Part 36: Ep. 26: Fenergetic!
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: Last time on MySims Agents: Freedom is the inalienable right of all alien beings. By freeing the yeti from his chains, Special Agent Sam has done his part... for justice!
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Agent Walker is waiting for us in the lobby when we return. Does that man ever do his own work?
: Thanks, Agent Walker. What's new?
: I just want to come by and drop off a couple of new upgrades. First, that crowbar has to go. You're an agent, not a thug.
Sure.
His bludgeoning weapon!
: Don't worry, the F-Space Manipulator does everything the crowbar did, plus much more. I'm also replacing your old wrench with the Agency's patented Techno-Tool.
: Ooh, now that sounds like an upgrade.
That's right, Sam is not a thug. He's now a gentleman thief.
: You know, you might want to train on that F-Space Manipulator a bit before you take it into the field. Why don't you head up to the hangar and try it out? The Manipulator runs on fenergy and there should be a fenergy vent up there.
: "Fenergy vent" up in the hangar... got it.
: Now if you'll excuse me, I'm late for my daily haircut.
: Of course.
Walker heads out, and Sam changes out of his parka and takes the elevator up to the hangar. So: what is a fenergy vent?
A fenergy vent is a crack in the floor from which raw fenergy flows; raw fenergy is, uh, blue-greenish smoke.
Basically, whenever Sam finds green smoke billowing from the ground, he can equip his terrifying scanning-claw tool, the F-Space Manipulator, and use the fenergy to become telekinetic. No, really.
Once Sam activates a fenergy vent, a grid appears, and then Sam can redecorate HQ with all this furniture that we've been finding! Finally! Furniture and decorations are used to further bolster the skills of our junior agent teams and make them even better at what they do, through the power of a comfortable and inspiring working environment. I guess it's like feng shui.
This television we found in the snow, for example, is worth one extra Charisma magnet. We levitate it up onto the table. Now a Charisma-heavy team can watch television and be slightly more charismatic in the field. Somehow.
The yellow footprints show where a Sim needs to be able to stand to 'use' the furniture in question; we can't block those off.
Much of the furniture we find can be interacted with, just like out in the world! We don't have much yet, but trust me, we'll find plenty of stuff.
Sam puts the rest of the +Charisma items up here, making the roof hangar into a PARTY DECK that will totally inspire Charisma types to greater success. Yes, sinks make Sims more charismatic. How? Well, they wash their hands in them. Sims with dirty, germy hands are gross. Sims with clean hands are therefore less disgusting. QED.
The second floor gets turned into a +Sports room for Roger. Earlier we found 'sports' music, which translates into a boom box that actually plays a tune until we turn it off. Sam also paints the walls a lovely shade of basketball.
The walled garden, unsurprisingly, gets transformed into our +Nature preserve. Pianos and pink plastic flamingos are totally natural.
And, finally, we turn the basement into a damp, shameful home for our +Paranormal neckbeards. Since we only have four floors for five Interests, Smarts will (for the time being) be divided evenly between the Paranormal floor and the Charisma floor. Sam can always redecorate if he needs to. We don't actually have much +Paranormal stuff right now, so we paint the floor with alien heads and chemistry sets.
Sam is really abusing that rock-wall texture. This will not be allowed to stand.
For the record: this is our Techno-Tool, which is our fancy new wrench/lockpick/offensive blender thing. We'll get to see it in action later.
For now, though, having made our agent stables all spiffy, Sam returns to the lobby and heads over to Jenny's receptionist desk.
: Hey, Jenny. Any messages?
Sam sighs, waits, checks his watch...
: "Jenny's writing material is a must-read for Starcruiser X fans."
Sam interrupts.
Jenny shakes off the hurt after a moment and sighs.
: Yeah, just one. A Mister "Paul Diyeti" called and told you to find his old college roommate.
Sam flails his arms.
: Paul the yeti? Do you have the full message?
: Of course. I'm not totally worthless, you know.
: "Hey, Sam. Sorry I couldn't remember more about my past life, but I thought of someone who would! Back in grad school I shared a room with a man named Mr. F. Last I heard, he was going to open a lab somewhere in the city."
: Thanks, Jenny. That's very helpful.
: It's "Paul." Nice try, though.
Jenny sighs heavily. Sam walks over to join Buddy and Evelyn by the elevator.
: Hey, guys. If you were going to open a lab in the city, where would you build it?
: It would not.
: In that case, I do not know.
: Good thinking. We should take the train over to the industrial district and check it out.
Stop railroading me! <>
Sam whips out his trusty notebook.
: I should be able to take the train to the industrial district!
But first, we've got some important business to take care of, right here at HQ--next time, on MySims Agents!
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: Next time on--hey, that's my line!