Number 6 in the Village (Number_6.txt)
NUMBER 6 IN THE VILLAGE
Philip Richmond
Zenobi Software
This is an intriguing game, though somewhat frustrating to
play and unsatisfying in the end. You can collect items for
several means of escape, but there is only one way to do so.
You find out who you are at the end. I think this game tries
to be a "psychological" thriller, but in my opinion, it fails,
since it does not provide any explanation, let alone a
plausible one.
You are in a village ostensibly as a prisoner and your aim is
to escape. Periodically you are given information about how
you are being manipulated.
There is no score.
INVENTORY (nothing), TAKE BADGE, EXAMINE BADGE, WEAR BADGE
(ignore the other objects), N, W, N, N, UP, UP, S, S, S, UP,
KNOCK ON DOOR (you are ushered in), EXAMINE BUTLER, D, EXAMINE
2. When he asks you why you resigned (from what?) say NO (you
are ushered out), N, N, N, N, N, W, UP, UP, TAKE ROPE, EXAMINE
ROPE, DOWN, DOWN, E, S, S, UP, E, EXAMINE LOG (note the pine
trees), W, DOWN, DOWN, DOWN, S, S, DOWN, N, EXAMINE URNS, N,
EXAMINE BALUSTRADE, TAKE ROD, EXAMINE ROD, DOWN, S, UP, E, E,
N, N, EXAMINE WINDOW (you see a prisoner), N, EXAMINE DOOR,
SLIDE DOOR, TAKE ALL, W, S, S, S, W, W, W, DOWN.
Go S, DOWN, S, UP, TAKE PARACHUTE, D, W, DROP PARACHUTE, DROP
ROPE, SOUTH, TAKE ALL, N, SW, SW, S, EXAMINE CAMERA (you see
#81 burying something among the pine trees), N, NE, NE, DROP
OAR, TAKE ROPE, SW, SW, NW, W, TAKE LANTERN, DROP HOOK, PUT
BATTERY IN LANTERN, TURN LANTERN OFF, TAKE LANTERN, E, S, SE,
NE, NE, NE, EXAMINE TAXI (full petrol tank), N, W, DOWN, OPEN
GRILLE, DROP ROD, TURN LANTERN ON, DOWN, TAKE TUBING, UP, TURN
LANTERN OFF, UP, E, S, DROP TUBING, SW, SW, SW, NW, N, N, NE,
TAKE ALL.
Go N, DROP BUCKET, DROP SPADE, TURN LANTERN ON, N, N, N,
EXAMINE FROGMAN, TAKE SUIT, S, S, S, TURN LANTERN OFF, UP, SE,
SE, POUR PHIAL IN POND, N, TIE ROPE TO BRANCH, N (you swing
over the swamp), N, TAKE AXE, S, S, S, NW, NW, D, DROP
LANTERN, TAKE SPADE, TAKE BUCKET, UP, SE, SE, E, S, S, S, DROP
BUCKET, N, E, E, TAKE UMBRELLA, W, UP, DROP UMBRELLA, E, S,
DROP SUIT, N, W.
Go N, N, UP, UP, UP, E, DIG, TAKE LOG, MAKE BOAT, DROP AXE,
TAKE CANOE, TAKE JAMMER, EXAMINE JAMMER, W, DOWN, DOWN, DOWN,
S, S, DROP CANOE, DOWN, W, N, N, E, N, READ NEWSPAPER (you
need to contact # 36), S, E, SE, S, S, E, S, RING 36 (he tells
you to meet him in the café), N, W, N, N, NW, W, W, S (you get
a note), READ NOTE (it's blank), N, E, E, SE, S, S, DOWN, N
(the invisible ink becomes visible), READ NOTE (it is in code
– decoded it says "go to the waterfall and dig").
Go S, UP, DROP SPADE, TAKE CANOE, DROP NOTE, N, N, NW, W, W,
S, S, S, SW, TAKE OAR, SW, SAIL CANOE (you awake in a cove. Go
U. You find that you cannot escape by canoe). INVENTORY (you
still have the jammer).
Go S (you see the canoe debris), SE, NE (the oar miraculous
drifted back), NE, NE, N, E, UP, TAKE UMBRELLA, TAKE SPADE,
DOWN, S, DOWN, OPEN UMBRELLA, W, DIG, DROP SPADE, TAKE RAFT,
E, DROP UMBRELLA, UP, N, UP, N, N, NW, W, W, S, S, S, SW, SW,
INFLATE RAFT, TAKE OAR, SAIL RAFT. When you have a chance to
be rescued say YES. Unfortunately, you cannot escape by raft
and are brought back to your room.
TAKE CLOTHES, WEAR CLOTHES, TAKE BADGE, WEAR BADGE, N, W, N,
N, NW, W, W, W, NW, NW, DOWN, S, SW (the jammer and oar are
here), TAKE JAMMER, S, S, SE, NE, NE, NE, TAKE TUBING, TAKE
BUCKET, TAKE TANK, SIPHON TANK, TAKE BUCKET, SW, E, FILL TANK,
UP, EXAMINE PANEL, PULL STARTER. You crash, are gobbled up by
a white sphere, cannot escape by helicopter and are brought
back to your room.
TAKE SUIT, WEAR SUIT, TAKE CLOTHES, WEAR CLOTHES, TAKE BADGE,
WEAR BADGE, N, W, N, N, NW, W, W, S, S, S, SW, TAKE PARACHUTE,
NE, N, N, N, N, EXAMINE FENCE, CLIMB FENCE, UP, UP, UP, WEAR
PARACHUTE, JUMP, E, N, TAKE KEY, S, E, UP, EXAMINE PANEL, TURN
KEY.
You have escaped, but find yourself in the psychiatric ward,
ripping off the wires, and hearing the #2 is to be replaced.
Alternatively, once you have the battery, hook, parachute,
lantern, and wet suit, you can save yourself all the work and
failed attempts and take the key and microlight plane. It can
be done in 74 turns.
Terri Sheehan
2003-08-03
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