[Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

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

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JourneymanN00b
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Staying in the swaying lift and choosing the Eggs-ecute cartridge to throw.

153
Sonic stands at the edge of the open doors, wondering if he’s missed his only chance of survival. What if the lift cable breaks now – would he still have time to leap out? Thunder crashes and a flash of lightning shows Sonic what he would have jumped into – thin air, empty space, a sheer drop down to the Technobot’s giant feet, pounding their steady way across the earth towards the Green Hill Zone. Sonic backs away, and the lift doors close. Machinery groans and the compartment begins to move upwards again.

Suddenly it comes to a jarring stop, tumbling Sonic to the floor. The doors open onto a huge room, filled with bronze and silver robots, all working strange machines. There are enormous hollow wheels with three or four bronze bots running inside each one. The wheels are connected to huge generators, each one marked something different: ‘Right Arm’, ‘Left Leg’, and so on. On the far side of the room is a ladder, heading upwards. None of the robots have noticed Sonic, giving him a moment to think. Does he launch himself across the room in an ultimate super-sonic spin attack (turn to 136); does he put a cartridge in the nearest silver robot (turn to 233); or does he wait for the lift to start moving again (turn to 128)?

Image

Please make your votes by 7:00 PM PDT or a choice reaches 3 votes to guarantee that they will be counted.

SONIC’S VITAL STATISTICS
SPEED: 5
STRENGTH: 2
AGILITY: 2
COOLNESS: 5
QUICK WITS: 3
COOL LOOKS: 3
LIVES LEFT: 1
RINGS: 15
EGG-O-MATIC HITS: 0
SONIC’S STUFF
(Equipment, gadgets and stuff that Sonic will collect in his adventures)
Red trainers
Sega Game Gear
Eggs-terminate cartridge
Armor (enemies must roll above 12 to hit Sonic)
Comb (+1 Coolness and Cool Looks)
Ren-egg-ade cartridge
Eggs-ercise cartridge
Pter-egg-dactyl cartridge
Air Taxi Caller
Lightning Attractor
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

There’s a big ‘X’ by the bottom of a lift-shaft, and as far as he can work out the lift goes all the way to the top of the Technobot, stopping four times along the way.
To me that sounds like there are six floors; the one we got in on (doesn't count), the one with the store room (1st stop), the one with the corridor we threw a cartridge (2nd stop), the vast emptiness that would have been a fall (3rd stop) and this (4th stop). So there's a last stop if we keep riding. Half-vote for continuing up.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by Thaluikhain »

Hmm...a bit vague, but seems safer to stay on in case. The ladder going up might indicate that there's a way to progress if a mistake is made, but I vote to stay in the lift.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Votes registered; waiting for the lift to start moving again.

128
Sonic stands in the corner of the lift, waiting for the doors to close and the upwards journey to continue. The lift gives a loud groaning sound and a red sign starts to flash off and on. ‘Emergency – lift jammed’ it reads. Sonic thumps the button on the inside of the lift but it doesn’t do any good. In fact, the thumping attracts the attention of some of the robots in the chamber, who stop what they are doing and start moving towards the lift. If Sonic wants to attack the pack of robots, turn to 136. If he still has the gold cable from the gold robot, he can use it to lasso a hook on the ceiling and swing across the room (turn to 181). Finally, if Boombox gave him a lightning attractor, he can press the button on it (turn to 263).

Sonic does not have the gold cable from the gold robot, but Boombox did give him a lightning attractor. Please make your votes by 9:00 AM PDT or a choice reaches 3 votes to guarantee that they will be counted.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by Thaluikhain »

Use the lightning attractor.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

That does sound like fun. Let's use the lightning attractor.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Votes acknowledged; pressing the button on the lightning attractor.

263
Sonic presses the button on the lightning attractor. The strange machine hums and gets hot, but otherwise nothing happens. Does Sonic hold onto the device (turn to 17) or throw it into the pack of robots (turn to 282)?

