Prisoner Role Playing Pubcrawl General Note This is one of a series of role-playing pub crawls written for meetings of the Oxford University Douglas Adams Society and possibly of general interest to others. All are based on various works of literature in different media familiar to members of the Society. Of course the originals involved are still in copyright, so the author of these pubcrawls has no right to profit from the use of the material, despite the large amounts of original writing that have been put into them. We can only say that anyone who performs these pubcrawls is very welcome to do so. This series includes many other pubcrawls. These pubcrawls were written for performance in Oxford, and thus if they instruct participants to visit particular pubs, these pubs are generally found within quite a small area of that city. This can very easily be altered to fit in with any location in which the pubcrawl is per formed: other details can be similarly altered (times changed to suit local licensing laws, for instance), and usually any Oxford-specific references can be excised, adapted or else conveniently ignored. The exception is the Sandman pubcrawl, which has a note appended explaining the options, but can still be performed elsewhere with ease. If the number of people available for a pubcrawl is not identical with the number of characters listed in these texts, the pieces can be adapted accordingly: several have "extras" (usually found at the end) who are unnecessary for the plot but can be added to make up the numbers; in others, certain characters can be removed without grave detriment to the plot, at the discretion of the organiser (who may wish to edit the other characters' intructions accordingly). The Hitch-Hiker pubcrawl, in particular, was designed for a society Freshers' event, at which the number arriving was utterly unpredictable, and so is written for a number of participants from ten to about thirty. Inserting new characters would also be a viable approach, if anyone were feeling creative... Standard practice has been to give each participant a copy of the title page (if any) and introductory sheet (if any), and a copy of one character's instruction sheet(s). A map, with the pubs marked on it, may be a useful aid, unless enough players know the pubs in the area well. Participants are given the instructions that they are to play the roles allocated to the best of their improvisational ability, and (usually) to drink a lot as well. As observed in the introduction to the Hitch-Hiker pubcrawl, the comedy effect arises when obeying the latter instruction renders people unable to carry out the former. Organiser's charts are provided so that the person mounting the pubcrawl is able to tell who should be where at any particular point. The organiser may participate or observe as he/she wishes; sometimes there is an obvious part for the organiser to play if he/she does take a role, sometimes it may be amusing to take one of the more minor ones. The important thing is that the organiser does not use his/her superior knowledge to bugger the plot. You are encouraged to pass any of these pubcrawls on to any contacts you may have who you feel would be interested, by email or post or any other medium that entertains you. If anyone organising one of these events were to feel moved to send a gratuitous and quite unnecessary present of money as a contribution to DougSoc funds (say a pound, dollar or nearest local equivalent collected from each participant) to the society, we can be reached at this address:v The Oxford University Douglas Adams Society c/o University Offices Wellington Square Oxford OX1 2JD UNITED KINGDOM I mention this merely for information. SHARE AND ENJOY. Author's note This is a complicated one... Unfortunately it isn't feasible to include with this a copy of the script to "Fall Out", the final episode of The Prisoner, which the characters are instructed to act out at the end. A suitable version can be prepared by the organiser (from videos or books), or else it can be assumed that everyone will by this stage have drunk far too much to care. The masks, rocket, and so on enumerated in the props list are intended for this; the other props belong to the appropriate characters. If you don't understand what's going on, watch The Prisoner, and preferably show it to your participants as well. All of the Number Sixes need to believe that they are the real Number Six; to this end, they all have "Number 6" at the head of their instruction sheet. They can be identified as 6a, 6b and 6c by the initial letter of their character description. For similar non-plot-spoiling reasons, it is important that the Number Sixes should *not* be aware, at the beginning of the evening, of who any of the other characters are. The