[Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Stories about games that you run and/or have played in.

Moderator: Moderators

User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Darth Rabbitt »

Large mammals.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
King
Posts: 6295
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

The curator takes you round the stuffed exhibits. Gorillas, rhinos, great cats, even a whale - they are all there and you examine them with interest. Two in particular catch your attention. One of the tigers has dried blood on its claws, but there is no way of knowing whether the blood is human or animal, or even how long it has been there. Also, the curator tells you that the elephant was moved into the ground-floor private exhibit rooms yesterday for cleaning. If you want to pursue your investigations with these exhibits, turn to 161. If you wish to have a look at the dinosaurs, turn to 345.
Queen of Swords
Prince
Posts: 2844
Joined: Sun Sep 25, 2016 12:13 pm
Contact:

Post by Queen of Swords »

Pursue our investigations with those exhibits.
Thaluikhain
King
Posts: 6185
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Thaluikhain »

Yeah, keep looking at these things.
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Darth Rabbitt »

We already know that the dinosaurs are a dead end.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
King
Posts: 6295
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

The curator is mildly amused at your suggestion that his stuffed animals could have anything to do with the killings. "I see," he chuckles, with more than a little mockery in his tone. "The elephant stepped off his pedestal and told his cleaners, 'Excuse me, won't you. I'm just off out for a stroll round the grounds.' And you think the tiger somehow passed right through its glass case, came downstairs - through the crowds, who didn't notice anything odd - left for a morning in Audubon Park and then returned at lunch-time? I thought you superheroes were supposed to be bright..." You feel a but foolish for even suggesting it. You decide to leave. Will you head for the zoo, or try somewhere else?
Thaluikhain
King
Posts: 6185
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Thaluikhain »

Try something else, though that could mean anything.
Darth Rabbitt wrote:
Fri Mar 17, 2023 3:15 pm
We already know that the dinosaurs are a dead end.
Boom boom!
User avatar
Darth Rabbitt
Overlord
Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Darth Rabbitt »

Yeah, I wish “try something else” was less vague. Still, go for it.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Queen of Swords
Prince
Posts: 2844
Joined: Sun Sep 25, 2016 12:13 pm
Contact:

Post by Queen of Swords »

I feel as though we're wandering around without getting anywhere, but try something else.
SGamerz
King
Posts: 6295
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

You change back into your street clothes and set off. A beep - beep - beep sound comes from your wrist. As you hold your Crimewatch up, it speaks to you: 'MUSEUM OF EGYPTIAN HERITAGE.' Do you want to follow its advice and head for the Egyptian Museum downtown? Alternatively, you are no not far from the home of Gerry the Grass. Would you prefer to pay him a call? If so, turn to 38.
Queen of Swords
Prince
Posts: 2844
Joined: Sun Sep 25, 2016 12:13 pm
Contact:

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Queen of Swords »

We can't get the better of the Mummy in the museum, so we might as well go to see Gerry.
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I vote to go to Gerry the Grass's home to see if our hero can get any useful items there.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6295
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

You visit the Grass as the Silver Crusader. He lives in a run-down part of town, in a dirty one bedroomed apartment. He is horrified to see you, as your appearance will surely blow his cover. But, as always, he has some interesting information. Apparently, the Mantrapper has control of the mind of Sidney Knox, a research assistant at the Murdock Nuclear Laboratories. Normally a passive type - he spends all his spare in in an observation tower at the Lab watching migratory birds - Knox has been implanted with a post-hypnotic suggestion. No one knows exactly what this is, but Gerry's information will help you. If you find yourself looking for Sidney Knox, deduct 40 from the reference you are on at the time and turn to this new reference. You may add 1 LUCK point for this information. You leave discreetly and go home. The rest of the evening is uneventful and you may add 6 STAMINA points for the rest.
It's a clue we already had, unfortunately.

