Showing posts with label Bayport Reservoir. Show all posts
Showing posts with label Bayport Reservoir. Show all posts

Friday, November 9, 2018

The Crisscross Crime (#150)

 coverFor the hundredth book in the Hardy Boys series, The Secret of the Island Treasure, Simon & Schuster brought back Hurd Applegate, a character from the first Hardy Boys book (The Tower Treasure) and a recurring character in early books. I was hopeful S&S would do something unexpectedly retro with book #150, The Crisscross Crime, but I was disappointed.

The book does have touches that recall earlier mysteries. The title is similar to The Crisscross Shadow’s (#32), although the plots have nothing to do with each other. Bayport’s reservoir is important, like in The Secret of Skull Mountain (#27), but the reservoir in Crisscross Crime appears to be a new reservoir, as it isn’t located at Skull Mountain. (It's probably the same reservoir from Dungeon of Doom [#99].) The biggest rush of nostalgia comes when Fenton’s international crimesolving just happens to interlock with Frank and Joe’s Bayport case (The Mystery of Too Many Damn Times to Count). Still, I wish there had been more explicit references to the Hardy Boys’ past in Crisscross. If, as Wikipedia suggests, Crisscross Crime started out as Hardy Boys Casefiles #130 before that series was cancelled, it’s a miracle the book fits with the Digest / original series as well as it does.

Well, I suppose you can count Joe being a headstrong moron and Frank being a plodding dullard being references to the series past — but I’ll get back to that.

The story begins on the baseball field — that’s something else that hearkens back to the good ol’ days, but Frank and Joe were playing baseball for the Bayport Bombers in Danger on the Diamond (#90) as well, so it’s not unusual. Now, if they’d brought back baseball-loving chum Jerry Gilroy, who hasn’t been seen since 1966, then that would have been awesome. Anyway, Joe’s pitching, Frank’s at shortstop, and Biff takes Chet’s old spot behind the plate. The Bayport Bombers are an out from a win with runners in scoring position; Joe hangs a curve, but a diving catch by Frank seals the Bomber victory.

Rather than head to Mr. Pizza, Frank and Joe need to pick up their mother’s car from the shop. While Frank pays, Joe spots a break-in at a nearby bank. The robbers take off when the alarm sounds, and when Frank drives by in Laura’s car, Joe hops in with their video camera and tells Frank to follow that car!

The chase ends in a junk yard, where the robbers abandon their vehicle. But Frank drives Laura’s car into a car crusher — oops! — and as the car is turned into a cube, the boys narrowly escape with their lives and the video camera. I realize this is probably a traumatic moment for them; it would be for me. But our heroes are Frank and Joe Hardy, who have been in traumatic situations from (literally!) Australia to Zurich and everywhere in between, so why do they do so many stupid things afterwards?

For example:

  • Joe’s first act after the car is destroyed is to break into the junkyard’s office and snoop around.
  • Frank and Joe delay telling Laura that her car is no more, and she learns about it by watching the video Joe shot of it turning it into a large die.
  • When the boys want to learn what happened at a successful robbery that happened just after the break-in they witnessed, Joe poses as a reporter for the Bayport Globe and grills the bank manager, even though the police have told the bank manager not to blab. Why not ask the usually cooperative police, Joe?
  • When a suspect doesn’t want to talk to the boys, Joe’s reaction is to immediately hop her large wall to force her to talk to them.
  • When Frank tells his brother to call the cops if he isn’t back from checking a potential bank robbery in ten seconds, Joe’s reaction is to get a couple of baseball bats, give one to Biff, then try to beat up the robber(s), who have guns.
  • When Frank and Joe are captured by the villains at the end of the book, and Frank realizes the criminals are more likely to kill the boys the more they learn about what the Hardys know, Joe keeps blabbering, letting the criminals know exactly how much the boys have learned.

On one hand, the Hardys have always put justice above property rights or personal safety. On the other hand, Joe might be a nihilist thug, rushing headlong toward the hospital or the grave. (He might have discovered what all those concussions mean for him later in life and be determined not to suffer through the symptoms of CTE.) I realize the above acts are (somewhat) normal for private eyes in fiction, but Frank and Joe are kids with no reason to not cooperate with the police, given how willingly Con will feed them info.