various Number Twos I had in mind while writing, just to help get a grip on the characters, were Mary Morris (Dance of the Dead) as Number 58, Leo McKern (The Chimes of Big Ben, Once Upon a Time, Fall Out) as Number 66, Patrick Cargill (Hammer into Anvil) as Number 99, Kenneth Griffith (The Girl Who Was Death, the judge in Fall Out) as Number 100, and Anton Rodgers (The Schizoid Man) as Number 101. Number of characters 13+ Male 9+ Female 4+ Number of pubs 5 Props List Number Badges: five of 2 three of 6 one each of 12 14 18 22 48 58 66 99 100 101 240 and other numbers for extras Costume: two of Number 2 scarf three of Number 6 jacket eight plus face masks eight plus white sheets one of Number 2 umbrella red robe monkey mask Large (1) for a white sheet many more umbrellas others according to individual taste white balloons to taste chess set eight plus place names rocket matches ARRIVAL The man whom we will call "the Prisoner" returns to his London home. In an outburst of anger he has just hurled his resignation onto his boss' desk. But a hearse has followed his Lotus and a sinister character who looks like an undertaker climbs up the steps behind him. A cloud of gas suddenly fills the room in which he is furiously packing his bags. The dreary apartment blocks oposite his flat dance before his eyes; he collapses on his bed and falls asleep. When he wakes up, dazed, his head is resting on the same pillow. He seems to be still in his own bedroom, but when he lifts the blinds, to his astonishment a totally unfamiliar scene greets his eyes: a square surrounded by tall trees and curiously coloured baroque buildings in the middle of a flower-filled village - strangely beautiful, quiet and deserted, on a fine summer's morning. Alain Carraze and Helene Osborne NUMBER SIX: Where am I? NUMBER TWO: In the Village. NUMBER SIX: What do you want? NUMBER TWO: Information. NUMBER SIX: Whose side are you on? NUMBER TWO: That would be telling. We want information... information... information... NUMBER SIX: You won't get it. NUMBER TWO: By hook or by crook, we will. NUMBER SIX: Who are you? NUMBER TWO: The new Number Two. NUMBER SIX: Who is Number One? NUMBER TWO: You are Number Six. NUMBER SIX: I am not a number, I am a free man! NUMBER TWO: Ha, ha, ha, ha, haaaaa! [McGoohan] sets the series within the confines of a village. And not just any village, but the life's work of Sir Clough Williams-Ellis, a Welsh architect who created a jigsaw puzzle whose pieces were brought together from all over the world, so that the place makes one feels as if one is everywhere and nowhere. Christian Durante LOUDSPEAKER: Good morning all, it's another beautiful day... Your attention please. Here are two announcements. Ice cream is now on sale for your enjoyment. The flavour of the day is strawberry. Here is a warning. There is a possibility of light intermittent showers later in the day. Thank you for your attention. ...the Prisoner makes his way to the Village's picturesque central square the one he saw completely deserted when he woke up. He stares in amazement at the bizarre multicoloured outfits of the carefree throng strolling in the square. A brass band parades past a notice instructing people to Walk on the grass. Alain Carraze and Helene Osborne Questions are a burden to others; answers, a prison for oneself. Village Edict He didn't escape. The Bad Guys had these huge spheres that - oh, well, he didn't escape. Isaac Asimov INTERVIEWER: But are you a prisoner? PATRICK MCGOOHAN: Of course, but on parole. And, as they say, be seeing you. NUMBER 6 Aware that you have been gassed, kidnapped and installed very much against your will in what appears to be a cross between a Buddhist Gothic architect's acid trip and a home for people with terminal confusion, you feel justified in making yourself as obnoxious, stubborn and bad-tempered to all those you meet. They're all in it together, after all. Motivations To escape to London and have an argument with your superiors, who you are at least half convinced are behind all this. And, secondarily, to avoid giving any information that might prove at all useful to your captors. Particularly why you resigned. You don't want them knowing that at all. Drinking Habits Who wouldn't in your position? Cheers. Things to Say at Every Possible Opportunity "Be seeing you!" "I am not a number, I am a free man!" "I will not be pushed, filed, stamped, indexed, briefed, debriefed or numbered!" "My life is my own." "Whose side are you on?" "Who is Number One?" "Who put you up to this?" "I am in command, obey me and be free." "Why?" ITINERARY 8:30- 9:00 The Wheatsheaf The Green Dome Number Two tries to disorientate you by persuading you that you are Number Twelve, an agent hired to impersonate the real Number Six. You are used to this sort of thing, and pretend to go along with it whilst in fact defying him at every turn. 9:00- 9:30 The Chequers Number Six's House At the house, you meet your double, who of course is the real Number Twelve. You both try to prove your identity to the new Number Two, the maid and an electrician who seems to be fixing the lights, by being equally obnoxious and unleasant, and asking each other awkard questions. 