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Please make your votes by 7:00 PM PDT or a choice reaches 3 votes to guarantee that they will be counted.
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

Since it's supposed to attract lightning, I think it's better if we're not near it. 1 Vote to throw.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by Thaluikhain »

Oh, yeah, throw it at them for shenanigans.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Votes recognized; throwing it into the pack of robots.

282
Sonic hurls the humming device across the room (cross it off his Vital Statistics), and the robots rush after it like puppies chasing a stick. A second later there is a flash of light and a thunderous boom as a bolt of lightning explodes through one of the walls, hitting the attractor and exploding it – and everything around it. Every robot in the room is thrown back, smoke pouring from them. Some of them just lie there, but others get up and stagger a few steps before exploding, falling apart or disintegrating with a quiet ‘phut!’ Something hits Sonic on the head; gold rings are falling from the ceiling. He can’t tell where they’re coming from, but he’s glad they’re here. He chases after them, and manages to catch eight. Then he goes to the ladder on the far wall and climbs up it, towards the top of the Technobot. Turn to 107.

Image

107
The ladder ends by an opening in the roof. Rain pours in through it, and Sonic can hear the wind howling. Still, he’s a hedgehog with a job to do, so he climbs out onto the slippery metal surface. He’s standing on top of the head of the Technobot. The view from here would be incredible if the sky wasn’t filled with black clouds and rain. All he can see, in fact, is a large control panel set into the robot’s enormous forehead, with a joystick, pedals, banks of switches and buttons, and loads of flashing lights blinking on and off. The Technobot must be steering itself because Robotnik isn’t at the controls, he’s flying overhead in his battered Egg-o-matic. Robotnik’s craft has a huge gun fixed underneath – the Zap Cannon. The lightning still flashes around the robot as it clanks its way towards the Green Hill Zone, and over the crash of thunder and the grinding of the metal, Sonic can hear the insane laughter of the mad professor as he swoops his tiny craft down towards the hedgehog, to attack!

Does Sonic stand and fight (turn to 20), or does he run for the controls and try to steer the Technobot away from the Green Hill Zone (turn to 261)?

Please make your votes by 9:00 AM PDT or a choice reaches 3 votes to guarantee that they will be counted.

SONIC’S VITAL STATISTICS
SPEED: 5
STRENGTH: 2
AGILITY: 2
COOLNESS: 5
QUICK WITS: 3
COOL LOOKS: 3
LIVES LEFT: 1
RINGS: 23
EGG-O-MATIC HITS: 0
SONIC’S STUFF
(Equipment, gadgets and stuff that Sonic will collect in his adventures)
Red trainers
Sega Game Gear
Eggs-terminate cartridge
Armor (enemies must roll above 12 to hit Sonic)
Comb (+1 Coolness and Cool Looks)
Ren-egg-ade cartridge
Eggs-ercise cartridge
Pter-egg-dactyl cartridge
Air Taxi Caller
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by Thaluikhain »

To the controls!
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

Agreed. Wish we weren't on our last life, but we have some rings, so seems most likely to help. Surely he can't shoot us while we're at the controls without destroying his own robot?
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Votes registered; running for the controls and trying to steer the Technobot away from the Green Hill Zone.

261
Sonic dashes towards the Technobot’s controls. Too late he remembers the two important things his mother taught him as a small hedgehog: ‘Never cast a clout before May is out; and never turn your back on an enemy.’ The end of the Zap Cannon barrel hits Sonic from behind, pushing him over the controls and off the edge of the Technobot’s head. He falls and falls, turning end over end, past the Technobot’s chin, its mighty stomach, its knees and finally its feet. Oh no, the foot! Sonic lands on the Technobot’s left foot, making a deep hedgehog-shaped dent in it. If he has any rings he loses them; if he has no rings then he loses a life. Either way, turn to 276.

Sonic loses all of his rings and heads back to section 276. From there, he goes to the lift decides to stay alert in case he’s attacked and goes to section 250. The lift gives him a choice between a short black cable with small plugs at both ends, a box of cartridges, and one of Robotnik’s power-up computers. Please make your votes on what items to pick and what further choices to make by 7:00 PM PDT or a choice reaches 3 votes to guarantee that they will be counted.

