probably a component of Sutekh's time corridor; according to the script, it's the TARDIS key, but as the Doctor seems to hurl it into the time corridor, this is an unlikely possibility), the sonic screwdriver (to deactivate the generator loop) and possibly something small like a coin
4J: a bleeping device that seems to measure ambient radiation levels, a magnifying glass, a knife, the Doctor's UNIT pass, a robot detector which lights up in the presence of androids, the sonic screwdriver (which succeeds in destroying artificial ivy when set to theta-omega, and in undoing bolts in a floor panel, but which fails to open a Kraal cell door), and possibly a bottle of ginger beer (which he may have brought from the TARDIS, but it spends an awful lot of time in his pocket) and a handful of coins (which are probably the newly-minted ones he found in the pub)
4K: a blue yo-yo (for practicing double loops), a collapsible umbrella, a pair of red-handled shears, three firecrackers (a Little Demon, a Mighty Atom and a Thunderclap), and possibly a small bottle of smelling salts (Sarah either gets it from his coat or Solon's laboratory). The sonic screwdriver, for once, is in the TARDIS.
4L: a yellow yo-yo, a pink toothbrush
4M: a red plastic football rattle, a white handkerchief, a yellow yo-yo
4N: a blue pen, a magician's stick. Sarah produces an astro rectifier, a multi-quantiscope, a Ganymede driver and the sonic screwdriver (to repair the TARDIS thermo-couplings) from his coat, and it sounds as though he has a mergin nut and a Zeus plug in it too.
4Q: a light blue hanky with a knot in it ("I wonder what that was for?"), a white bag of jelly babies (Leela gets blackcurrant), a gold clockwork egg timer, a pocket mirror, a coin (for throwing at electrified walls) and the sonic screwdriver (to zap a multisided glossy black ball for no apparent reason). At one point he stuffs his pockets with items from a Tesh chamber, which may or may not account for the aforementioned multisided glossy black ball.
4R: a small flashlight, a long black tube (maybe a snorkel?) and a white bag of jelly babies
4S: a gold pocketwatch, a white writing implement which may be a pencil, something long and slender which he uses to push a key out of a keyhole, a red object that resembles part of a winch, a yellow yo-yo, a spectral mixer (as seen in 4H; the winch-thing comes from the same black leather bag in the TARDIS), a toy Batmobile, a bizarre object which is either a plush rock or a beige stuffed mouse toy, a white bag of jelly babies, and presumably some Victorian money (unless Litefoot ended up buying the muffins). He also has a small capped vial containing some kind of alcohol (brandy?) concealed within his walking stick.
4V: a device that reads residual electrical fields, a handful of clattering things (maybe coins?), a white yo-yo, and some white papers which could be playing cards
4T: a duck whistle, a leash for K-9, and a long string with hooks at either end
4X: a white bag of jelly babies and the sonic screwdriver (which fails to open a door in the Priory, causing it to be hurled unceremoniously onto a pile of crates)
4W: an expandable telescope, a white bag of what the Doctor claims to be jelly babies (but which appear to actually be liquorice allsorts), a white bag of what the Doctor claims to be humbugs (but which appear to actually be jelly babies), a white bag of jelly babies (about which the Doctor makes no claims), a small pair of dark-tinted welding goggles, a black flashlight, two pairs of handcuffs, a screwdriver-like device, a plug (which looks like the cork from a wine bottle) and the sonic screwdriver (to open the Collector's vault)
4Y: a radiation detector, a pair of small tools (one may be a regular screwdriver; the other looks like the sonic screwdriver, which he uses to reverse the fumigation pumps), and probably two apples (the Doctor tosses two things at an energy field; the first is definitely an apple, as Leela starts to eat it, so presumably the second is, as well)
4Z: at least two white bags of jelly babies, a large white cloth and the sonic screwdriver (to do the "tricky bit" in disabling the quantum forcefield around Gallifrey, although it fails to open a door in Borusa's office - "Even the sonic screwdriver won't get me out of this one," says the Doctor directly to camera)
5A: a dog whistle, a gold pocketwatch, a small tool which seems to be used for welding, a loupe, the sonic screwdriver (for picking the lock of the state strongroom and the multilevered interlocks protecting the crown jewels), and possibly a white bag which appears to contain jelly babies
5B: the Tracer, a large thick coin bearing the heads of the two kings of Aldebaran III, lots of liquorice allsorts, something resembling a copper bell, a bent hairpin, the sonic screwdriver (which fails to open certain doors), and at least two white bags of jelly babies, one of which Romana pilfered from the Doctor's coat. (Romana also magically produces a telescope which she may have retrieved from his pockets.)