9:30-10:00 The Bear The Village Cafe More shaken after your encounter than you care to admit, you go to the strangely deserted cafe and have a game of chess with your friend the genial old chess-player, who drugs you and drags you off to the Green Dome. 10:00-10:30 The Wheatsheaf The Green Dome The new Number Two forces you to revert to several vital occurrences in your past, in an effort to break you by establishing psychological mastery. You naturally win the duel hands-down, and end up counting down to the time when the experiment must end (10:30), at which point Number Two unexpectedly dies. You and the Butler wait for the arrival of the Supervisor. 10:30onward The Bear Cavern This is the moment you've been waiting for. See script. NUMBER 6 Believing that you have been gassed, kidnapped and installed very much against your will in what appears to be a cross between a Buddhist Gothic architect's acid trip and a home for people with terminal confusion, you feel justified in making yourself as obnoxious, stubborn and bad-tempered to all those you meet. They're all in it together, after all. Motivations To escape to London and have an argument with your superiors, who you are at least half convinced are behind all this. And, secondarily, to avoid giving any information that might prove at all useful to your captors. Particularly why you resigned. You don't want them knowing that at all. Drinking Habits Who wouldn't in your position? Cheers. Things to Say at Every Possible Opportunity "Be seeing you!" "I am not a number, I am a free man!" "I will not be pushed, filed, stamped, indexed, briefed, debriefed or numbered!" "My life is my own." "Whose side are you on?" "Who is Number One?" "Who put you up to this?" "I am in command, obey me and be free." "Why?" ITINERARY 8:30- 9:00 The Bear The Village Cafe You have a quiet drink in the cafe, and perhaps a game of chess with your friend the jovial old chess-player. Growing tired of the Villagers' inane banter, however, you return home. 9:00- 9:30 The Chequers Number Six's House You are a little put out but not particularly surprised to find one of Number Two's agents at your house pretending to be you. You both try to prove your identity to Number Two, the maid and an electrician who seems to be fixing the lights, by being equally obnoxious and unleasant, and asking each other awkard questions. Suddenly you find that your drink has been drugged, and lose consciousness. 9:30-10:00 The Blue Boar The Hospital The drugs you have been given make you entirely suggestible. Follow all the hints that are given to you, and, forgetting your Number Six persona, behave in character within the new setting that the Village doctors feed you with. Improvise, but immerse yourself totally in the scenario. 10:00-10:30 The Blue Boar The Hospital Continue with the above, but behave more and more oddly as the combination of the drugs and your own disorientation take over. Behave as badly as you feel like, but when the crisis is reached, you revert to your original persona. Whatever anyone tells you after this point is true. 10:30onward The Bear Cavern See script. The part you are to play in this trial will be explained to you. NUMBER 6 Conscious that you have been gassed, kidnapped and installed very much against your will in what appears to be a cross between a Buddhist Gothic architect's acid trip and a home for people with terminal confusion, you feel justified in making yourself as obnoxious, stubborn and bad-tempered to all those you meet. They're all in it together, after all. Motivations To escape to London and have an argument with your superiors, who you are at least half convinced are behind all this. And, secondarily, to avoid giving any information that might prove at all useful to your captors. Particularly why you resigned. You don't want them knowing that at all. Drinking Habits Who wouldn't in your position? Cheers. Things to Say at Every Possible Opportunity "Be seeing you!" "I am not a number, I am a free man!" "I will not be pushed, filed, stamped, indexed, briefed, debriefed or numbered!" "My life is my own." "Whose side are you on?" "Who is Number One?" "Who put you up to this?" "I am in command, obey me and be free." "Why?" ITINERARY 8:30- 9:00 The Chequers Number Six's House You wake up one morning in your house, to find the maid and an electrician present, as is fairly normal. You are, however, shocked to notice that the Maid is your fianc‚e, Janet Portman. She has been brainwashed and is behaving as a loyal Villager. By reminding her of who she is, and generally being very nice to her, you manage to break her conditioning. 