SONIC’S VITAL STATISTICS
SPEED: 5
STRENGTH: 2
AGILITY: 2
COOLNESS: 5
QUICK WITS: 3
COOL LOOKS: 3
LIVES LEFT: 1
RINGS: 0
EGG-O-MATIC HITS: 0
SONIC’S STUFF
(Equipment, gadgets and stuff that Sonic will collect in his adventures)
Red trainers
Sega Game Gear
Eggs-terminate cartridge
Armor (enemies must roll above 12 to hit Sonic)
Comb (+1 Coolness and Cool Looks)
Ren-egg-ade cartridge
Eggs-ercise cartridge
Pter-egg-dactyl cartridge
Air Taxi Caller
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

Half vote for a cable and a power-up computer.

I'm a little disappointed that the ray gun didn't even have a chance of hitting the controls. Bogus!
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JourneymanN00b
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Taking the short black cable with small plugs at both ends and one of Robotnik’s power-up computers.

63
The cable looks completely ordinary, but it’s quite strong and could probably carry Sonic’s weight if it had to. The plugs at each end are made to fit into some kind of electronic device, and Sonic reckons that one of them would match the socket on his Game Gear. Write the cable down on Sonic’s Vital Statistics sheet, then turn back to 250 to select a second item. If Sonic already has two from there, turn to 165.

Sonic then proceeds to section 297, takes one of Robotnik’s power-up computers, and cracks it open to get 10 gold rings. He next goes to section 165 where he encounters Boombox and Dancer, who are being attacked by a silver robot. Please make your votes on whether to throw something to distract it, spin-attack it, or wait it out, as well as any other decisions by 9:00 AM PDT or a choice reaches 3 votes to guarantee that they will be counted.

SONIC’S VITAL STATISTICS
SPEED: 5
STRENGTH: 2
AGILITY: 2
COOLNESS: 5
QUICK WITS: 3
COOL LOOKS: 3
LIVES LEFT: 1
RINGS: 10
EGG-O-MATIC HITS: 0
SONIC’S STUFF
(Equipment, gadgets and stuff that Sonic will collect in his adventures)
Red trainers
Sega Game Gear
Eggs-terminate cartridge
Armor (enemies must roll above 12 to hit Sonic)
Comb (+1 Coolness and Cool Looks)
Ren-egg-ade cartridge
Eggs-ercise cartridge
Pter-egg-dactyl cartridge
Air Taxi Caller
Black Cable
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

Half vote for throwing the Eggs-ercise cartridge.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Throwing the Eggs-ercise cartridge to distract the robot.

The distraction allows Boombox and Dancer to escape in section 27. Before they leave, Boombox gives Sonic a lightning attractor. At section 163, the lift goes upwards, and Sonic decides to stay there. He proceeds to section 153, where the lift stops into a room filled with bronze and silver robots.

Please make your votes on whether Sonic should launch himself across the room in an ultimate super-sonic spin attack, put a cartridge in the nearest silver robot, or wait for the lift to start moving again; as well as any other choices by 7:00 PM PDT or a choice reaches 3 votes to guarantee that they will be counted.

SONIC’S VITAL STATISTICS
SPEED: 5
STRENGTH: 2
AGILITY: 2
COOLNESS: 5
QUICK WITS: 3
COOL LOOKS: 3
LIVES LEFT: 1
RINGS: 10
EGG-O-MATIC HITS: 0
SONIC’S STUFF
(Equipment, gadgets and stuff that Sonic will collect in his adventures)
Red trainers
Sega Game Gear
Eggs-terminate cartridge
Armor (enemies must roll above 12 to hit Sonic)
Comb (+1 Coolness and Cool Looks)
Ren-egg-ade cartridge
Pter-egg-dactyl cartridge
Air Taxi Caller
Black Cable
Lightning Attractor
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

Half vote for staying still and doing the lightning attractor thing again, just as before.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by Thaluikhain »

May as well.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Votes acknowledged; waiting for the lift to start moving again, pressing the button on the lightning attractor, and throwing it into the pack of robots.

