[Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

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What is the name of our hero?

Poll ended at Tue Apr 25, 2023 3:12 am

Jason Scott
2
100%
J'zon Skot-Laserson
0
No votes
 
Total votes: 2

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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

Sure, I vote to escape to the south part of the city.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

You flee from the Nothosaurus. If you are in a robot, turn to 382. If you are on foot, turn to 279.
Lose 2 LUCK points for abandoning the sleepers to the tender mercies of the hungry dinosaur. If you have not already explored the south of the city, you may do so. Otherwise, turn to 137.
We actually get 2 LUCK bonus if we kill the dinosaur and save the sleepers from the menace, so it might have been worth using LUCK in this battle, although of course the risk of losing is still there.

Heading to the south of the city...
You go south through the deserted city. Small lizards scuttle about. You remember that you are not far from the edge of the jungle here. Ahead you see a long, gleaming shape, like a huge length of mottled pipe. What will you do:

Investigate it?
Turn around and search the north (if you have not done so already)?
Abandon your city exploration?
Do we find this pipe interesting?

Adventure Sheet:
Name: Jason Scott
SKILL: 9/9
STAMINA: 20/20
LUCK: 7/10

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)

Notes:
1) The ancient Karosseans would settle a tribal dispute by choosing champions - one from each tribe - instead of allowing a battle between the whole tribes. The reference number of the book that provides the above information is 111.
2) Map reference for location of the City of the Guardians, the secret base headquarters of the army of Thalos, is 22. Substitute it for 'XX' when given the option to visit it.

CURRENT ROBOT: MYRMIDON
Human Form ARMOUR 12 SPEED Medium COMBAT BONUS +1 -1 (due to unfamiuliarity)
Plane Form ARMOUR 10 SPEED Very Fast COMBAT BONUS +1 -1 (due to unfamiuliarity)
SPECIAL ABILITIES: The Myrmidon can change shape - from humanoid to aircraft, and back.

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Sure, investigate it.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

I think I remember this, so I'll keep quiet.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

Let's see what the pipe holds.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Image
It looks like a gigantic snake! But a you approach, you see it is actually a robot, a Serpent VII. This unit was designed to track and hunt dinosaurs, It has no legs; its gripper-arms fold against the body when not in use. Its shape gives it good mobility in the jungle.

SERPENT VII ARMOUR 9 SPEED Fast in jungle, Medium elsewhere COMBAT BONUS +1
SPECIAL AIBLITIES: Any time the Serpent's Attack Roll is 16 or better, it can could around its foe. From then on, it automatically does 1 extra point of damage each combat round, regardless of who wins, until it flees or one combatant is destroyed. This does not apply to flying foes.

If you like, you can take the Serpent VII. If you already have a robot, make a note of the fact that the robot will be here should you return. If you have not already explored to the north, you may do so by turning to 16. Or you may leave off exploring the city and turn to 137.
Finally, a positive combat bonus we can make use of! And a special attack to boot! The limitation is that it'll be slower outside the jungle, and that it can't trap flying opponents.

Do we switch robot here?
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote not to switch robots, as we will probably need a save point to increase our chances of survival.
Say No To Fascism. The left is the one true way to go.
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Post by Queen of Swords »

I'm in favor of switching because we might need the Serpent to deal with whatever's in the jungle.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

Half vote for switching robots.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Jason Scott leaves the Transformer robot behind and mounts the mechanical Steelix.

We are then redirected back to 137, where we of course still treat it as our first visit and do not turn to 349. So we can now choose to explore the jungle or leave.

Adventure Sheet:
Name: Jason Scott
SKILL: 9/9
STAMINA: 20/20
LUCK: 7/10

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)

Notes:
1) The ancient Karosseans would settle a tribal dispute by choosing champions - one from each tribe - instead of allowing a battle between the whole tribes. The reference number of the book that provides the above information is 111.
2) Map reference for location of the City of the Guardians, the secret base headquarters of the army of Thalos, is 22. Substitute it for 'XX' when given the option to visit it.

CURRENT ROBOT: SERPENT VII ARMOUR 9 SPEED Fast in jungle, Medium elsewhere COMBAT BONUS +1
SPECIAL AIBLITIES: Any time the Serpent's Attack Roll is 16 or better, it can coil around its foe. From then on, it automatically does 1 extra point of damage each combat round, regardless of who wins, until it flees or one combatant is destroyed. This does not apply to flying foes.

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Explore the jungle.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

Jungle.

