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

Post by SGamerz »

Going back to another of the earlier FF (this one all the way back before I even registered an account on this board) that was never quite completed. Even though the players in that LP apparently came close to one of the successful endings, the fact that there are actually 3 distinctly different ways this book can be won still allows it a decent amount of replayability.

Image

One of the relatively more popular one out of the Sci-fi batch of FF, Robot Commando's main distinctive feature is fighting robots (and dinosaurs too, I guess), and we play a PC who lives on some planet where huge robots are built for various forms of labour, including mining construction, military defense, and dinosaur herding. So yes, dinosaurs exist on this planet, and the PC is in fact a dinosaur rancher.,

Back cover blurb:
"What would you do if you were a rancher on a distant planet, using robots to herd vicious dinosaurs? What would you do if your deadly enemies, the Karosseans, invaded? What would you do if you knew that the protection of your homeland against the invaders and marauding dinosaurs was up to you alone? Now is your chance to find out, for all this is exactly what happens in this thrilling futuristic adventure!"
What the synopsis above doesn't mention is that the reason everything is up to us alone is because the rest of the planet's population has been put to sleep by some sleeping virus intentionally spread by the invading Karosseans, and part of the adventure involves finding an antidote/cure to wake everyone up.

Anyway, as usual, we start by getting the Standard FF Boilerplate Rules out of the way:

Skill, Stamina, & Luck
[spoiler]SKILL score: Roll one die. Add 6 to the result.

STAMINA score: Roll two dice. Add 12 points to the result.

LUCK score: Roll one die. Add 6 to the result.

SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points". LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.

Testing your Luck: When instructed by the book to Test your Luck, roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. The more you use your LUCK, the less likely you are to be Lucky.[/spoiler]

Combat:
[spoiler]SKILL and STAMINA scores are given in the text for each adversary that you face.

The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.

Using Luck in Combat

You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.

Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA.

If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.[/spoiler]

We will be taking the dice as they fall for stats, since 2 of the 3 way to win don't require very high stats.

SKILL roll 3+6 = 9.
STAMINA roll = 8+12 = 20.
LUCK roll = 3+6 = 9.


Now, on to the Special Rules for this book:

Robots:

Robots are a big part of this book, of course. We will have the opportunity to get into a variety of different robots and use them for combat. Robot combats are typically conducted against enemy (meaning Karossean) robots, or possibly against dinosaurs or other creatures too large to be overcome by human prowess alone. All Robots will come with 2 stats: SPEED and ARMOUR.

Robot combats are conducted very similarly to human combats, except ARMOUR is substituted for STAMINA, and a robot is destroyed when ARMOUR is reduced to 0. Unlike individual combats, our PC can potentially survive and escape when he loses a robot combat. We still use our SKILL to roll for Attack Strengths in robot combats, but certain Robots will come with additional COMBAT BONUS that can be added to our SKILL if they are specifically designed for fighting.

SPEED determines whether we can Escape during combats. If we are Slower than our opponents, we can never Escape once engaged even if there's an option given in that section (Escaping from combats, like most other FF books that feature this, require us to take a free hit before disengaging. This applies to both human and robot combats). Faster robots also get a +1 COMBAT BONUS against Slower robots. The 4 SPEED classes are Slow, Medium, Fast and Very Fast. That last category only applies to robots that can fly (which also means fliers will always have the chance to Escape if the option is in the text). Certain robots may also have additional weaponry/functions during battles, but those will be revealed when we find such robots.

Using LUCK in battles works exactly the same for robot combats as for human combats.

Possessions:

Despite this bein Sci-fi, hand-to-hand combat is still mostly fought with a sword (although firearms definitely do exist), so we still start with one. No mention of armour though, and Provisions have been replaced by medikits. Unfortunately, each one only restores 1 STAMINA, and we only start with 5, so we need to be careful about STAMINA loss.

House Rule - Rewind Function:

I will be keeping this simple: every new robot we find but not take/use immediately, that section will function as a 1-shot save-point that can be used if we met a premature end. In fact, our very first option would involve us choosing between 2 robots, so that would be our first save-point, but we may not go back to that point more than once (and of course, whichever section we choose to rewind back to, we will have to take the robot we find there). Note that this only applies to robots that we found but never used - if we switch to the new robot and leave the old one behind, we cannot use that section as a rewind point if we die (although we can still go back for it if our new robot gets destroyed but the PC survives).

****

Alright, that's the rules out of the way. For once, there are no additional stuff to vote for before we begin the adventure, so let's go straight to the

Background:
You are a rancher in the land of Thalos. Your people (and your enemies, the savage Karosseans) have built huge robots for many purposes. With a skilled operator at the controls, a robot can replace a hundred men – to mine ore, erect buildings, – move cargo, or just about anything else.