Sonic waits for the lift to move again and heads to section 128. The lift jams, and Sonic’s button thumping attracts the attention of some of the robots. He presses the button on the lightning attractor and goes to section 263. The lightning attractor gets hot, so Sonic throws it into the pack of robots and proceeds to section 282. The lightning attractor destroys every robot, and Sonic gets 8 rings. He heads to section 107, and climbs the ladder to the roof. He encounters Robotnik in his Egg-o-matic and decides to stand and fight by going to section 20.

20
Sonic’s beaten the Egg-o-matic before, but never in such foul conditions. The metal under his feet is slippery with rain; he’s tired; and Robonik’s machine is armed with a fearsome weapon. This is going to be one of the greatest battles of his life!

Sonic knows that Robotnik’s new, improved Egg-o-matic takes 8 hits to destroy. He may have already hit it a few times during his adventures in Robotropolis – you will have been told to write these hits down on his Vital Statistics sheet. To attack Robotnik, Sonic must roll on his Speed, to beat a 7. If he manages it, the Egg-o-matic takes a hit – mark each one down on Sonic’s Vital Statistics sheet. Each time Sonic doesn’t make the roll, he misses the Egg-o-matic and must roll against his Quick Wits to beat a 5. If he beats the 5, he can attack again. If he misses the 5, turn to 91. Once the Egg-o-matic has been hit four times, turn to 41.

Attack Rolls:
Total 1: 11, Egg-o-matic hit 1 time
Total 2: 8, Egg-o-matic hit 2 times
Total 3: 9, Egg-o-matic hit 3 times
Total 4: 10, Egg-o-matic hit 4 times

Sonic luckily hits the Egg-o-matic 4 times in a row without missing any rolls.

41
The Egg-o-matic swoops out of range of Sonic’s spin attacks. There is a whine of hydraulics, just audible over the storm, and the Zap Cannon twists round to aim at him. After a moment it locks onto Sonic, and the looped coils around the barrel begin to glow with energy. Sonic can leap onto the cannon and smash it before it can fire (turn to 293), he can try to dive out of the way (turn to 216), or he can stand in front of the Technobot’s controls and jump away from the energy beam, so that Robotnik shoots his own robot (turn to 24). Alternatively, if he still has the lightning attractor, he can throw it at the Egg-o-matic (turn to 280).

Image

Sonic no longer has the lightning attractor. Please make your votes by 9:00 AM PDT or a choice reaches 3 votes to guarantee that they will be counted.

SONIC’S VITAL STATISTICS
SPEED: 5
STRENGTH: 2
AGILITY: 2
COOLNESS: 5
QUICK WITS: 3
COOL LOOKS: 3
LIVES LEFT: 1
RINGS: 18
EGG-O-MATIC HITS: 4
SONIC’S STUFF
(Equipment, gadgets and stuff that Sonic will collect in his adventures)
Red trainers
Sega Game Gear
Eggs-terminate cartridge
Armor (enemies must roll above 12 to hit Sonic)
Comb (+1 Coolness and Cool Looks)
Ren-egg-ade cartridge
Pter-egg-dactyl cartridge
Air Taxi Caller
Black Cable
Last edited by JourneymanN00b on Fri Aug 22, 2025 5:00 pm, edited 1 time in total.
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Thaluikhain
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by Thaluikhain »

Stand in front of controls and then jump away.
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

Yeah, that was what I was hoping would happen the first time we got shot, but now that it explicitly says that's what we're trying to do I feel good about trying again.

If we get shot, lose rings, and go through the whole robot elevator again, those 4 hits still count?
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Votes recognized; standing in front of the Technobot’s controls and jumping away from the energy beam.

Image

24
Sonic must roll on his Agility to beat an 8 if he’s going to dodge the beam of the Zap Cannon. If he makes it, turn to 161. If he fails, turn to 82.