9:00- 9:30 The Bear The Village Cafe Now that Janet is in the Village, it is more imperative than ever that you escape. The two of you plot the escape method of your choice in the cafe, and, at great personal danger, carry it out. 9:30-10:00 The Old Tom London Safely in London, you meet up with your old superior, the Major. You try to persuade him of the reality of the Village, but he seems to be a little obsessed with why exactly you resigned. You smell a rat, and attempt to expose it. 10:00-10:30 The Blue Boar The Hospital Whatever anyone tells you in this scene is true. 10:30onward The Bear Cavern The part you are to play in the trial will be explained to you. See script. NUMBER 14 Character Acerbic and inhuman scientist, also extremely good actress and relatively loyal Village employee. Motivations Your plan is to persuade the Prisoner whom you will meet early on, that you are his fianc‚e, Janet, to whom you bear a striking physical resemblance. You will then drug his drink, hypotise him, and, within the confines of the hospital, persuade him that he has escaped, in an attempt to find out for your superiors why he resigned, and to examine the effect on the brain of this unusual specimen. Drinking Habits You find that a little alcohol concentrates the mind wonderfully, and a huge amount even more so. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day!" "Do not forsake me, oh my darling." ITINERARY 8:30- 9:00 The Chequers Number Six's House With a degree of deviousness only a scientist could achieve, you arrive at Number Six's house not only impersonating his fianc‚e, Janet Portland, but pretending to have been brainwashed into being a loyal Village employee - the maid assigned to Number Six's house. You allow him to break the "brainwashing" and remind you that you are Janet, and of your relationship. 9:00- 9:30 The Bear The Village Cafe Number Six brings you to the caf‚ to plan your joint escape from the Village. In the character of Janet, you agree to go along with eveything he says and tell him how wonderful he is. You also drug his drink. 9:30-10:00 The Old Tom London From the point when you leave the cafe, you are acting out Number Six's fantasy of escape in his drugged hallucination. Still in character as Janet, you and Number Two (impersonating his superior, the Major) try to find out why he resigned by asking him gently and plausibly until he twigs. You agree with him that he is not in London, but tell him you have something to show him. 10:00-10:30 The Blue Boar The Hospital You take your Number Six to the Hospital, and show him the experiment being simultaneously performed on another Number Six. You explain to your Number Six (in fact Number Twelve) that this Number Six is the real one, and that Number Twelve has been brainwashed into thinking that he is Number Six, to find out what the real Prisoner's reaction would be to the plan you have carried out. You persuade him to join in the experiment, and you and Number Twelve (under your instructions) all pretend to be German guests in the hotel Number Six believes he is running. You do such normal things for guests as ordering drinks and food. 10:30onward The Bear Cavern You become one of the Jury in a trial. See script. NUMBER 22 Character Waitress and unquestioningly loyal member of the Village community. Motivations They also serve, who only stand and wait. Drinking Habits You are not averse to partaking of your more alcoholic wares yourself, feeling that everyone in the Village should be as happy as possible. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day." "We'll be open in a minute." "Alcoholic whiskey, gin, vodka. Looks the same, tastes the same." "Questions are a burden to others; answers, a prison for oneself." "A still tongue makes a happy life." ITINERARY 8:30- 9:00 The Bear The Village Cafe You provide the customers at the caf‚ with drinks, for which you charge them. You engage in friendly banter with them all. 9:00- 9:30 The Bear The Village Cafe You provide the customers at the cafe with drinks, for which you charge them. You engage in friendly banter with them all. 9:30-10:00 The Blue Boar The Hospital You are recruited into the Village's plan to deceive Number Six and try to break him by persuading him that he is the psychotic owner of a small hotel in Torquay. You play the part of Polly, a competent and outspoken waitress working for Basil Fawlty (Number Six) and his wife Sybil. You pretend to be having a normal evening in the hotel, giving food and drinks to your guests, but one of the