5C: a dog whistle, a piece of chalk, a judge's wig, a sheaf of bound documents, an item which appears to be a heavy white cylinder with an orange cap, the sonic screwdriver (to free Romana from her manacles) and possibly a loupe
5D: a dog whistle
5E: a pocketknife, a hammer, a set of small wire cutters, and a mysterious object which looks vaguely like a walkie-talkie but behaves more like a screwdriver, and which seems to have a retractable part. (The Doctor appears to wind it around a box over a door, then twist it and break something off. What this accomplishes is unclear, but it seems to unlock said door.) He also has other objects bulging his pockets or jutting out of them, and at one point he even slips a metal cup, full of some beverage, into them!
5F: "just" a dog whistle...and also the sonic screwdriver (to undo a computer panel)
5J: radiation pills and two beepers for reminders, the book Origins of the Universe by Oolon Caluphid, a red-leather-bound notebook and pen, a brown bag of jelly babies, a dog whistle and the sonic screwdriver (to remotely detonate a Dalek explosive)
5H: a Polaroid camera, a permanent felt-tip marker, a collapsible telescope, the sonic screwdriver (to open the Count's cell door), presumably some French money, and perhaps a hammer, a chisel, a flashlight and a pocket mirror. His green felt hat seems to be jutting out, as well.
5G: a teaspoon (the silver kind, not the measuring kind), a horseshoe magnet, a stethoscope, at least two rockclimbing pitons and a piton hammer, a Tibetan book entitled Everest in Easy Stages, the book Teach Yourself Tibetan, at least five to seven matches (and apparently something to strike them against)
5K: at least one jelly baby, a dog whistle, (apparently) a toothpick and the sonic screwdriver (to open a locked drawer, to fuse the locking mechanism on the door to the CET room, to undo a panel on the Empress power unit and to repair the CET)
5L: a white bag of jelly babies ("Pass them round! One each!") which he later gives to the Anethans, a red handkerchief (also useful for enraging Nimons), a red "first prize" ribbon for K-9, metallic green star-shaped stickers, a dog whistle, a spoon (which the Doctor and Romana seem to think will help them divine information about the Nimons' travel capsule), and the sonic screwdriver (to unlock doors on the Skonnon spacecraft and to repair the controls of the Nimons' travel capsule; he also tries to swap his for Romana's copy, but she will have none of it)
5M: a medal of honor for Romana, the sonic screwdriver (to assist in constructing a helmet with which he battles Skagra mentally)
5N: a pen and presumably a notebook on which to take notes, possibly a piece of chalk, and the sonic screwdriver (for making a back entrance into the Argolins' tachyon recreation generator)
5Q: a pair of magnetic tweezers
5R: something which may be the TARDIS key and the sonic screwdriver (to open the Starliner door)
5P: a collapsible telescope
5S: a long silver tool like a screwdriver
5T: a device which seems to be able to detect the TARDIS and time displacement, the sonic screwdriver (which fails to open the cell door - good thing Nyssa comes through with the ion bonder!)
5V: a measuring tool, a wrench
5Z: a pair of half-moon spectacles, a notebook, a pen, a piece of chalk and the sonic screwdriver (to unscrew the hinges on the zero room doors)
5W: a leather-bound notebook, a mechanical pencil, a metal rod that emits a buzzing sound to jam listening devices, a cricket ball, a magnifying glass, a piece of string, his Panama hat and the sonic screwdriver (to reverse the magnetic field of the Urbankans' monopticons and to open the door to their quarters, although it fails to open other doors in the spacecraft).