The robots are also your best defence against the vicious dinosaurs of Thalos. Many years ago, the great lizards caused much destruction. But now mankind has learned to tame the beasts, and many of the folk of Thalos – like you – are dinosaur ranchers. The ranchers use Mark 5A utility robots, known as 'cowboys', to herd the dinosaurs! But wild dinosaurs are still dangerous, and all robots have guns to defend themselves.

Early one morning you are just finishing your breakfast when one of your assistants staggers into the kitchen. 'So sleepy,' he says. Then he sits down at the table, pillows his head on his arms and goes to sleep!

You shake him, but you cannot rouse him. Alarmed, you go for help. But everyone else you see is asleep.

You rush back inside and switch on a radio. But you can only get scraps of messages: 'Everybody asleep... Karossean attack... can't stay awake...' Soon there is nothing to be heard. You go outside again and pour cold water on several of your friends – but they just snore and mutter.

Then you hear a rumble overhead, like thunder out of the clear sky. You look up. Streaking overhead is the unmistakable shape of a Karossean robojet!

You realize what must have happened. Somehow, the Karosseans have managed to put everyone in Thalos to sleep... everyone but you. For some reason, you are immune.

Over the next few hours, you listen to the enemy communications and piece together the story. In the past, the Karosseans had steered clear of Thalos; with its brave warriors and its many robots, your land was too tough to attack. But Minos, their leader, hit on a clever plan. His spies spread capsules of a virulent sleeping sickness – and before long, all Thalos was asleep! Soon you hear a broadcast from Minos himself, talking to his invading troops. An elite force of a thousand warriors, with hundreds of robots, has invaded Thalos. But this is only the beginning. With the population helpless, Minos plans to loot your country. Its riches and its robots will be his; its people will be sold as slaves! And only you can stop it...

You know what you have to do. You walk back inside and buckle your father's old sword to your waist. Food will be no problem – you know supplies will be easy to find – but you pick up a supply of five medikits. Then you head for the robot parking-area. Alone, you must defeat the Karossean invaders and free your land!

NOW TURN THE PAGE
And, as I said, the first order of business for us was to pick a robot for our means of transport (and defense):

Image
At the robot parking-area, you stop and look around. There are several robots there, but only two seem suitable for long-distance travel. You study them both. If you want to take a standard 'cowboy' walking robot, which is not fast, but sturdy and adaptable, turn to 24. If you would prefer a light flyer, which is very speedy and maneuverable, but not really intended for combat, turn to 47.
Pick your first robot (and as usual, feel free to vote on our PC's name).

Adventure Sheet:
Name:
SKILL: 9
STAMINA: 20
LUCK: 9

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)

ROBOT:
Last edited by SGamerz on Sat Apr 22, 2023 3:12 am, edited 2 times in total.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

I'll go with the cowboy robot.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to name our hero Jason Scott, and take the light flyer.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

While there's a tie in the initial vote, I realize we actually have the chance to go back and look at the other robot in both sections, so I'm just going to post the stats listed for each robot in the section to see if this can help resolve the tie:

COWBOY ROBOT:
This man-shaped robot is designed for dinosaur-herding. It moves by walking. It has weapons for dealing with rogue dinosaurs, but they are not as powerful as those of a war robot.

COWBOY ROBOT
ARMOUR: 10, SPEED: Medium, COMBAY BONUS: 0, SPECIAL ABILITIES: None

Now you must choose a place to go: turn to 70. If you change your mind and want to take the flyer instead, turn to 47.
LIGHT FLYER"
This flying robot, called a Dragonfly Model D, looks like a gigantic Dragonfly, complete with buzzing wings. Its main advantage in combat is its speed.

DRAGONFLY MODEL D

ARMOUR: 5, SPEED: Very Fast, COMBAT BONUS: 0
SPECIAL ABILITIES: Because this craft is so maneuverable, you can escape from any opponent – even another Very Fast one – if given the option to Escape.

Now you must choose a place to go: turn to 70. If you change your mind and want to take the Cowboy Robot instead, turn to 24.
So, neither robot gives any Combat Bonus on their own (but the Dragonfly would be more likely to give a bonus against most opponents due to being faster), the Cowboy is much more resilient to damage, and the Dragonfly guarantees a chance to flee as long as the option is in the text.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

I vote for cowboy robot, due to better armour.
SGamerz wrote:
Mon Apr 17, 2023 3:48 pm
One of the relatively more popular one out of the Sci-fi batch of FF
Were any of the sci-fi ones that popular? This one is at least inventive and reasonably internally consistent.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Thaluikhain wrote:
Tue Apr 18, 2023 3:59 am
SGamerz wrote:
Mon Apr 17, 2023 3:48 pm
One of the relatively more popular one out of the Sci-fi batch of FF
Were any of the sci-fi ones that popular? This one is at least inventive and reasonably internally consistent.
Hence "relatively more". This one stands out for being one of the better-received SF book.