Image
In the morning, you set off for a stroll. As you turn the corner at the end of the block, the beeping from your wrist signifies the start of your busiest day yet. 'MURDOCK NUCLEAR LABORATORIES,' speaks the message from your Crimewatch. You gulp: atomic weapons experiments are conducted at the Murdock Laboratories. Whatever is happening could be very serious indeed. You must get to the Murdock Labs without delay!

An atmosphere of panic is in the air when you arrive. A series of controlled radiation experiments were being conducted on animals to help determine the effects of a nuclear explosion. Some startling results had been achieved. Under certain conditions, distinct signs of increased mental powers were being shown by several of the experimental animals. Some of these were quite spectacular. They had, for example, produced a dog able to talk and a chimpanzee able to play computer games. But they had no doubt that similar experiments on humans would have produced much more dramatic results. This theory has now been proved true. Sidney Knox, one of the research assistants, had crept into the radiation chamber that morning and subjected himself to the rays. His brain is now twice its normal size and he has the ability to manipulate objects by will-power alone! But there is an unforeseen side-effect. Sidney Knox, normally a peaceful individual, has developed a destructive streak. His powers enable him to will the radiation emitter to implode and destroy itself. The danger is if he gets anywhere near the nuclear reactor: the destruction of the reactor would mean disaster on a grand scale for Titan City. No one knows where he is now, but the reactor must be protected at all costs. Where will you begin your search for the self-made mutant? At the nuclear reactor or around the test laboratories?
And we get to use the clue that we got twice almost immediately!
You remember your clue. You ask someone about such a room and you are directed to the observation tower. Hoping that this may lead you to the mutant, you rush up to the room at the very top. There, staring out of the window at the huge reactor structure, is a man in a white coat with a bloated head the size of a pumpkin! You creep up behind him, deliver a blow to the back of his neck to knock him out and carry him downstairs to the waiting scientists. You can only hope that they can find a way either of curing him or of taming his destructive urges. Though you do not realize it, you have saved perhaps the whole of Titan City from a deadly threat by capturing Sidney Knox. In appreciation of your saving the Laboratory, the scientists bring you a small pen-like device. "Crusader, take this as a gift from us," pleads the Institute Director. "One of our men made this in his spare time. He calls it a 'Circuit Jammer'. It is still to be fully tested, but seems to work okay. I know you often face mechanical villains and their contraptions. With this, you will be able to disable their circuits. You are looking for Vladimir Utoshski and he is a powerful adversary. With this you will stand a better chance." You thank the Director for his gift. It may well come in handy. You may award yourself 5 Hero Points for saving the plant.
That is the first and only loot item we'd picked up in this book!
You leave the Murdock Laboratories and head back into town. Walking along Danvers Street, you see a crowd huddled round a shop window and you step up to see what is going. It is an electrical shop and the people are staring at a television in the centre of the window. A newsflash message is being reported by the announcer. You cannot hear what is being said, but you recognize the face on the photograph which appears briefly on the screen. Is it Giorgio Schultz, better known as the Poisoner. What, you wonder, is he up to? Perhaps you'd better go down to police headquarters and find out. You turn to leave, and groan as a beep - beep - beep sounds on your wrist. Just what you needed! You lifted it to your ear and listen to its message: 'STANLET SWIMMING POOL.' Where will you go now? To police headquarters, or to Stanley Swimming Pool?
Adventure Sheet:
[spoiler]Name: Jean Lafayette
SKILL 11/11
STAMINA 21/23
LUCK 7/7
Items: Circuit Jammer
Super Power: Psi-Powers
Hero Points: 23
Clues:
1) A young boy, Timothy Grant, known as the Brain Child, has extremely vivid dreams which seem to come true In certain instances. He lives on 100th Street.
2) Daddy Rich, an eccentric millionaire who has everything money could buy, gets his kicks by murdering innocent victims and revels in their fear. He has very expensive tastes and lives in a penthouse apartment at 113, 58th Street.
3) Man wearing gold watch is trying to keep some dark secret from the Silver Crusader that involves a pawnbroker's shop that is next to a diner.
4) The F.E.A.R. meeting will be held on 5th Avenue.
5) Watch for the sign of the Mantrapper - a metal slug with a letter M engraved on it. Add 60 to the reference you are on at the time and turn to this new reference when we find evidence of the Mantrapper's activities.
6) If we come across Mustapha Kareem, we may question him about his activities by doubling the reference number we are on at the time and turning to this new reference.
7) The F.E.A.R. meeting will take place at 209th Street.
8) If we are offered the opportunity to search for Sidney Knox, we can deduct 40 from the reference we are on at the time and turn to this new reference to locate him.
No. of failures thus far: 2
[/spoiler]
Queen of Swords
Prince
Posts: 2844
Joined: Sun Sep 25, 2016 12:13 pm
Contact:

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Queen of Swords »

I'm guessing that whatever's happening at the swimming pool is more urgent, so go there.
Thaluikhain
King
Posts: 6185
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Thaluikhain »

Swimming pool

(Also, how did knowing Knox was hypnotised help us find him?)
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

Sure, the swimming pool sounds promising, so I vote to go there as well.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6295
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

Thaluikhain wrote:
Sat Mar 18, 2023 5:02 pm
(Also, how did knowing Knox was hypnotised help us find him?)
This one actually makes more sense than us finding Mantrapper's hideout. We know to check the observation tower because we were told that Knox used to spend his free time watching birds from up there.
You arrive at Stanley Pool and the doorman rushes you into the main hall where the pool is. Your jaw drops as you see the problem. The pool has frozen! Shivering swimmers are staring incredulously at the block of ice that, moment before, they were swimming in! Two girls, however, were not able to swim to the side in time and they are held fast in the ice, in danger of freezing to death. Their cries are getting weaker. You had better use your powers to help them quickly. If you have Psi-Powers, turn to 389. If you have Energy Blast, turn to 307. If you have Super Strength, turn to 338. If you have ETS, turn to 231.
You concentrate hard on the ice around the two swimmers. A puddle of water appears around them and their spirits rise. You are melting the ice! You must lose 4 STAMINA points to free the two girls, but when you have done so, you may add 2 Hero Points for undoubtedly saving their lives. You will leave this to time. You may leave by turning to 362. If you wish, you may check the pool heating-plant before you leave, by turning to 347.
FINALLY we actually manage to accomplish something else with our powers besides mind-reading (honestly, Timothy Grant and Sidney Knox both seem to have more impressive psychic powers than we do).

Adventure Sheet:
[spoiler]Name: Jean Lafayette
SKILL 11/11
STAMINA 17/23
LUCK 7/7
Items: Circuit Jammer
Super Power: Psi-Powers
Hero Points: 25
Clues:
1) A young boy, Timothy Grant, known as the Brain Child, has extremely vivid dreams which seem to come true In certain instances. He lives on 100th Street.
2) Daddy Rich, an eccentric millionaire who has everything money could buy, gets his kicks by murdering innocent victims and revels in their fear. He has very expensive tastes and lives in a penthouse apartment at 113, 58th Street.
3) Man wearing gold watch is trying to keep some dark secret from the Silver Crusader that involves a pawnbroker's shop that is next to a diner.
4) The F.E.A.R. meeting will be held on 5th Avenue.
5) Watch for the sign of the Mantrapper - a metal slug with a letter M engraved on it. Add 60 to the reference you are on at the time and turn to this new reference when we find evidence of the Mantrapper's activities.
6) If we come across Mustapha Kareem, we may question him about his activities by doubling the reference number we are on at the time and turning to this new reference.
7) The F.E.A.R. meeting will take place at 209th Street.
8) If we are offered the opportunity to search for Sidney Knox, we can deduct 40 from the reference we are on at the time and turn to this new reference to locate him.
No. of failures thus far: 2
[/spoiler]
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I vote to check the pool heating-plant.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 6185
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Thaluikhain »

