wpe10.jpg (2141 bytes)                                                                                            wpeE.jpg (2159 bytes)

PRISONER'S RETURN

EPISODE 2 - DOUBLE TROUBLE

After the removal of the ex-number 2 to the new 'Village', number 6 returns to his cottage to consider how best to attack it. He continues with his daily routine, but begins to have suspicions about all the people he sees and meets, even regulars such as the milkman and postman even though he has known them for years.

In the new 'Village' the leader is considering how to repair the damage done as a result of number 6 finding out that a new 'Village' has formed. He decides that every effort should be made to convince number 6 that he has got it wrong. The leader views the ex-number 2, whose capture sparked the crisis, on the 'Village' monitors, and summons him to a meeting. The ex-number 2 has been brain washed and is now quite docile and comes quietly to the meeting. The leader asks the ex-number 2 if he would like to join the photography class, and the ex-number 2 readily agrees.

The ex-number 2 attends the first photography session that afternoon, where the class is working on portraiture and life study work. The class use the ex-number 2 as a model and produce a number of photographs of him both dressed and naked. Some of the photographs are taken by the 'Village' guards, posing as students, with a holographic camera. The photographs are taken to the 'Village' laboratory where they are scanned into a PC, and displayed on the screen to give a 3-D image of the ex-number 2.

Based on the holographic image, the 'Village' scientists set about producing an artificial replica of the ex-number 2. The bone structure is reproduced using stainless steel rods and ball joints, and a special artificial skin is grown over the framework. Hair of the correct colour and style is implanted into the skull and the skin texture and features are carefully matched to those of the ex-number 2, using data supplied by the computer. All distinguishing marks are also faithfully reproduced. A specially designed electronic brain is then inserted into the skull and the eyes and ears matched. The brain is capable of being programmed and the eyes contain lenses, which scan the view ahead and transmit pictures via a transmitter that is part of the brain. The ears contain microphone receptors, which again can relay sound to a remote watching station. Once all the matching is perfect, the whole body is passed through a machine which fixes the shape and body skin, yet allows the body to move naturally. Once this process is complete, the brain is powered up and tests are carried out to see that all muscular operations work correctly.

During the night, the ex-number 2 is drugged using a sleeping gas, and he is brought unconscious to the laboratory, where he is laid out on a trolley. Receivers are placed on his head and connected to a computer. A complete copy of his memory is made and transferred to the PC where it is stored. In the meantime, the scientists produce a whole database of conversations with the ex-number 2, which they also feed into the PC in order to produce a voice databank. The robot copy of the ex-number 2 is brought in and the memory and voice data both fed into its electronic brain. When this is complete the robot is brought to life, and tests are run to ensure that it sounds and acts like the ex-number 2, and that its actions can be displayed on a huge screen in the 'Village' control centre.

When these are complete, it is presented to the leader who is very pleased with it. He reveals that it is to be used to impersonate the ex-number 2 in order to convince number 6 that the new 'Village' doesn't exist and to abandon the search for it. The robot is flown out of the new 'Village' and is placed in the ex-number 2's house where it takes up his lifestyle. The 'Village' leader activates all the robot functions so that he can see what the robot sees and hear what it hears. He can also control what it says and where it goes, with everything being relayed back to the 'Village' control centre. 

Once these tests are complete, the robot is sent out to spy on number 6 at his cottage. The robot discovers that number 6 is driving into the nearest town, and the new 'Village' leader decides to act quickly to engineer a meeting between them. The robot is directed to drive into quickly to the town and to ensure a meeting between itself and number 6 happens. The robot drives to town, catches up with number 6 and parks several cars away in an open car park. The robot watches where number 6 goes and waits for him to return. As number 6 returns from the bank, the robot walks forward among the pedestrians and number 6 catches its eye. Both number 6 and the robot stop dead staring at each other. The robot looks rather sheepishly at number 6, who is very surprised to see what he believes to be the ex-number 2. Number 6 asks where he has been and the robot explains that he has been away having treatment for a nervous breakdown caused by overwork. Number 6 asks about the 'Village' and the note that was sent via the solicitor. The leader is unaware of the note and falters slightly over instructions to the robot, but this appears as flustered embarrassment on the part of the robot. The robot explains that he has some paranoia about the 'Village' following his experiences there in the past, and that he is obsessed by it, and this is why he sees the 'Village' everywhere. He doesn't really believe in it, but he can't help himself. Number 6 is sceptical about this change of mind. The leader sees this through the robot and encourages number 6 to continue the search even though there is little point. Number 6 starts to show some doubt about the existence of a new 'Village', but concludes he should continue with the search for the old number 2s. The robot knows the location of two of them and offers to go with number 6 to see them. Number 6 agrees.