We take the Cowboy Robot and begin on our quest:
Now what are you going to do? You know that, although there are probably Karosseans everywhere, their base is at the Capital City. But you can't just charge in there and attack them with your little robot! You must prepare well before you make your move. Fortunately, there are many cities in Thalos. You will be able to search the whole country for help, if need be, before you confront the invaders. Two large cities are fairly close. If you want to go to the City of Knowledge, turn to 93. If you want to go to the City of Industry, turn to 209.
Adventure Sheet:
Name:
SKILL: 9
STAMINA: 20
LUCK: 9

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)

CURRENT ROBOT: COWBOY ROBOT
ARMOUR: 10, SPEED: Medium, COMBAY BONUS: 0, SPECIAL ABILITIES: None

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 JourneymanN00b »

I vote to go to the city of industry, since industry has a better chance of generating useful loot for our hero here.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

I think we should try the City of Knowledge first, to get some ideas as to what we can do.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

City of Industry, to avoid tie.

(And Jason Scott isn't very sci-fi, what about J'zon Skot-Laserson?)
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

You set a course for the City of Industry, a place of great factories and machinery. There, you reason, you might find a robot or invention that would give you an advantage over the invaders. If you are in the Dragonfly Robot, turn to 265. If you are in the Cowboy Robot, turn to 39.
We picked the walker over the flyer...

Image
After several hours of travel, you enter rocky terrain. The path narrows, and you are forced to use both of your robot's hands just to climb. You wish you were in a vehicle that could just fly over all this! Suddenly, you hear a roar. Looking behind you, you see a huge Tyrannosaurus sprinting through the rocks at you! Jaws agape, it lunges towards you, and robot and dinosaur fall to the ground, grappling fiercely. This huge meat-eater is the 'king of the dinosaurs', and attacks anything it sees to feed its savage appetite. You must fight it to the finish.

TYRANNOSAURUS ARMOUR 8 SPEED Fast SKILL 9 SPECIAL ABILITIESL None

You cannot Escape: Tyrannosaurus faster than you are, and is familiar with the territory. If you defeat the Tyrannosaurus, turn to 235. If it reduces your robot's ARMOUR to 0, turn to 258.
While it wasn't specifically mentioned in the rules section, it stands to reason that a flying form of transportation would have been more capable of helping us avoid obstacles on the way, such as this one. At least it doesn't look like losing the fight would be a straight Game Over...

Tyrannosaurus are featured (as a sub-section under "Dinosaur") in the FF bestiary handbook Out of the Pit, but they are shown to have SKILL of 15, which is presumably what we would have to face if we'd run into it without the protection of a robot. As it is, this fight is more manageable, and we in fact have a slight advantage in stats, but not by very much. A couple of bad dice rolls will be enough to screw us over...

(Thankfully, while the book stated that a faster robot will have +1 combat bonus over slower opponents, the dinosaur doesn't get such bonus despite it being faster, otherwise the fight would have been even more dangerous.)

COMBAT LOG:
Tyrannosaurus 15, PC 20. T-Rex is at 6.
Tyrannosaurus 18, PC 11. PC is at 8.
Tyrannosaurus 16, PC 18. T-Rex is at 4.
Tyrannosaurus 17, PC 19. T-Rex is at 2.
Tyrannosaurus 14, PC 15. T-Rex is at defeated.
Your robot is scratched and dented, but you have won. Lose 1 STAMINA point for the bruises you took when the monster knocked your robot over. You continue on your way towards the City of Industry.
Unlike STAMINA, there's no easy way to regain ARMOUR, so our robot will remained scratched and dented until the text specifically states that it's repaired in some manner.
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?
Adventure Sheet:
Name:
SKILL: 9
STAMINA: 19
LUCK: 9

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)

CURRENT ROBOT: COWBOY ROBOT
ARMOUR: 8/10, SPEED: Medium, COMBAY BONUS: 0, SPECIAL ABILITIES: None

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 JourneymanN00b »

I vote for the Robot Experimental Center to see if our hero’s robot can be repaired, or if a better one can be obtained.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Agreed, Robot Experimental Center sounds promising.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