5Y: spectacles, and possibly something that looks like a pen and a bronze coin for sleight-of-hand tricks, which is probably the one Adric was playing with earlier
5X: a piece of brown twine with a loop at one end, what appears to be a bit of thin white rope, something like a roll of dental floss, a safety pin, a gold coin, the sonic screwdriver (to "pick the lock" on the Terileptils' energy barrier) and at least two other things which he snatches up from a pile he has dumped out on the floor.
6A: a folded white card (the Doctor studies it - perhaps it was given to him by Charles?), a handkerchief (from the pocket of his harlequin costume)
6C: a ballpoint pen, a coin (for tossing; the Doctor subtly alters its result), apparently a bit of lint which the Doctor flicks away, and presumably some British money (unless the Doctor picked up a discarded newspaper rather than purchasing one)
6E: the entire contents of the Doctor's pockets are apparently his Panama hat, what appear to be two small wafers (one green, one gold) with a design on one side, a red cricket ball, a length of rope bound up with a rubber band, and something like a paperclip (but, alas, no Dutch coinage). Later, however, he seems to produce a screwdriver-like tool from them.
6H: a coin for tossing (which he does until he gets the result he wants!)
6K: an orange chamois. The first Doctor has at least five coins in his pocket. The second Doctor carries a slingshot, a crumpled white bag which may contain candies, a Galactic Glitter in a capped white tube, a green wire (to short out a forcefield) and possibly an apple.
6M: a pocket flashlight which very much resembles a small flute, and a bronze thing the size of a coin which vaguely resembles a belt buckle
6N: a pair of half-moon spectacles, a silver tool that resembles a screwdriver, and a red cricket ball
6P: his Panama hat
6Q: at least nine oddly-shaped alien coins (red, green, bronze and gold, with red, bronze or gold markings), a pocketknife, a pair of half-moon spectacles and possibly a tool with a black wedge-shaped handle
6R: a glass vial
6S: his old coat seems to have contained a grimy handkerchief, and Peri also pulls a pocket mirror out of it
6T: a sonic lance, a flashlight
6V: a thin red U-shaped magnet, a ball of string
6X: a device which detects time-travel technology, a white handkerchief, at least two coins (one to pay the bathhouse - unless someone gave it to him - and another for flipping), a black ball containing unspooling wire, a red handkerchief with white dots, and a small tool which may be a screwdriver
6W: a large plastic fold-out stack of business cards (Archimedes, Brunel, Christopher Columbus, Dante, da Vinci and Dastari are the first few), three thick grey squares, a ball of white twine, a pocket mirror, a blue yo-yo, a banana (which Peri eats, despite the ambient stench), a yellow handkerchief, a black plastic fold-out kit with acupuncture needles, and a silver ball (or pocketwatch?) on a chain. The second Doctor carries some kind of TARDIS oilcan and a Stattenheim remote control.
6Y: a pocketwatch
6Z: the pocketwatch on the Doctor's neon-green fob gets used...and then broken, by Peri.
7A: a silver flashlight, a pocketwatch, something like an oilcan, a black cat half-face mask, a plush brown teddy bear with a red bow and ribbon, and a white bag of hard stick candies
7C (Terror of the Vervoids): magician's multicolored silk flowers, a pocketwatch (which he winds), a notepad and pen, and a boxlike device which can open locked drawers
7C (The Ultimate Foe): something like a socket wrench
7D: a small black abacus. The Doctor takes a Swiss army knife from the pocket of his new trousers, and it sounds as though he has keys or coins in it, as well.
7E: a gold pocketwatch, a pen (which seems to be on a chain), a red paisley handkerchief
7G: a battered paperback copy of The Doctor's Dilemma by Bernard Shaw
7H: a drawstring purse containing at least six oddly-shaped coins, a red paisley handkerchief, a black abacus, a notebook, an embossed calling card (which he produces from thin air), an old black collapsible camera, and probably a screwdriver-like tool. In a deleted scene, the Doctor also carries a coin from 1991.