(Oh, I get what they mean now, wasn't expecting to be redirected there, which in hindsight I should have guessed)
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

Sure, I also vote to check out the jungle.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

How are you equipped for this trip:

A flying robot?
A non-flying robot?
No robot at all?
We used to have a hybrid one, but we just traded it for a non-flying.
You set off into the jungle, along a path wide enough for a robot - or a dinosaur. Soon the path forks. If you go right, turn to 19. If you go left, turn to 73.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Random choice. Let's try left.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to go left to reject fascism, of course.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Yeah, I was tempted to just go ahead and update after QoS' vote yesterday, because we have 3 regular voters and I was sure I know how JourneymanN00b is going to vote. Still, can't make the assumption. Stranger things have happened. :tongue:
Almost immediately the path forks again. To the left, a large sign reads 'Danger! Man-trap!' There is no sign by the right path. If you go left, turn to 128. If you go right, turn to 188.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Found it! Go left.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

We have a robot, so the Man-trap will probably not harm our hero and is thus not a reason to go fascist. I vote to go left to take a stand against it.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

That makes sense, to the left.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Soon you arrive at a large clearing. In the middle of the clearing is a huge plant with many spiky leaves. In the centre of the plant, barely within reach, is a stalk bearing several huge red-and-yellow blossoms. What will you do:

Examine the plant more carefully?
Pick a flower?
Circle around the plant and continue?
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

Examine/investigate thingy.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Pick a flower (in case examining the plant gives it a chance to attack us).
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to examine the plant more carefully.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

As you examine the plant, you get the uneasy feeling that it is examining you too.
Unfortunately, although the thing will attack us either way, not picking the flower immediately basically cost us the chance to take the most combat-free route to victory.
The spiky leaves reach towards you, and the flower stalk pulls back to show a fanged mouth. The plant is hungry!

MAN-TRAP PLANT ARMOUR 8 SPEED SEE BELOW SKILL 9

Since the Man-trap Plant has caught hold of you before the battle starts, differences in Speed do not matter. You cannot Escape. If you defeat the Man-trap Plant, turn to 97. If it reduces your ARMOUR to 0, turn to 141.
Hey, we're the one that's supposed to be trap our opponents!

At least we still do have a +1 bonus advantage over hit...and we can take 1 extra hit than it does.

COMBAT LOG:
Man-trap Plant 21, SERPENT VII 17. SVII is at 7, but has coiled around its opponent and will do +1 damage each round.
MtP 14, SVII 17. MtP is at 5.
MtP 16, SVII 13. SVII is at 5. MtP is at 4.
MtP 15, SVII 18. MtP is at 1.
MtP 19, SVII 16. SVII is at 3. MtP is defeated.

Our special attack enables us to come out on top despite our mediocre rolls.
The battle is over. You have torn the Man-trap Plant into a thousand pieces. Nothing remains of the vicious vegetable except a damper spot on the marshy ground.
Unfortunately, it appears that the flower we were looking for is probably among those thousand pieces.
You continue through the jungle. It is hard going; hidden pits and logs take their toll on your robot. Reduce its ARMOUR by 2. (If this reduces its ARMOUR to 0 or less, leave its ARMOUR at 1.) Eventually, the city comes into view; you are relieved! But, as you enter it, you twice see flying Karossean robots patrolling overhead. Each time you hold your own robot motionless and the overlook you. But you realize that this city is no longer safe; there are Karosseans everywhere. If you came to this city in another robot and you would like to switch back to it, turn to 45. If you stay in your current robot to leave the city, turn to 298.
Sadly, that appears to be the only Man-trap Plant in the jungle. And the ordeal leaves our robot's ARMOUR at exactly 1. Do we want to risk going to look for our old robot?

Adventure Sheet:
Name: Jason Scott
SKILL: 9/9
STAMINA: 20/20
LUCK: 7/10

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)

Notes:
1) The ancient Karosseans would settle a tribal dispute by choosing champions - one from each tribe - instead of allowing a battle between the whole tribes. The reference number of the book that provides the above information is 111.
2) Map reference for location of the City of the Guardians, the secret base headquarters of the army of Thalos, is 22. Substitute it for 'XX' when given the option to visit it.

CURRENT ROBOT: SERPENT VII ARMOUR 1/9 SPEED Fast in jungle, Medium elsewhere COMBAT BONUS +1
SPECIAL AIBLITIES: Any time the Serpent's Attack Roll is 16 or better, it can coil around its foe. From then on, it automatically does 1 extra point of damage each combat round, regardless of who wins, until it flees or one combatant is destroyed. This does not apply to flying foes.

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
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