The 'Village' leader arranges for both the ex-number 2s to be visited and briefed on what to say and how to act when number 6 calls. The leader threatens them if they don't co-operate.

The next day, number 6 and the robot drive to see the nearest ex-number 2 at his home. He is now quite old, but remembers them both. He tells number 6 that he believes the original 'Village' to have been destroyed and that it cannot have re-formed. The robot, under the control of the 'Village' leader tries hard to convince him, but fails. Number 6 is disappointed but decides to continue and from here they travel to the other ex-number 2, where they get the same story and opinion.

In the new 'Village', the leader is pleased with progress and is confident they will be able to convince number 6 to abandon the search.

When number 6 and the robot arrive back at number 6's cottage, number 6 announces that he will not be continuing the search. He invites the robot in for a farewell drink and the 'Village', anxious to ensure that they achieve their aim, instruct the robot to agree. Once in the cottage, number 6 pours some drinks and after a few minutes during which it is clear that number 6 is genuinely going to abandon the search, the robot finishes the drink and gets up to leave.

The 'Village' leader is ecstatic with his success.

Number 6 escorts the robot out, but just as it is leaving, a minor malfunction occurs and the robot stumbles against the hearth. The 'Village' quickly correct the problem and the robot leaves. Neither the 'Village' nor the robot realises that in stumbling against the hearth, the robot has pierced its hand right through on a sharp edge, and that a small amount of machine oil has escaped onto the hearth. Number 6 sees what has happened, but does nothing to stop the robot leaving.

After the robot has left, number 6 bends down and examines the hearth where the robot was damaged, and can find no blood, only a small patch of oil. He walks quickly out to his garage, and finds a small tin of light machine oil. He compares the oil on the hearth with that from the tin and finds them to be the same. Number 6 realises that he has been duped by some kind of robot lookalike. 

Early the next day, number 6 drives to the ex-number 2's house and rings the door bell. The robot has not yet been withdrawn by the 'Village', and it answers the door. The robot is surprised to see number 6, but is not suspicious.

In the new 'Village', the technicians watching what is happening call on the leader. He has to get up and dressed and arrives in the 'Village' control room grumbling about being woken up. When he sees number 6 with the robot, he becomes agitated and demands to know what is happening. The technicians explain that number 6 has turned up at the ex-number 2's house. They all carefully watch what is happening on screen.

The robot invites number 6 in. Number 6 explains that there are still one or two inconsistencies which need to be explained. Number 6 looks at his watch and casually asks the robot the time. As the robot holds out its wrist to look at the time, number 6 suddenly slashes out at it with a Stanley knife, cutting the skin and exposing the steel operating rods.

In the new 'Village' the surveillance teams watch as number 6 starts to question the robot. He asks what it is, what it is made of, and who made it. In each case, the robot answers truthfully. He asks how it got into the ex-number 2's house and where the ex-number 2 is now. The robot tells him that he is in the 'Village'. Number 6 asks how he was taken there. Finally, he asks the robot where the 'Village' is.

In the new 'Village', the leader suddenly realises that when they duplicated the memory of the ex-number 2 in the brain of the robot they left in the details of the location of the 'Village'. The leader orders the urgent and complete destruction of the robot immediately. The technicians type commands into a PC, and a few seconds later de-activate the robot.

In the ex-number 2's house, the robot is about to tell number 6 the location of the new 'Village' when it suddenly stops, its mouth drops open and it falls over on the floor. Number 6 grabs the robot and tries to force it to tell but he is too late.

In the new 'Village' the leader breathes sigh of relief, but realises that number 6 definitely knows about their existence now.

credits.gif (107243 bytes)

END

Return to Top

Back

Copyright: D.J.Groom 1987