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Recap / The Prisoner E10 "Hammer into Anvil"

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Number Six vows to destroy a particularly brutal and sadistic Number Two.


This episode provides examples of:

  • Anachronic Order: The was the tenth of the seventeen episodes to be broadcast, but fans view this as fitting more towards the end because by this episode - where Number Six is easily defeating Number Two - it's become obvious that not only is the Village failing to break Number Six, he's becoming dangerous.
  • Bluff the Eavesdropper: Number Six does various odd and suspicious things to give Number Two the idea that he's spying and sending secret messages.
  • Breather Episode: Despite its Downer Beginning, this ends up as a comedy episode with one of the show's happiest endings.
  • Call-Back: What Number Six does to Number Two - pretending to act subversive and scheming, forcing Number Two to investigate - fits the description of "Jammers" acting the same way in an earlier episode "It's Your Funeral" (depending of course on which order you're watching the series).
  • Cultured Warrior: Number Two quotes Goethe in the original German when justifying his brutal methods: "Du musst Ambose oder Hammer sein."
  • Curb-Stomp Battle: Number Six vs. Number Two. Made all the more awesome in that he doesn't even touch him. It's sort of a Curb Stomp Batman Gambit.
  • Downer Beginning: The episode begins with a woman throwing herself to her death from a window to escape a brutal interrogation. What follows is one of the most comedic episodes of the show, with one of its happiest individual endings.
  • Driven to Suicide: What Number Two does to a distressed female Prisoner (who showed signs of a previous attempt) to drive her to jump out a window to her death.
  • The Easy Way or the Hard Way: Implied by Number Six's final gambit, where he tells Number Two to report himself with an obvious unspoken threat that it will go even worse for him if he doesn't.
  • Fake Ultimate Mook: Number Two. At the start of the episode, he seems to be the most dangerous, sadistic, tenacious, calm, hands-on Number 2 in the series so far. Number 6 easily and utterly destroys him.
  • Fate Worse than Death: It's not a Karmic Death, but it's close enough: Number Six tricks Number Two into reporting himself for replacement, essentially turning a proud bully into a quivering wreck.
  • Gaslighting: Number Six's psychological warfare campaign against Number Two.
  • The Hunter Becomes the Hunted: Number Six turns the tables on Number Two, not only turning the master of the Village into his puppet, but accusing him during the final act of sabotaging the Village by interfering with Number Six's fake investigation. It works.
  • Indy Ploy: Number Six does erratic, even nonsensical things during his gambit against Number Two. The thing is, Number Two thinks every move is genuine, even when the computers are telling him the inferred codes and hidden messages are meaningless.
  • No, You: An unusually dramatic example.
    Number Two: You shouldn't have interfered, Number Six. You'll pay for this.
    Number Six: No, you will.
  • Paranoia Gambit: Six acts as if he was planted by Two's superiors and is sending them cryptic messages questioning his loyalty; Two not only tears his hair out trying to follow the trail, but pushes away one colleague after another as untrustworthy. At the end, when Six points out that a loyal man would have left it alone:
    Two: Don't tell them. Don't report me.
    Six: I don't intend to. (Beat) You are going to report yourself.
    Two: *taking the phone* I have to report a breakdown in control. Number Two needs to be replaced. *beat* Yes, this is Number Two reporting.
  • Roaring Rampage of Revenge: Six doesn't like how Number Two abused a female Prisoner into committing suicide. So he plays a twisted game of Cat and Mouse using fake clues to convince Number Two he's being spied on by his own masters.
  • Sanity Slippage: What happens to Two. It's totally deserved.
  • Scenery Porn: Some of the shots of Number Six sneaking about the Village to engage his plot are some of the best in the series.
  • Soundtrack Dissonance: Number Fourteen angrily confronts Number Six in Six's bungalow while Six is smugly trying to listen to Classical Music as it's "soothing." The two proceed to have a drawn-out fist-fight wrecking every bit of furniture in the place while the calming music plays on.
  • Those Wacky Nazis: It's implied pretty heavily that the Village dug Number Two up from the wreckage of postwar Germany — although he does a good job hiding his accent.
  • Villainous Breakdown: Number Six does a hell of a job exploiting Number Two's paranoia, to the extent that he becomes convinced that Number Six was sent by his superiors to spy on him.
  • You Have Failed Me: As Six's plan against Two proceeds, the paranoid Two begins firing otherwise reliable aides - including the recurring Supervisor character and his own loyal Number Fourteen - convinced they are secretly working with Six. He evens threatens to harm the Butler, who silently walks away and packs up his suitcase to move out, abandoning Two during the final gambit.

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