[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 »

Hmm. I vote to enter the fuel plant, as checking the Tripods' wreckage is just asking to get caught.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

Right, meant sonic gun, not luck.

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

Post by Queen of Swords »

I'm in favor of checking the wreckage.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

You check the wrecked Tripods. You are in luck! Thanks to their modular design, one has a piece of undamaged armour-plate that will fit any robot. You can attack it now, or save it until later (though you may not install it during a battle). It will restore 1 point of ARMOUR, though this may not raise your robot's ARMOUR score above its Initial score. It may be used only once!
Please vote on whether you wish to install the armour-plate to our current Robotank or save it for later/another robot.
At your best speed, you leave the area of the Fuel-refining Plant. You may not return to this site.
Well, that's another area that's now out of bounds in this city.

The only thing left to do now is to do a general exploration of the city, or leave for another city.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote not to use the armor plate, and explore the city.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Sounds good, let’s do that.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

In lieu of any ideas, may as well.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Jason Scott decides to do some general exploration before he leaves the City of Industry:
You decide to wander around and see what you can find. The streets are choked with huge vehicles, stranded where they fell or rolled when their pilots went to sleep. If you explore to the east, turn to 342. If you go west, turn to 195.
There has actually been a significant lack of mention of any lethal accidents caused by a whole planet's population falling asleep in the middle of whatever tasks they were doing (other than a dinosaur breaking loose and eating defenseless people). With the mention here of vehicles having fallen due to pilots falling asleep, I guess this implies the lethal accidents probably occurred in a lot of places, and the book is probably not mentioning any of them in detail to keep the book rating low for kids.

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)
Spare armour-plate (restores 1 ARMOUR when installed to a robot)

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.
4) The first half of the passwords between Karosseans to verify each other is "Eighty-eight".

CURRENT ROBOT: ROBOTANK ARMOUR 13/18 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 »

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

Post by JourneymanN00b »

I vote to explore to the west, as going east means turning to fascism.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

Half vote west to break tie.
SGamerz wrote:
Sun Jun 25, 2023 2:16 am
With the mention here of vehicles having fallen due to pilots falling asleep, I guess this implies the lethal accidents probably occurred in a lot of places, and the book is probably not mentioning any of them in detail to keep the book rating low for kids.
Unless they have dead man switch's...though the rolling part suggests not.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Image
At the outskirts of the city, you find a huge robot junkyard. If you have been here before, turn to 82. Otherwise, keep reading. As far as the eye can see, scrapped and damaged robots and pieces of robots are standing, sitting and lying on the ground. But out of the corner of your eye, you see motion, Something seems to be watching you from behind a pile of scrap! If you investigate the junkyard, turn to 370. If you leave, turn to 110.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

Investigate all thingies.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to investigate the junkyard as well.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

You look around the junkyard, and see several things that might be of use. But then you are confronted by a huge creature with the remains of a collar around its neck. It is a Giant Ape, carrying the leg of a robot as though it were a club! At the moment, it seems curious rather than angry. What will you do:

Flee?
Speak to the Ape?
Attack the Ape?
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to speak to the ape.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Say hello to the ape.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Image
You speak calmly to the Ape, and it begins to caper and grunt. It is a pet, kept to help around the yard! You look around the junkyard, but the only useful things you see are too heavy for you to move, and the junkyard equipment is out of order. Then the Ape, which has been watching you, lends a hand. Deftly, it takes apart the robot you have been studying, and carries the parts as you indicate. With the help of the Ape, you may repair up to 4 ARMOUR points on your robot, if that many had been lost.
Aww...can't we keep it?

Robotank's ARMOUR is back to 17 (1 point short of max)
You continue to wander about the city for some time. you see many interesting sights, but nothing that looks as though it would help. At length you come to a large open area. At one side of the park is a large building marked 'Robot Experimental Centre'. Across the park is a sign that says 'Robots Working'. It looks like an open access to the city's tunnel system. Will you visit the Robot Experimental Centre, or leave your robot and enter the tunnel system?
Uh...how about neither? We've been to both. Kind of a bug here not being able to choose to ignore both and leave.

I'm sure we don't want to go into the tunnel again. We'll just step into the Robot Experimental Centre and get kicked out again back to the hub section, and leave the city.

Which city do we (re)visit next? None are new choices, but we'd have to pass through one of them to get to somewhere new. At least most of these haven't actually been fully explored yet.

City of Knowledge
City of Pleasure
City of the Jungle
City of Guardians

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)
Spare armour-plate (restores 1 ARMOUR when installed to a robot)

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.
4) The first half of the passwords between Karosseans to verify each other is "Eighty-eight".

CURRENT ROBOT: ROBOTANK ARMOUR 17/18 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 guess maybe the City of Guardians? I would like to make my vote a half one though.
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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 the City of Guardians.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Your radio suddenly crackles to life with a mechanical voice. "You are approaching the City of the Guardians. Please give your authorization." If you have read a military volume on the City of the Guardians, turn to the map reference you were given there. If you have not read this volume, turn to 218.
You use the code-words you found with the map reference. "Acceptable," crackles the voice of the guardian computer. "Entering at Clearance Level Zero."
The computer guides you to the main building of the City of Guardians. You get out of your robot to investigate. Unfortunately, you soon learn that 'Level Zero' means your security clearance is very low. The Guardian Computer cannot or will not give you full access to the secrets of the base. However, it does seem willing to let you exchange your current robot for a high-powered war robot (If you do so, make a note of the fact that your old robot remains here.) Will you select a slow, powerful tank robot, or a speedy shape-changing humanoid/plane robot? If you prefer to keep your current robot, turn 376.
There's nothing new here. We can, of course, switch robots again, but our current Robotank is only 1 ARMOUR below maximum, so that doesn't seem necessary at the moment.

Our Stilter robot is still here as well, but there's no reason to take it ever again, since even the unlimited TROOPER XI is way better than it.

Other than switching robots, the only things left to do here is to leave.
You are leaving the City of Guardians. If you decide to go to the City of Storms, turn to 144. If you decide t go to the City of Industry, turn to 265.
You can still vote taking a new robot if you wish. Meanwhile, do we want to go to the City of Storms again?
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Post by Queen of Swords »

Keep our current robot, try the City of Storms.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I also vote to keep the robot and try the City of Storms.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

You are in the City of Storms. This beautiful metropolis is on the sea-coast, and is often the site of spectacular thunderstorms. Where would you like to go:

The Weather Bureau?
The coast?
Another city?
Nothing new happens here either. In fact, we were told not to go back to the coast again. We can go back to the Weather Bureau, but the only purpose would be to switch to the Walker Robot we found there.

So I guess we should move on:
You are leaving the City of Storms. Where would you like to go?

The City of Knowledge?
The City of Worship?
The City of Guardians?
Again, all places we've visited before (note that we just came from Guardians), but there are places we haven't checked yet at 2 other cities.
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