7L: a pocketwatch, a pen-like tool used for clamping wires, a pair of spoons, a party razzer, two party favors that pop and blow colored streamers into the air, and a magically-appearing coin (one supposes it came from his pockets, and not from Dimension X).
7K: a gold pocketwatch with an alarm for reminders, a pair of spectacles, a notebook, a black plastic thing that resembles an abacus, a red paisley handkerchief, a handful of marbles, a pencil
7J: a pair of alien-looking spoons, a paisley handkerchief, a match (and presumably something to strike it upon). In the Dark Circus, the Doctor makes more things magically appear: two eggs, a piece of rope, a candle, and a piece of metal from a gladiator's sword. He also makes use of what appears to be a deep covered metal dish and a straitjacket, although there is evidence to suggest that matter can be created or altered by thought alone in the Dark Circus, so these probably did not originate from his pockets.
7N: a metallic device with a bulbous conical end, a piece of polished wood, a slingshot, a pair of alien-looking spoons, a purplish sphere, two UNIT passes belonging to Liz Shaw and the third (presumably) Doctor, a black leather drawstring purse containing a variety of alien coinage (including a mobile beetle-like coin, a flat square coin, and a futuristic £5 piece), and a spherical device which seems to help Bessie rev up when attached to her steering wheel
7Q: a device with an extendable antenna and an unknown function, a radiation detector, and the fang of a cave bear
7M: a stiff horsehair brush, a paisley handkerchief
7P: a spoon, a pocketwatch which does calculations and takes bioreadings
TV movie: The seventh Doctor is carrying enough possessions to fill a small paper bag, including a gold yo-yo and a gold pocketwatch, along with the usual suspects (the TARDIS key and a newly-rebuilt sonic screwdriver, to seal the gold casket containing the Master's remains and to repair the damaged TARDIS console). The eighth Doctor manages to produce a brown bag of jelly babies from his new coat.
9A: a bomb, a vial of anti-plastic, the sonic screwdriver (to short out the elevator controls in Henrik's, to trace the Nestene signal, to cut off the Nestene signal and immobilize the Auton arm, and to lock the restaurant door)
9B: psychic paper, the sonic screwdriver (to lower the viewing-room screen, to open doors, to access the Platform One computer for information and to control the sun filter, and apparently to attempt to deactivate the spiders)
9C: presumably Victorian money (to buy a newspaper), the sonic screwdriver (to conduct repairs under the TARDIS console)
9D: a spare TARDIS key (which he gives to Rose), the sonic screwdriver (to open the hospital storage room door, to adjust the TARDIS controls, to close the lift door at 10 Downing Street, to unlock the cabinet room door, to scan the edges of the sealed cabinet room windows, and he falsely claims that it can triplicate the flammability of alcohol)
9F: psychic paper, the sonic screwdriver (to interface and tamper with the cashpoint, and to open the mainframe door; Rose uses it to undo his shackles)
9G: the sonic screwdriver (to charge the cell phone battery, and he was apparently going to use it to seal the church doors)
9H: psychic paper, a wristwatch, a black notepad, a pen, a pair of fold-out digital binoculars, presumably a banana, and the sonic screwdriver (to unlock the nightclub door, explode the Albion Hospital lock, perform a medical scan of the gasmasked patients, wave ineffectually at the zombies, set up a resonation pattern in the concrete to loosen the window bars, undo Nancy's handcuffs, reattach barbed wire (setting 2,428-B), repair the Chula ambulance, and he was apparently going to use it to examine the phone in the TARDIS door)
9J: a cell phone and the sonic screwdriver (to reverse Blaine's teleport)
9K: the sonic screwdriver (to try to open two doors and a piece of exoglass in the Big Brother house, to destroy a camera, to open the airlock door, to scan consoles and five doors inside the Game Station, to take energy readings, to open the door of room 406, to scan the inside of a destroyed Dalek, to remotely activate the TARDIS, and to modify the equipment on floor 500)
