[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 »

I vote no on both to get an additional save point and continue the story.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Play Wasp Fighter but don't take the Wasp Fighter yet.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

The players have voted not to switch robots. Randomizer determines that we skip the game as well, so we now leave the city:
If you are in the Wasp Fighter, turn to 359. If you are in any other robot, turn to 378.
We're still in our Robotank...
You are leaving the City of Pleasure. If you would like to go to the City of Industry, turn to 265. If you would like to go to the City of the Jungle, turn to 274.
From here, we can only backtrack to places we're been to before, at least for now. Which route do we take?

Adventure Sheet:
Name: Jason Scott
SKILL: 10/10
STAMINA: 13/20
LUCK: 6/10

POSSESSIONS:
Sword
7 Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)
Interface Transponder (+1 SKILL for robot combats)
Seeker Missile (may be fired at any time between attack rounds to automatically hit reduce target's ARMOUR score by 10, not installed on robot yet)

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.
3) The prototype "Cloak of Invisibility" device, Model 3, is now being tested at the Dinosaur Preserve.

CURRENT ROBOT: ROBOTANK ARMOUR 18 SPEED Slow COMBAT BONUS +2
SPECIAL ABILITIES: The Robotank contains a special Sonic Gun in one hand. It cannot be used by any other robot. It may be fired once per combat turn, in addition to the Robotank's regular attack. However, it may be used only three times in all; then it is useless. When fired the Sonic Gun is instandly deadly to unprotected humans. Against a robot, roll one die to see how many ARMOUR points the target loses. Against a dinosaur, roll 2 dice to see how many ARMOUR points the target loses.

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
WALKER ROBOT - section 260
ROBOTANK x2 - section 247
TROOPER XI - section 167
WASP FIGHTER - section 41
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

City of Industry, I guess. Probably more useful than jungle wandering.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

Sure, I also vote to go back to the city of industry.
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 are in the City of Industry. Normally, it is busy and bustling, but now you see no life anywhere. Everyone is asleep...everyone but you. Where will you go in your quest for useful artefacts:

The Fuel-refining Plant?
The Robot Experimental Center?
The tunnels underneath the city?
Just explore?
Leave the city?
Back again in familiar section, but at least there are still some places we've not yet visited...
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Might as well try the tunnels underneath the city.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

Sure, I vote to check out the tunnels as well.
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 park your robot outside the tunnel entrance and slip inside. You don't know what you expect to find here, but you have never been in this tunnel system, and its aura of secrecy attracts you. The tunnels are dimly lit, but you can see well enough. Soon you come to a turning. If you go right, turn to 15. If you go left, turn to 240.
I'm 99% sure every FF gamebook has at least a few of these random left/right choices, and we apparently just hit the section where there's likely to be more of these, since the text makes it clear that we are not only unfamiliar with the tunnels, but don't really know what we're looking for.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to say no to fascism by going left, which is what the entirety of my signature is about.
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 Queen of Swords »

Sure, might as well try left.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

The tunnel winds until you have lost all sense of direction. Then it forks. One fork seems to go up; the other turns downward. If you go up, turn to 72. If you go down, turn to 15.
Hey, it's not left or right this time! How do we decide where to go without the guidance of our political stance?
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

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

Post by JourneymanN00b »

I vote to go up as well.
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 »

The tunnel continues on and levels out again. Lose 1 STAMINA point. Eventually it opens up into a large area filled with dimly visible hulks.
Wait, why did we lose a STAMINA? Fatigue? Lack of fresh air? Banged head on tunnel ceiling?
This area proves to be full of rusting, abandoned robots. At the other side of the vault is a huge lift. The control panel has three coloured buttons, but none is marked. The lift contains a huge robot; in the dimness, you cannot make out what type it is, but it has treads and claws. If you enter the lift and push a button at random, turn to 269. If you take the small corridor beside the lift, turn to 398.
Adventure Sheet:
Name: Jason Scott
SKILL: 10/10
STAMINA: 12/20
LUCK: 6/10

POSSESSIONS:
Sword
7 Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)
Interface Transponder (+1 SKILL for robot combats)
Seeker Missile (may be fired at any time between attack rounds to automatically hit reduce target's ARMOUR score by 10, not installed on robot yet)

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.
3) The prototype "Cloak of Invisibility" device, Model 3, is now being tested at the Dinosaur Preserve.