Examine thingy, in this case a pool heater.
SGamerz wrote:
Sun Mar 19, 2023 6:56 am
Thaluikhain wrote:
Sat Mar 18, 2023 5:02 pm
(Also, how did knowing Knox was hypnotised help us find him?)
This one actually makes more sense than us finding Mantrapper's hideout. We know to check the observation tower because we were told that Knox used to spend his free time watching birds from up there.
I guess so, I missed that bit.
Queen of Swords
Prince
Posts: 2844
Joined: Sun Sep 25, 2016 12:13 pm
Contact:

Post by Queen of Swords »

Sure, check the heating at the pool.
SGamerz
King
Posts: 6295
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

The heating engineer shows you round the plant. He is mystified as to what happened; there is nothing wrong with the heating-equipment. You double-check the controls and scratch your head. Nothing wrong there. Perhaps no one will ever know what caused the incident, but at least the danger is now over.
Where will you go next? Perhaps you deserve a little entertainment. The Titan Tigers, a local football team, are playing the Metro Mohawks. If you want to go and watch the game, turn to 114. If you are more concerned about finding information about the activities of F.E.A.R., you may wish to visit Colonel Saunders at his army base to see whether he knows anything.
Queen of Swords
Prince
Posts: 2844
Joined: Sun Sep 25, 2016 12:13 pm
Contact:

Post by Queen of Swords »

Visit the colonel.
User avatar
JourneymanN00b
Prince
Posts: 4295
Joined: Fri Jul 10, 2020 8:51 pm

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I vote to visit Colonel Saunders at his army base.
Say No To Fascism. The left is the one true way to go.
SGamerz
King
Posts: 6295
Joined: Mon Jun 16, 2014 11:45 am

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

You arrive at the army base and are escorted to see Colonel Sauders, who greets you with a warm handshake. "Crusader!" he smiles. "Well, this is an honour. What can we do for you? You explain you have come to compare notes on the activities of F.E.A.R. "So far," Saunders starts, "we have come up with nothing. Like you, we have heard that a top-level meeting is imminent and if we are to prevent their villainous escapades, we must capture their leader, Vladimir Utoshski, before the meeting can take place. They are powerful, Crusader, and ruthless. You can count on all the help we can give you." Suddenly, and aide bursts into the room. "Sir!" he pants. "Helicopters! Identity unknown! Coming towards the base at four o'clock!" The Colonel leaps into action. "Contact them on the radio! If they will not identify themselves, we will open first." If you have Super Strength, you fly out to investigate. Otherwise, turn to 58.
Image
You rush out into the drill square with the Colonel. He is barking orders at the people around him and, through it all, a picture of what is happening emerges. Twenty F.E.A.R. choppers are heading towards the base, heavily armed. The soldiers are taking their positions. When the helicopters come into view you can see that this us a well-organized raid and you make a guess as to who has organized it. Amid heavy army fire, several of the choppers land within the perimeter fence. When a stocky man with a tall forehead in a black costume steps from the leading helicopter, your guess is confirmed. The Macro Brain! A product if genetic experimentation, like yourself, the Macro Brain has developed a tremendous intelligence. But unlike yourself, he has decided to use it to further the cause of evil. A formidable combination, you think. On your own there is little you could do against his well-disciplined private army. But if the Colonel's men could keep them at bay and you had the opportunity to face the Macro Brain on his own...As you consider this, a warning comes from your Crimewatch: 'COUNCIL BUILDINGS. FAST.' You consider your options. If you wish to leave the army ito cope with this struggle and will see what disaster is happening at the Council Buildings, turn to `54. If instead you will try to get the Macro Brain on his own, turn to 208.
Queen of Swords
Prince
Posts: 2844
Joined: Sun Sep 25, 2016 12:13 pm
Contact:

Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Queen of Swords »

If the Macro Brain's power is great intelligence (rather than telekinesis or anything of the sort), is he such a significant threat?

Half a vote to go to the Council Buildings.
Post Reply