But Frank and Joe never call the police! I’ve joked about the boys considering themselves a law unto themselves, but it’s hard to remember a case on which they have snubbed the five-oh so blatantly. After Laura’s car gets crunched and the boys break into the junkyard office, Frank and Joe don’t call the cops — even though it takes about three hours between the car’s destruction and the arrival of a concussed Biff to pick up the brothers. (A time warp might explain the abnormally long time it takes for a car chase and poking around a room or two, or the boys might have fallen into an alternate timeline: Joe calls Biff “Hoop,” and Biff’s drives a hatchback instead of his usual jeep.) Frank and Joe are determined to investigate, and it takes Frank’s near arrest — the boys’ van was spotted near the botched bank robbery — to get them to hand over their video of the chase.

But they don’t hand over the tape until after they’ve given it to Phil Cohen, who shouts “Enhance!” at his computers a few times and gets a clear look at the license plates. C’mon, guys! If TV has taught me nothing else — and it’s possible that it hasn’t — it’s that the police have a whole unit dedicated to shouting “Enhance!” at video, even though it’s impossible to improve a video past its original resolution.

I suppose the lack of police involvement cuts both ways. When Joe vaults the fence at a ritzy house on tony High Street — the same street the Hardys live on, although the book doesn’t mention that — and are caught, Frank and Joe don’t feel the need to use the police to justify their presence. Fortunately, the suspect lets them out of the trees in which her Dobermans have chased them and doesn’t call the cops herself.

Collig tries to give the boys their comeuppance, yelling at the Hardys for charging into a bank robbery with baseball bats, but his dressing down is interrupted by a grateful bank manager, who tells Collig the boys saved all that federally insured money and only drew a couple of bullets that hit only one bat. Still, Chief Collig gets his momentary revenge at the denouement: When Frank and Joe reveal the villains’ real, final target, he sneers at them, and his officers laugh. Serves you right, boys.

(This antagonism between Collig and the boys makes more sense if the book was originally a Casefile; Collig’s animus against the boys is much greater in that series.)

I guess I shouldn’t be too harsh on Frank and Joe. After they describe the initial robbery attempt and chase to Fenton, Fenton tells the boys to call Collig “if they find anything concrete” (30). Fenton: They are frelling eyewitnesses to an attempted bank robbery, and they have videotape of the criminals escaping. I’m not sure your sense of responsibility is everything it should be.

The independent streak he inspires in his sons ends up biting him in the ass, though. When Frank and Joe find the counterfeiter Fenton has been hunting is in Bayport, they ask for Fenton’s number; Laura says she has already spoken that day to Fenton, who said he’s returning to Bayport, and boys decide their information can wait. Sure, why not?

And the boys definitely get their cavalier regard for information sharing from their father. When Frank and Joe try to “soothe” Laura and their Aunt Gertrude after they see Laura’s car being crushed, the women tell the boys to call the police (36). The boys refuse. No reason to listen to hysterical women and their completely legitimate concerns about your safety and the modern crimefighting apparatus!

Because Frank and Joe don’t share info with the police, it’s hard to blame Collig for his reactions. He thinks he’s figured out the pattern in crimes — or more accurately, he figures Frank has figured out the pattern, which he shared with the police in a rare moment of cooperation. Well, the book claims Frank figured it out, but let’s see if you can figure it out yourself. First, as Frank and Joe were getting their mom’s car crushed and the police were responding to the triggered alarm, a bank downtown was robbed. A day or so later, while Joe and Biff foiled the bank robbery with their wooden bats, the police were responding in force to an alarm triggered at a bank on Bayport’s outskirts. Frank’s cognitive breakthrough? He “explained the hunch he and Joe had about all the real targets being downtown and all the false alarms being on the outskirts of town” (108).