guests is a deaf and dumb midget, another is a hippy and there is hardly any drink available. Manuel, the comedy foreigner, gets drunk, mistakes Basil for a burglar and hits him over the head with a frying pan. 10:00-10:30 The Blue Boar The Hospital Some German guests arrive and Basil begins to behave a little oddly. This should culminate in a chase scene in which Basil is once more hit over the head. 10:30onward The Bear Cavern You become one of the Jury in a trial. See script. NUMBER 48 Character Bizarre and spaced-out hippy, currently a prisoner in the Village for reasons of which you are not entirely sure, but wishing to enjoy the trip while you're there. Man. Motivations Having a good time, preferably at the expense of all the squares and other uncool cats who seem to be surrounding you here. Drinking Habits Yeah, man. Things to Say at Every Possible Opportunity "Thanks for the trip, Dad." "Give it to me again." "I'm blown all over." "The hip bone's connected to the thigh bone, The thigh bone's connected to the knee bone, The knee bone's connected to the shin bone, The shin bone's connected to the ankle bone..." (Etcetera, almost interminably) "The bones is yours, Daddy." Nothing at all comprehensible, in fact. ITINERARY 8:30- 9:00 The Bear The Village Cafe You behave in a generally spaced-out manner and annoy all the weird cats around you. Ring your bell and sing at them or something. 9:00- 9:30 The Bear The Village Cafe You continue to annoy people. 9:30-10:00 The Blue Boar The Hospital You find yourself in what seems to be some kind of hotel, run by some guy and his wife. You make yourself generally annoying to him, cause, like, it's square city man. 10:00-10:30 The Blue Boar The Hospital You continue to behave individually, to the annoyance of those in the vicinity, until you are arrested. 10:30onward The Bear Cavern You are arrested and imprisoned waiting trial. See script. NUMBER 58 Character Dry, sinister and extremely ruthless Village employee, currently second-in-line for the post of Number Two. Motivations To break Number Six and find out why he resigned. The first plan you are aware of is to confront him with his double, having told him that he is the agent who is supposed to be breaking the other. The idea is that this will confuse him a bit. The second is to take one of the Number Sixes to the hospital and hypnotise him into believing that he is in an utterly different situation and setting, in the hope that he will crack. Needless to say you keep all these pieces of information entirely to yourself. Drinking Habits You find that you need considerable aid to keep your mind concentrated on the job in hand. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day!" "My dear fellow!" "We want information." "That would be telling." "Why did you resign?" "Oh, I know..." ITINERARY 8:30- 9:00 The Bear The Village Cafe You wait in the cafe‚, impersonating a normal Villager and observing the false Prisoner, Number Twelve (who believes himself to be real). 9:00- 9:30 The Chequers Number Six's House You succeed to the post of Number Two, and accompany Number Twelve to the house. You mock and harrass the real Prisoner by pretending to collude with him in deceiving the false one (you are quite incredibly devious in this). At the end of the brain-bending session, you order the workman, Number 99, to knock Number Twelve out and take him to the hospital. You still pretend to Number Six that he is the agent, and that the unconscious man is the real Prisoner, on whom you are about to carry out extensive interrogation techniques now he is disorientated. You leave, taking Number Twelve with you, and passing on Number Two's regalia to Number 99. 9:30-10:00 The Blue Boar The Hospital You have orders now to carry out further disorientation on Number Twelve, the object being to find out how the real Prisoner would act under the same circumstances. You drug and hypnotise him so that he believes he is Basil Fawlty, the owner of a small hotel in Torquay. You act out a scenario in which you play Sybil, his wife. You chat to one of the guests, a hippy whom you find attractive, while Basil gets annoyed trying to serve the other guest, one of whom is deaf and dumb. You send Basil out to get more drink from the cafe‚. Manuel, the amusingly foreign waiter, who is already drunk, gets confused and hits Basil over the head. 10:00-10:30 The Blue Boar The Hospital Some German guests arrive and Basil starts behaving oddly. This should culminate in a chase scene in which Basil is once more hit over the head. 10:30onward The Bear Cavern You become one of the Jury in a trial. See script. Practical Notes You are provided with a large white balloon, which you may deploy at any moment you see fit. NUMBER 66 Character Jovial, loud and apparently friendly, but