Image

Rolling the die and adding Sonic’s Agility yields a total of 5, so he fails.

82
The Zap Cannon takes no prisoners. A blast of ravening energy streaks from its barrel, charring and burning everything it touches. Sonic tries to dive out of the way but his shoes slip on the wet metal and he looks up in horror as the energy beam hits him and turns him into toasted hedgehog. If Sonic has no rings, he loses a life and must turn back to 107. Otherwise he loses all his rings and must continue the fight against the Egg-o-matic, rolling on his Speed to beat an 8 until the Egg-o-matic has taken a total of 8 hits. If Sonic misses the Egg-o-matic, he must roll against his Quick Wits to beat a 6, or turn to 91. If Sonic beats the Egg-o-matic, turn to 258.

Sonic loses all his rings, but is able to continue the fight.

Attack Rolls:
Total 1: 11, Egg-o-matic hit 5 times
Total 2: 9, Egg-o-matic hit 6 times
Total 3: 6, Quick Wits Total: 6, Sonic resumes attacking
Total 4: 7, Quick Wits Total: 9, Sonic resumes attacking
Total 5: 8, Egg-o-matic hit 7 times
Total 6: 9, Egg-o-matic hit 8 times

Sonic missed twice, and had a very close call in one of the Quick Wits rolls, but he manages to beat the Egg-o-matic.

258
Explosions throw the Egg-o-matic across the sky, almost dislodging Robotnik and burning his moustache. The machine is badly damaged and smoke is pouring out of it as Sonic watches it drop out of sight, below the level of the giant robot’s round platinum belly. Sonic must do something quickly; the Technobot has just crossed the border of the Green Hill Zone and is leaving huge square footprints all over his home. The hedgehog dashes over to the robot’s controls and looks at them. There’s a joystick and pedals, buttons, switches, lights, and a bank of control cartridges, held in place by a metal bar. Sonic also notices a small socket. He can try to steer the robot with the controls (turn to 183), examine the control panel closely (turn to 98) or try using the Air Taxi Caller, if he has it (turn to 268).

Image

Sonic has the Air Taxi Caller. Please make your votes by 7:00 PM PDT or a choice reaches 3 votes to guarantee that they will be counted.

SONIC’S VITAL STATISTICS
SPEED: 5
STRENGTH: 2
AGILITY: 2
COOLNESS: 5
QUICK WITS: 3
COOL LOOKS: 3
LIVES LEFT: 1
RINGS: 0
EGG-O-MATIC HITS: 8
SONIC’S STUFF
(Equipment, gadgets and stuff that Sonic will collect in his adventures)
Red trainers
Sega Game Gear
Eggs-terminate cartridge
Armor (enemies must roll above 12 to hit Sonic)
Comb (+1 Coolness and Cool Looks)
Ren-egg-ade cartridge
Pter-egg-dactyl cartridge
Air Taxi Caller
Black Cable
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by deaddmwalking »

Half vote for the air taxi controller. I can't imagine how it would help, but I feel like using special equipment we've gathered is usually a good idea. It seems likely that not having it doesn't lock you into failure, so there's a good chance that one of the other choices is a potential solution - maybe THE solution - so I don't feel too strongly.
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Re: [Let’s Play] Sonic the Hedgehog Adventure Gamebook 1: Metal City Mayhem

Post by JourneymanN00b »

Using the Air Taxi Caller.

268
Sonic presses the button on the device and it bleeps. After a few seconds, a silver aerobot flies down and lands next to the control desk. Sonic can get on it (turn to 49); if he doesn’t get on it flies off. Alternatively, he can try using the Technobot’s controls if they haven’t been destroyed (turn to 183) or he can plug in a cable, if he has one (turn to 98). If none of those seem like a good idea, he can watch and wait (turn to 240).

Image

The Technobot's controls have not been destroyed, and Sonic has a cable. Please make your votes by 9:00 AM PDT or a choice reaches 3 votes to guarantee that they will be counted.
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