This is the Robot Experimental Center. If you have been here before, turn to 251. If you have not been here before, keep reading. You know little about the Center except its name, but you have heard rumors that top-secret work is being done here.
Yes, as you can see, this book's design is more sandbox-style compared to most other FF, and it's possible to revisit the same location.
You are in the lobby of the Robot Experimental Center. You read the directory, and see that different sorts of work are being done on different floors of the building. Several seem interesting. Where will you go:

Second Floor: Interface Mechanisms?
Third Floor: Weapons Development?
Sixth Floor: Amplifier Project?
Tenth Floor: Deteronics?
Leave the Building?
Where will we begin our exploration?
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

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

Post by Thaluikhain »

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

Post by SGamerz »

Image
When you leave the lift on the third floor, you immediately spy a man-sized Guard Robot standing in the hallway. "Sorry. No admittance," squawks its mechanical voice. What will you do:

Try to reason with the robot?
Attack the robot?
Go to another floor? (specify)
As the text says, please specify which floor you wish to go next if you vote to leave.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

I guess we could try to reason with it first.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by JourneymanN00b »

I vote to go full psychopath and attack the robot, as the picture clearly shows that it can't be bargained or reasoned with.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

Try reasoning first.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

While you are arguing with the machine, it picks you up - none too gently - and tosses you back into the lift. Lose 1 STAMINA point. If you leave the floor, turn to 333 and make a new selection. If you attack the robot, turn to 142.
Do we want to force our way in? If not, please state which floor you wish to go next.

Adventure Sheet:
Name:
SKILL: 9/9
STAMINA: 18/20
LUCK: 9/9

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)

CURRENT ROBOT: COWBOY ROBOT
ARMOUR: 8/10, SPEED: Medium, COMBAY BONUS: 0, SPECIAL ABILITIES: None

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
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Post by Queen of Swords »

OK, we tried to do this the nice way. Now let's attack.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Thaluikhain »

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

Post by JourneymanN00b »

I again vote to go the psychopath route and attack it, as it clearly follows the Terminator when it comes to reason.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by SGamerz »

Your mission is more important than this asinine robot. You will have to deal with it by force.

GUARD ROBOT SKILL 8 STAMINA 10

Note that this robot is human-sized, and you fight it as though it were a human foe. You may Escape at any time by turning to 118. If you defeat the Guard Robot, turn to 48.
I think that was just a reminder by the test not to treat it as a robot combat. Human combat is better for us anyway, since our STAMINA is much higher than our robot's ARMOUR.

COMBAT LOG:
Guard Robot 13, PC 18. GR is at 8.
GR 12, PC 12. Tie.
GR 15, PC 17. GR is at 4.
GR 12, PC 16. GR is at 2.
GR 15, PC 17. GR is defeated.

We managed a flawless victory for our first human (?) combat!
You step over the fragments of the smashed robot and enter the laboratory. Inside, you find something very interesting: the prototype for a Seeker Missile. There is only one, but it looks very handy. It can be attached to the outside of any robot. It can be used only when you are piloting a robot – not in personal combat. It may be fired at any time, between attack rounds. It will automatically hit its target and reduce its ARMOUR score by 10.

As you take your prize downstairs, you see another Guard Robot like the one you defeated. You hurry out of the lobby and back to your robot. You may install the Seeker Missile now, or save it for another robot. It may be moved from one robot to another, but it is lost if the robot carrying it is lost, or if it is fired.
This is definitely a great prize, although it unfortunately sends us out of the building right after.
You are back in your robot. If you want to explore elsewhere in the City of Industry, turn to 265 and pick a new destination. If you want to go to another city, turn to 309.
265 is basically the same section where we pick where to visit in the city. Note that the text says "new destination" so we can't pick Robot Experimental Centre again. So where do we go next?
The Fuel-refining plant?
The Robot Experimental Centre?
The tunnels underneath the city?
Just explore?
Leave the city?
Also let me know if you want to attach the missile to the Cowboy or save it for a better robot. I'm ruling that you can't pick this up again if we die and rewind to an earlier part after using it.

Also, since there's been no majority agreement on our hero's name yet, I have created a poll to determine. Poll lasts for 3 days.

Adventure Sheet:
Name:
SKILL: 9/9
STAMINA: 18/20
LUCK: 9/9

POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)
Seeker Missile (used once between combat rounds to hit automatically for 10 ARMOUR damage. Must be attached to a robot before it can be used.)

CURRENT ROBOT: COWBOY ROBOT
ARMOUR: 8/10, SPEED: Medium, COMBAY BONUS: 0, SPECIAL ABILITIES: None

SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
Last edited by SGamerz on Wed Jun 07, 2023 4:36 am, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 22 - Robot Commando (Take 2)

Post by Queen of Swords »

Save the missile for a better robot, and try the fuel-refining plant.
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