KNOWLEDGE AND POWER IN THE ALPHA COMPLEX With your host, Joe-O-FUN-3! Sometimes, in the Alpha Complex, clones may have information. Sometimes, that information may be useful or even correct. Sometimes, clones may die. When clones die, their next clones arrive without their most recent memories. When this happens, the new clone just has to get a brain sample from the old clone. Sometimes this is difficult. Joe-O-FUN-4: "Excuse me, sir, but can you tell me the passcode for this door?" Securit-Y-GRD-1: "No." There's a paradox here. Joe-O-FUN-4 is missing some of his memories, and he doesn't know what the passcode to open the door is. On the other hand, Jonathan, his player, remembers exactly what the passcode was. Does Jonathan have to send Joe-O-FUN-4 wandering randomly through the Alpha Complex looking for someone who will give him his memories back? In Paranoia, the rule is: No, he doesn't. Jonathan can have Joe-O-FUN-4 do anything he wants, regardless of whether he is "supposed to have" the relevant information. Securit-Y-GRD-1: "How did you know that passcode, citizen?" Joe-O-FUN-4: "Uh, um..." Securit-Y-GRD-1: "TREASON!" Of course, Joe-O-FUN does still need to justify his actions to anyone who is watching. If he's not careful, someone might think he had a treasonous Mutant Power, such as clairvoyance or precognition. There are several ways to work around this problem: ======== Joe-O-FUN-5: "I didn't know the passcode to this door. But my previous clone, Joe-O-FUN-4, had a treasonous Mutant Power that let him know the passcode. And I've just gotten his memories, so now I know it too!" ======== Joe-O-FUN-5: "I don't know the passcode to this door. I'll just enter my favorite number in the keypad and see if that works! My favorite number is 010101." ======== Joe-O-FUN-5: "Hey, Securit-Y-GRD-1, I thought I saw some clones back there doing something treasonous. Maybe you should go check it out while I look at this door." ======== ...and now you know!