extremely ruthless Village employee, currently waiting to be appointed to the post of Number Two. Motivations To break Number Six and find out why he resigned. You have been told that a false Number Six has been brought to the Village (information you keep strictly to yourself), and you have been told to wait in the Village cafe‚, impersonating an elderly chess player, until the real Number Six is brought to you, at which point you will be appointed Number Two and may carry out the plan known as Degree Absolute on him. Drinking Habits Extremely extravagant. A man in your position (ie largely sitting down) can afford to. Things to Say at Every Possible Opportunity "Game of chess, m'dear?" "We're all pawns, m'dear." "Be seeing you!" "Lovely day!" "My dear fellow!" "We want information." "That would be telling." "Why did you resign?" "I feel... a new man!" "Ha, ha, ha, ha, haaaaa!" ITINERARY 8:30- 9:00 The Bear The Village Cafe Imitating the old chess player, you challenge to a game anyone who seems appropriate, and drink a lot. A Number Six appears in the cafe‚, but you know he is not the real one. 9:00- 9:30 The Bear The Village Cafe Imitating the old chess player, you challenge to a game anyone who seems appropriate, and drink a lot. A Number Six appears in the cafe‚, but you know he is not the real one. 9:30-10:00 The Bear The Village Cafe Imitating the old chess player, you challenge to a game anyone who seems appropriate, and drink a lot. A Number Six appears in the cafe‚. You recognise him as the real thing, and know you have become Number Two. You drug his drink so that he reverts to childhood, and lead him by the hand to the Green Dome. 10:00-10:30 The Wheatsheaf The Green Dome With the aid of the loyal Butler, you force Number Six to relive some germane moments of his past, in an effort to establish dominance over him. You know there is a time limit, and become more and more panicked as time goes on. The session culminates with Number Six establishing control over you, and counting down from sixty to zero while you drink quite fast. When he reaches zero you die. 10:30onward The Bear Cavern As soon as you have died, leave Number Six and the Butler in the Green Dome and go to the Cavern where you will receive further instructions. See script. Practical Notes You are provided with a large white balloon, which you may deploy at any moment you see fit. NUMBER 99 Character Unpleasant, sadistic and extremely ruthless Village employee, currently third-in-line for the post of Number Two. Motivations To break Number Six and find out why he resigned. Preferably with as much pain to him as possible. The first plan you are directly involved in is to drug the Prisoner and persuade him that he has escaped to London, whereupon you are to imitate his boss (to whom you bear a startling physical resemblance) and find out from him why he resigned. You are aware that a false Number Six has been brought to the Village, but you naturally keep this information entirely to yourself. Drinking Habits Extensive and impressive. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day!" "My dear fellow!" "We want information." "That would be telling." "Why did you resign?" "Papers arrived yet, Fawlty?" ITINERARY 8:30- 9:00 The Bear The Village Cafe You wait in the cafe‚, impersonating a normal Villager and observing the false Prisoner, Number Twelve (who believes himself to be real). 9:00- 9:30 The Chequers Number Six's House You go to Number Six's in disguise as an workman mending the lights, in order to continue observing Number Twelve. You participate in the plan to pretend the real Number Six is the real Number Six, and that the false one is false, though you feel a little lost by this. 9:30-10:00 The Old Tom London You succeed to the post of Number Two, and (hiding your regalia of office to aid the disguise) you head to the false London, where the real Number Six (who turns out, confusingly, to be nobody you have met yet) has been lured by Number 14, the doctor. You impersonate Number Six's superior, the Major, pretending to recognise him as your ex-agent and Number 14 as his fiancee, Janet Porttman. Between you, you try to persuade him to tell you why he resigned, by the cunning expedient of asking him. When he realises he has been set up, you reveal yourself as Number Two. Number 14 takes you and him to the hospital where she makes a disturbing revelation. 