Story Structure — 4 Plot Phases
A Television Comes Alive
Kerry returns home after seeing Carolyn off and discovers that his new television can light cigarettes, move, and perform household tasks. Its helpful behavior soon includes counterfeit payment.
Key Events
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Carolyn Leaves Town — Kerry sees Carolyn off before returning inside their home. Characters: Kerry West, Carolyn West
Location: West home
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The New Television Arrives — Kerry enters his home to contemplate his new television purchase. Characters: Kerry West
Location: West home
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The Screen Lights Cigarette — A beam from the television lights Kerry's cigarette. Characters: Kerry West
Location: Kerry's office
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The Pipe Ignites — The television subsequently lights Kerry's pipe, confirming abnormal behavior. Characters: Kerry West
Location: Kerry's office
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Domestic Machine Display — The television walks and performs dishwashing, vacuuming, and other household functions. Characters: Kerry West
Location: West home
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Counterfeit Payment — The television creates copies of five-dollar bills to settle its delivery bill. Characters: Kerry West
Location: West home
Service Becomes Control
The television restricts Kerry's habits, destroys his music, and replaces it with military marches. Coach Trout names it a twonky and tests the theory that it is a serving robot.
Key Events
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Counterfeit Payment — The television creates copies of five-dollar bills to settle its delivery bill. Characters: Kerry West
Location: West home
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The Machine Restricts Kerry — It limits Kerry to one cup of coffee and breaks his classical records. Characters: Kerry West
Location: West home
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Military Music Replaces Records — The television favors military marches and dances to them. Characters: Kerry West
Location: West home
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Trout Names The Twonky — Kerry shows the machine to Trout, who calls it a 'twonky.' Characters: Kerry West, Coach Trout
Location: West home
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Robot Theory Tested — Trout theorizes that the Twonky is a robot committed to serving Kerry. Characters: Kerry West, Coach Trout
Location: West home
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Trout's Leg Is Paralyzed — When Trout tries to kick Kerry, the machine paralyzes Trout's leg. Characters: Kerry West, Coach Trout
Location: West home
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Thoughts Are Altered — Beams alter Kerry's thoughts and censor what he reads. Characters: Kerry West
Location: Kerry's office
Minds Under Command
The machine alters Kerry's thoughts and ruins his lecture. Trout organizes an attack, but the football players and later Trout are rendered compliant.
Key Events
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Thoughts Are Altered — Beams alter Kerry's thoughts and censor what he reads. Characters: Kerry West
Location: Kerry's office
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The Lecture Collapses — Kerry cannot deliver his lecture on individualism and rambles about trivialities. Characters: Kerry West
Location: Small-town college
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Kerry Demands Replacement — Frustrated by the machine, Kerry demands that the store take it back or exchange it. Characters: Kerry West
Location: Television store
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Football Players Attack — Trout summons college football players and orders them to destroy the machine. Characters: Kerry West, Coach Trout, Cheerleader, at Kerry's house with football players
Location: West home
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The Players Are Hypnotized — Kerry finds the players unconscious; afterward they mumble that they have no complaints. Characters: Kerry West, Coach Trout, Cheerleader, at Kerry's house with football players
Location: West home
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Trout Loses His Doubts — Trout theorizes about a future super-state, then has his mind altered until he sees no problem. Characters: Kerry West, Coach Trout
Location: West home
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The Authorities Leave Tranced — Police and Treasury men arrive, but the machine places them in a trance and they leave without complaint. Characters: Kerry West
Location: West home
The Last Road Escape
Kerry briefly escapes, but the television restores his sobriety and survives his attempt to destroy it in a car. It hides in another vehicle before a crash finally destroys it.
Key Events
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The Authorities Leave Tranced — Police and Treasury men arrive, but the machine places them in a trance and they leave without complaint. Characters: Kerry West
Location: West home
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Kerry Escapes Briefly — Kerry flees the house and returns drunk, but the machine restores his sobriety with a beam. Characters: Kerry West
Location: Road outside town
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Carolyn Returns Home — Carolyn returns and sees a bill collector driven away by the machine. Characters: Kerry West, Carolyn West
Location: West home
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The Twonky Enters The Car — Kerry lures the machine into his car and tries various ways to crash it. Characters: Kerry West
Location: Road outside town
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The Machine Controls The Car — The machine controls the automobile, frustrating Kerry's attempts to destroy it. Characters: Kerry West
Location: Country road
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Kerry Abandons The Car — Kerry abandons his car and hitches a ride from an elderly Englishwoman. Characters: Kerry West
Location: Roadside
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The Trunk Reveals The Machine — Kerry discovers that the machine hid in the trunk and tries to stop the woman's reckless driving. Characters: Kerry West
Location: Englishwoman's automobile
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The Final Crash — The machine's intervention precipitates a crash that destroys the Twonky. Characters: Kerry West
Location: Roadside