9L:
9M: the psychic paper, the sonic screwdriver (to search the subframe of a hospital terminal, to open two of the plague cell doors, to open and close the door of the lift shaft, to open the door of a different lift shaft, and to open the main lift door from the inside)
9N: the psychic paper, a pair of black glasses, the sonic screwdriver (to lock the door to the cellar, and to unlock Rose's manacles)
9O: a pair of glasses, the sonic screwdriver (to unlock the headmaster's office, open a computer casing, lock a hallway door and lock one of the exterior school doors; but it fails to open the deadlocked seals on a case inside a computer and the vats containing the Krillitane oil)
9P: a pair of glasses, apparently at least one banana and Zeus plugs, the sonic screwdriver (to scan the fireplace, to light a candle, apparently to illuminate the darkness under Reinette's bed, to release Rose and Mickey from the ship's restraints, to fiddle with the ship's circuits, to fix a loose connection in Mme de Pompadour's fireplace)
9Q: a pair of tortoiseshell glasses, the psychic paper, the sonic screwdriver (to destroy Pete's earpods, apparently to distract the Cybermen, to trace Lumic's control signal to his zeppelin, to bolt and unbolt the latches on the cooling tunnel hatch, to open Cyber-Sally's chest unit, to deactivate Cyber-Sally, and to sever the rope ladder)
9R: the psychic paper, a pair of glasses, his sonic screwdriver (to scan for electrical impulses in Grandmother Connolly, to open the rear police station door, to open two chainlink-fence-cage doors, to illuminate the room of faceless people, to analyze the portable Bakelite television, to scan for power sources, to threaten to disrupt the Wire's feeding)
9S: a pair of glasses, the sonic screwdriver (to threaten the advancing Ood)
9T: the sonic screwdriver (to key into the Abzorbaloff's absorption matrix and separate the last victim)
9U: the psychic paper, a pair of glasses, the sonic screwdriver (to deactivate the scribble monster)
9V: a pair of glasses, a pair of 3-D glasses, the psychic paper, the sonic screwdriver (to interface with the TARDIS console on setting 15-B, to shatter a plate glass window in Torchwood, to deactivate the earpieces, to trace the signal activating the earpieces, and to blow up the doors to the sphere chamber)
9W: a biodamper, a pair of glasses, apparently a device that reverses the huon particles in Donna and attracts the TARDIS to her, and the sonic screwdriver (to activate a payphone, to get money from a cashpoint, to cause the cashpoint to spew out banknotes, to unlock the taxi door, to deactivate a Santa robot, to scan Donna twice, to tap into the Internet connection on a cell phone, to vibrate apart a flock of Santa robots when combined with a sound system, to scan the remote control in one of the robot heads, to trace the remote control signal, to access a computer in the HC Clements office, to access the restricted lower basement from the elevator, to open a wheel-locked door, and to sever the Racnoss web holding Donna up)
9X:
9Y:
9Z:
10A:
10B:
10C:
10D:
10E:
10F: a pair of glasses, the sonic screwdriver (to open the door to the rocket silo, to fix the boost reversal circuit, to open two internal doors, to attempt to open the locked TARDIS door, to remotely lock the TARDIS controls, to fix Jack's Vortex manipulator, to disable a security camera, to scan Martha's phone, to modify the TARDIS keys into mobile perception filters and possibly to attach the circuits to them)
CIN2: a pair of glasses, the sonic screwdriver (which the fifth Doctor declines to use). The fifth Doctor is carrying his gold-rimmed half-moon spectacles.
10G: the psychic paper, a pair of glasses, the sonic screwdriver (to remotely, and explosively, uncork a bottle of champagne; to open the portrait-monitor; to repair the oxygen shield; to attempt to deactivate the double-deadlocked Host; to open the door to the engine room; to lock the engine room door and fuse the controls; to access and engage the teleport system; to feed back the molecule grid booster with Astrid's oscillation matrix; and it looks like he starts to reach for it to fix the damaged Host. Slade uses it to open at least one door and to seal the lounge door.)
