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Prisoner No.6 (Prisoner_Who_is_Number_1.txt)

THE PRISONER
Adventure Software
Walk Through by Dorothy Millard (Spectrum Version)

Note:
Dorothy had originally written this solution as belonging to The Prisoner by 
Francis Shailes and released by Spoof Software. It doesn't work for that 
game. However, it does work for the game by Adventure Software.[Jacob 
Gunness]


Scenario
You are a top secret agent and want to resign but they won't let you.   
Suddenly there comes a day when you wake up in a pleasantly old-fashioned 
village packed with survelliance hardware, guarded by something more than 
human.  You are a mere member in a vast system they say.  There is no escape.  
You are The Prisoner.

Notes
1. There are two version of this game.  This is the early version written by 
Francia A. Shailes in 1986.
2. Based on The Prisoner TV series.
3. There are a lot of red herrings.
4. Some actions seem to have no real relevance to the game, ie. flying the 
helicopter, but I have included it anyway.

Walk Through
(Start on the couch in your house), W (note the village through the window), 
S (entrance), U (entrance to the green dome), E (to No.2's room where you are 
asked if you are will to cooperate), YES (he doesn't believe you and you are 
shown out), E (base of bell tower), E (watch tower), GET MEDALLION, WEAR 
MEDALLION, W, S, S (by swimming pool), GET KEY (it was on the bottom of the 
pool and you are now wet so you return home to change), S, E, S (gym), OPEN 
LOCKER (using key - see a penny-farthing badge), DROP KEY, GET BADGE, WEAR 
BADGE, W, S (village shop), GET MAP, READ MAP (shows the village in detail 
but is no help in your escape), DROP MAP.

N, E, S, S, E (beach where there is an area of disturbed sand), DIG SAND 
(find a radio transmitter), GET TRANSMITTER, E, E, E (lighthouse), GET TORCH, 
W, W (back to beach), E, U (watch tower), W, N, E, S (arts exhibition), GET 
TAPESTRY, N, W (hospital), EXAMINE SIGN, S, S, S, S (beach), DROP TAPESTRY, 
DROP TRANSMITTER, E, E, E, U, W, N, E (taxi rank - do you require a taxi?), 
YES (you climb in and arrive at another taxi rank on the west side of the 
village), W, S (human chessboard), WATCH GAME (you overhear someone remark 
that black always breaks down the opponent's defences).

N, N, N (deep wood), N, E, N, E, S (outside a small building built into a 
rock face), EXAMINE ROCK FACE (see a small lever), PULL LEVER (a section of 
the rock swings out revealing a corridor east), E (you enter No.2's room 
where you see a box marked "For committee members only"), OPEN BOX, GET 
SUNGLASSES, WEAR SUNGLASSES, EXAMINE PANEL (there are four coloured flashing 
lights with a corresponding button), PRESS BLUE (the screen flickers to life 
and you see a panoramic view of the village), PRESS RED (the floor sinks and 
you enter a subterranean control room), OPEN CABINET (see a file marked top 
secret), GET FILE, ON TORCH, PRESS SWITCH, N (cavern - note there is a wallet 
hidden in these caverns but it is a red herring), N, E, S, E, E, S, E, S, S, 
S, W, W, S, E, E, S, S (cave entrance), DROP TORCH, D (back to beach), W, W 
(beach), DROP FILE.

N, N, W, W (old people's home - ignore the umbrella), W (town hall steps), U 
(town hall - must be wearing sunglasses), GET WATCH, WEAR WATCH, GET HAT, 
WEAR HAT, D, S (helicopter pad), ENTER HELICOPTER (must be wearing the 
watch), PUSH BUTTON (you are flying over the village), N (you land back at 
the village), RIGHT (back on the helicopter pad).


N, N, N, N, N (deep in the wood), N, E, N, N (see a partially built raft), 
GET RAFT, S, W, S, W, GET CAPE, WEAR CAPE, N (see a striped jumper and an 
axe), GET JUMPER, WEAR JUMPER, GET AXE, USE AXE (you make extra beams for the 
raft), GET BEAMS, S, S, E, S, W, S, S, S, S, S, N (outskirts of wood), E (you 
must complete the raft in order to take it out of the woods), MAKE RAFT (with 
partially built raft, axe and beams - need a sail), GET RAFT, E, N, E (beach 
where you left the tapestry, file and transmitter), MAKE SAIL (using the 
tapestry), DROP AXE, GET RAFT, GET FILE, GET TRANSMITTER, USE TRANSMITTER 
(not in the vicinity of the village), S (shallows), SAIL RAFT (you are at sea 
on the raft), SAIL RAFT (suddenly Rover appears directly in front of you but 
the radio transmitter blocks the guidance system... you are at London 
headquarters where you are taken to the commander's office... he asks you the 
name of the place), THE VILLAGE (he asks for proof), GIVE FILE (he asks if 
you resignation still stands), NO (he says to take a long rest and they'll 
send details of you next assignment in due course... you awake on the couch 
in your house), W (note you now see tall skyscrapers), S (entrance to your 
house where the door bears the number 1).

CONGRATULATIONS
You have successfully completed the adventure and are now free to go.

Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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