10:00-10:30 The Blue Boar The Hospital You now participate in the attempt to confuse the genuine Number Six by persuading him that he is the owner of a small hotel in Torquay. Putting aside the number Two regalia until they are needed, you play the part of the Major, a senile guest in the hot el who is obsessed with newspapers and shooting Germans. You quite enjoy that bit. 10:30onward The Bear Cavern You become a member of the Jury in a trial. See script. Practical Notes You are provided with a large white balloon, which you may deploy at any moment you see fit. NUMBER 100 Character Nervous, devious and extremely ruthless Village employee, currently in line for the post of Number Two. Motivations To break Number Six and find out why he resigned. You are to observe attempts to do this to a false Number Six, who has been brainwashed into believing he is the real one, before the plan in which you are personally involved. Drinking Habits You find it almost impossible to carry out your duty without indulging them. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day!" "My dear fellow!" "We want information." "That would be telling." "Why did you resign?" "Que?" "I know nothing... I am from Barcelona!" "Will you never learn? This is only the beginning... We have many ways and means but we don't wish to damage you permanently... Are you ready to talk?" ITINERARY 8:30- 9:00 The Chequers Number Six's House In the guise of an electrician, you observe the encounter between the false Prisoner and a Village employee. 9:00- 9:30 The Bear The Village Cafe You follow them to the cafe‚, and, disguised as an ordinary carefree Villager, observe their plans to escape. 9:30-10:00 The Blue Boar The Hospital Right, here's the plan. Number Six is to be drugged and brainwashed into believing that he is the psychotic owner of a small hotel in Torquay, by the name of Basil Fawlty. You and the other Village employees assigned to the operation act out a scenario in which you play Manuel, a non-Anglophone Spanish waiter with an amusing propensity for being beaten up. You serve the various guests, who include a hippy and a deaf-and-dumb midget. In an amusing misunderstanding, you mistake Basil (who is returning from the cafe‚) for a burglar and hit him over the head with a frying pan. 10:00-10:30 The Blue Boar The Hospital Some German guests arrive and Basil begins to behave oddly. This culminates in a chase in which you quite deliberately hit him with the frying pan again. When he comes round, you are wearing your full Number Two regalia. You tell him that neither he nor the other Number Six (one of the Germans) is real: 6b ("Basil") is a synthetic clone, Number Twelve, while 6c (the "German") is in fact Number One - a fact none of the others present realises. The real Number Six is elsewhere, undergoing Degree Absolute. Deferring to Number One, you lead all those present to the trial Cavern. 10:30onward The Bear Cavern You become the President at the trial. Number 6b is a member of the Jury, and plays Number Six when he appears on screens. The real Number Six, the late Number Two, Number 48 and the Butler play themselves. Number 6c, of course, plays Number One. Number 99 plays Number Two when he appears on screens, and is a Juror the rest of the time. Number 58 becomes the Jury member labeled "Anarchists". All the other characters are Jury members. When the late Number Two arrives to tell you he is dead, you send Number 101, as the Supervisor, to fetch the Butler and Number Six. See script... Practical Notes You are provided with a large white balloon, which you may deploy at any moment you see fit. NUMBER 101 Character Urbane, witty and extremely ruthless Village employee, currently serving in the capacity of Number Two. Motivations To break Number Six and find out why he resigned. To this end you have prepared a duplicate of him, which you have released into the Village. Meanwhile you hope to convince Number Six himself that he is the agent who is trying to break the Prisoner. You hope that this will confuse him. You know it does you. Drinking Habits You have a rather touching belief that drinking a lot may help the Universe make sense. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day!" "My dear fellow!" "We want information." "That would be telling." "Why did you resign?" "You'd hardly know yourself, would you, Number Twelve?" ITINERARY 8:30- 9:00 The Wheatsheaf The Green Dome You greet the real Number Six and pretend to him that he is Number Twelve, an agent of your superiors who has been hired to impersonate Number Six. This does not blow your mind at all. You persist in claiming that you know him of old and that he was known as "Flapjack Charlie" and has a wife called Susan. you get Number Six's Observer, Number 240, to describe Number Six's habitual behaviour. You also get the butler to serve you drinks extensively. When Number Six and Number 240 leave, you give your Number Two regalia to her to pass on to your successor. 9:00- 9:30 The Bear The Village Cafe You go to the cafe‚ and observe the plan to ensnare another Number Six, impersonating a carefree Villager drinking a lot. 9:30-10:00 The Bear The Village Cafe You continue to observe, this time as the real Number Six is taken away by one of your successors. You get drunk. 