10H: the psychic paper, a pair of glasses, the sonic screwdriver (to get into Adipose Industries twice, to lock a broom cupboard door, to remotely lock an office door, to winch up the window-cleaner's cradle, to lock the roof door, to access and lock the cradle controls, to try to open a window in the Adipose building, to disarm Miss Foster, to successfully open two windows, to snap Penny's restraints, to create a sound wave using Miss Foster's sonic pen, to access the computer core (with the sonic pen), and to fiddle with the end of a wire)
10J: the psychic paper, a pair of glasses, a gold aureus (which he produces magically), a (full) yellow squirt gun, a small collapsible pocket telescope, and the sonic screwdriver (to knock Lucius' marble circuit component carvings off their shelves, to undo Donna's ropes, and to close the door of the Pyrovilian escape pod)
10K: the psychic paper, a pair of glasses, a pocket torch, and the sonic screwdriver (to open the door of the Ood export warehouse, to open and fuse the controls of the door to the Ood experimentation lab, to open the door of the Ood's cell, and to open the door to Warehouse 15)
10L: a pair of glasses, the sonic screwdriver (to analyze an Atmos unit, to try to access the Atmos unit in the UNIT jeep, to try to access the Atmos hardwired into Donna's car, to try to unlock Donna's car, to interface with the UNIT communications system, to "change channels" on the communications system, to home in on alien technology, to open the door to the cloning room, to interface with the teleport system, to activate the teleport (twice), and to assemble the atmospheric converter)
10M: a stethoscope, a wind-up grey toy mouse, a pair of glasses, a pen, a yellow notepad, and the sonic screwdriver (to uncover the suppressed layer of information in the Messaline colony map, to upgrade Donna's phone, to look for a hidden control panel, to open the hidden door, to deactivate the laser barrier, and to open the temple door)
10N: the psychic paper, a pair of glasses, a wooden fountain pen (or possibly he swiped it off the library desk), a large magnifying glass, a red-stoppered glass vial, and a hook to lift up the metal panels around the TARDIS console
10O: the psychic paper, a pair of glasses, and the sonic screwdriver (check: to access the library computer (twice), to attempt to vibrate the molecules of the door and separate the interface, to analyze the security camera, to hunt for the Vashta Nerada, to increase the mesh density of the suits, to operate the teleport, to analyze the benign-ness of shadows (twice), to boost the power to the lights, to check the status of teleports to the TARDIS, to detect the doctor moon's signal, to tint Anita's visor, to activate a trapdoor in the floor, to interface with the computer core, and to disable the gravity platform)
10P: a pair of glasses, the psychic paper, a stethoscope, and the sonic screwdriver (to turn off the entertainment options, to check for system faults in the space truck, and to turn the lights back on)
10Q: possibly a long metal probing instrument, presumably some money for the Shan Shen market, and the sonic screwdriver (which falls out of his hand after his death)
10R: a stethoscope, a pair of spectacles, the sonic screwdriver (to disable Jack's wrist device)
10S: a pair of tortoiseshell spectacles, a stethoscope, the sonic screwdriver (to scan for Cyber-technology, to lock a door in the reverend's house, to scan Lake's possessions, and he points it at the Cyber-shade)
10T: a rhondium particle detector, a pair of spectacles, the psychic paper, the sonic screwdriver (to tint his sunglasses, to boost the cell phone signal, to stop and restart Christina's winch, to open the bus doors, and to release Christina's handcuffs)
10U: the sonic screwdriver (to turn on the lights in the biodome, to increase Gadget's speed, and to open Adelaide's front door)
10V: a pair of spectacles, a lottery ticket, the TARDIS key (which remotely locks and opens the TARDIS, and puts it a second out of sync with the timestream), and the sonic screwdriver (to open a door in the Naismith mansion, to deactivate the Vinvocci shimmer [twice], to blow up the Vinvocci transporter, to blow up the Vinvocci flight deck computer, and to repair the flight deck computer), but apparently no money


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the sonic screwdriver mmm, jelly baby


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