CURRENT ROBOT: ROBOTANK ARMOUR 18 SPEED Slow COMBAT BONUS +2
SPECIAL ABILITIES: The Robotank contains a special Sonic Gun in one hand. It cannot be used by any other robot. It may be fired once per combat turn, in addition to the Robotank's regular attack. However, it may be used only three times in all; then it is useless. When fired the Sonic Gun is instandly deadly to unprotected humans. Against a robot, roll one die to see how many ARMOUR points the target loses. Against a dinosaur, roll 2 dice to see how many ARMOUR points the target loses.

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
WALKER ROBOT - section 260
ROBOTANK x2 - section 247
TROOPER XI - section 167
WASP FIGHTER - section 41
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Pushing buttons at random risks the lift plunging to our doom, so try the corridor.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to take the small corridor beside the lift, as trusting our hero's life to a random button choice in the elevator is just asking for trouble.
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 »

The corridor levels off and passes a small alcove. Within the alcove is a small lift, just big enough for one person. If you want to get in the lift and press the button, turn to 307. If you continue along the corridor, turn to 178.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

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

Post by JourneymanN00b »

I vote to continue along the corridor as well.
Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

The tunnel seems to descend for ever. You feel fatigued. Lose 1 STAMINA point. Eventually, it reaches a landing. You take the stairway up: turn to 94.
Well, at least they let us know the STAMINA loss is due to fatigue this time.
The stairway leads to a corridor which turns downward once again. Eventually, the corridor ends in a small alcove with a life. Rather than retrace your steps, you enter the lift and push the button.
We resisted the urge twice, but this time the author employs his power to force us to press a lift button.
The lift doors clang shut and it begins to descend. After about five minutes, it stops again. Outside is a corridor even dimmer than the area you just left. The door opens just wide enough for you to squeeze out. Will you press another button, or step out and go down the corridor?
Instead of repetitive random left or right options, we're getting plagued by the repetitive random button-or-corridor options.

Adventure Sheet:
Name: Jason Scott
SKILL: 10/10
STAMINA: 11/20
LUCK: 6/10

POSSESSIONS:
Sword
7 Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)
Interface Transponder (+1 SKILL for robot combats)
Seeker Missile (may be fired at any time between attack rounds to automatically hit reduce target's ARMOUR score by 10, not installed on robot yet)

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.
3) The prototype "Cloak of Invisibility" device, Model 3, is now being tested at the Dinosaur Preserve.

CURRENT ROBOT: ROBOTANK ARMOUR 18 SPEED Slow COMBAT BONUS +2
SPECIAL ABILITIES: The Robotank contains a special Sonic Gun in one hand. It cannot be used by any other robot. It may be fired once per combat turn, in addition to the Robotank's regular attack. However, it may be used only three times in all; then it is useless. When fired the Sonic Gun is instandly deadly to unprotected humans. Against a robot, roll one die to see how many ARMOUR points the target loses. Against a dinosaur, roll 2 dice to see how many ARMOUR points the target loses.

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
WALKER ROBOT - section 260
ROBOTANK x2 - section 247
TROOPER XI - section 167
WASP FIGHTER - section 41
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to step out and go down the corridor.
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 Queen of Swords »

Agreed, go down the corridor.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

The tunnel goes lower and lower into the earth. Then it opens into a wide, dimly lit vault. If you enter the vault, turn to 340. If you continue downwards, turn to 178.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to enter the vault.
Say No To Fascism. The left is the one true way to go.
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