10:00-10:30 The Blue Boar The Hospital Heading for the Hospital, you pretend to be a hotel guest and participate in an experiment to brainwash another Number Six, about whose genuineness you are by this time rather confused, that he is the owner of a small hotel in Torquay. you enjoyed getting drunk more, so you carry on doing so. 10:30 onward The Bear Cavern You become a member of the Jury in a trial. See script. Practical Notes You are provided with a large white balloon, which you may deploy at any moment you see fit. NUMBER 240 Character Observer and unquestioningly loyal member Village community. Motivations To obey your superiors and carry out the aims of the Village. You obey Number Two without question. Drinking Habits You feel that you, like everyone else in the Village, should spend your time as happy as possible. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day!" "Questions are a burden to others; answers, a prison for oneself." "A still tongue makes a happy life." "It's the Rules." "Alcoholic whiskey, gin, vodka. Looks the same, tastes the same." ITINERARY 8:30- 9:00 The Wheatsheaf The Green Dome You are summoned to the Green Dome as Number Six's observer, to explain to Number Twelve, an agent who is to impersonate Number Six, about the real Prisoner's character and behaviour. 9:00- 9:30 The Chequers Number Six's House You go with Number Twelve to Number Six's house, disguised as a maid, to observe the encounter between them. You pass on the Number Two regalia (which the old Number Two has given you) to Number 58, who is his successor. 9:30-10:00 The Bear The Village Cafe Acting as waitress, you provide the customers at the cafe‚ with drinks, for which you charge them. You engage in friendly banter with them all. 10:00-10:30 The Blue Boar The Hospital You pretend to be a hotel guest, in order to participate in a plan to confuse the man you assume to be the real Number Six. The part you are playing is that of an annoyingly deaf woman, Mrs Richards. Pester Number Six in any manner that seems to you infuriating enough. 10:30onward The Bear Cavern You become a member of the jury in a trial. See script. THE BUTLER Character A butler. Albeit a very small and quiet one. Motivations Your training leads you to be unquestioningly loyal to any figure of authority. The problem may arise when you are confused as to who constitutes such a figure. Drinking Habits Your loyalty does not extend quite so far as not drinking too much on the job. Things to Say at Every Possible Opportunity Nothing. ITINERARY 8:30- 9:00 The Wheatsheaf The Green Dome You serve Number Two and his guests with drinks in your traditional courteous but silent manner. 9:00- 9:30 The Bear The Village Cafe You go to the caf‚ and enjoy a quiet drink by yourself during a break from work. 9:30-10:00 The Blue Boar The Hospital You participate briefly in a plan to deceive one of the prisoners by pretending to be a hotel guest. 10:00-10:30 The Wheatsheaf The Green Dome You return to the Dome, to work for the new Number Two, and help him with a plan to establish dominance over a Prisoner by reverting him to childhood. When the plan fails, and it is the Prisoner who establishes control, you transfer your unwavering devotion to him. 10:30onward The Bear Cavern After the death of Number Two, you wait with the Prisoner in the Dome until summoned to the Cavern for a trial. See script. NUMBER X Character Unquestioningly loyal member Village community. Motivations To obey your superiors and carry out the aims of the Village. You obey Number Two without question. Drinking Habits You feel that you, like everyone else in the Village, should spend your time as happy as possible. Things to Say at Every Possible Opportunity "Be seeing you!" "Lovely day!" "Questions are a burden to others; answers, a prison for oneself." "A still tongue makes a happy life." ITINERARY 8:30- 9:00 The Bear The Village Cafe Mingle with the other Villagers (except that antisocial Number Six) and generally enjoy yourself. 9:00- 9:30 The Bear The Village Cafƒe Mingle with the other Villagers (except that antisocial Number Six, even if he does seem to have changed a bit) and generally enjoy yourself. 9:30-10:00 The Blue Boar The Hospital You are delighted to be given an opportunity to help the wonderful people who run the Village, even if it is just to sit around drinking and generally having a good time, to help fool that antisocial Number Six (who seems to have changed back and is now acting rather oddly) into thinking that he is running a hotel. 10:00-10:30 The Blue Boar The Hospital You carry on delightedly helping with the nice peoples' plan. 10:30onward The Bear Cavern See script