That’s not a hunch. That’s recapping what had happened in the book so far

Now, what don’t Frank and Joe share with Collig? In the junkyard office, Frank and Joe find detailed maps of Bayport’s utilities, including the sewer lines and storm drains. Also, Fenton is investigating a counterfeiting case for the government, and the printing plates and ink have already been stolen; one of the suspects tells them the paper U.S. currency is printed on is stored in Bayport. (Seems like Fenton should have been on top of that, really.) The boys — well, Frank, really — put 2 and 2 together, and even though they don’t bother to check whether they should be adding or multiplying, come up with the 4-1-1: The criminals are using the storm drains to move around town, and the last bank robberies will be a double fake. The real target will be the armory where the paper is stored.

While the police are responding to a decoy robbery downtown, the robbers use jackhammers to break into the armory from below, which our crack troops can’t hear. They then escape through the storm drains on jet skis. It’s unusual; I’ll say that, at least. After Frank viciously “clocked” a criminal with a tire iron and steals his jet ski (138), the boys chase the other robbers to the reservoir, survive being tied up to drown in the storm drain (Frank flexes his wrists to escape his wet bonds), and pursue the last of the criminals onto the bay, where they prevent international counterfeiter Herve DuBois from escaping onto his speedboat and the open sea.

At no point do they call the police, but the Coast Guard does show up in time to keep the criminals from drowning.

The book ends with Laura and Fenton showing up at the boys’ next baseball game in her new car; Laura cheerfully tells her sons they will “never” drive it (150). Finally — consequences for Frank and Joe!

Friday, March 25, 2016

Dungeon of Doom (#99)

Dungeon of Doom coverI started reading Dungeon of Doom worried that it would miss the point when it came to discussing role-playing games. I ended it wondering why Joe was my favorite Hardy.

First, the role-playing game aspect. Chet invites Frank and Joe to watch him and the Greater Bayport Area Wizards and Warriors Club. Why would Frank and Joe want to spend an afternoon off watching a role-playing game? Playing an RPG — sure, I could get that. I do that. But watching? I dunno. If the game is exciting enough that Frank and Joe are interested, they should play; if it isn’t, they’d be bored either way. I suppose watching an RPG makes more sense than going shopping at the Bayport Mall with their girlfriends (also an option), but only a hairsbreadth more.

A role-playing game, for those who are unfamiliar, is a game without a board. Instead, a narrator of sorts tells a story in which the players are also characters. These characters are often heroic personas; at the very least they have abilities that exceed most people’s. The players influence the course of the story by the decisions their characters make. When something happens that involves some degree of chance and / or skill, like diving out of the way of a sudden attack or firing a weapon, players and the narrator (generically called a game master) roll dice. The dice can be the standard six-sided dice everyone is familiar with or dice with more sides: eight, ten, twelve, or twenty are the most common.

The most famous role-playing game is Dungeons & Dragons, a fantasy-themed RPG. In Dungeon of Doom, Chet and his new friends are playing Wizards and Warriors, an obvious analogue. (Wizards and Warriors was also the name of a 1987 Nintendo game, a 2000 Windows video game, and a short-lived 1983 TV series.) The game master is called the Wizard Master (in D&D, the role is called a Dungeon Master). The book's description of game play is largely within the realm of what you’d expect a fantasy RPG to be like. Each character has stats — in Dungeon of Doom, stamina, strength, and intelligence — that determine how well the character performs tasks related to that stat. Some characters swing swords; others use magic. Standard stuff, really. There’s even a rules lawyer in the group: someone who knows every rule and is willing to use them to get the most out of the game.

Other aspects are unusual at best. The Wizard Master rolls dice for everyone, which is atypical but not unprecedented. All the players are dressed up as their characters; today, that’s called “cosplaying,” and it isn’t unusual, but few people do it when the only people who see them are a small group of fellow players. Chet’s character uses karate, which is dumb for a European-type setting, but even the original D&D had a class of characters who used martial arts. The only spell used has the stupid name of “Fribjib” and turns people into frogs; most spells in fantasy roleplaying have names that relate to what they do, poetically or literally. One of the teens is described as a “champion” W&W player (5), which is strange — RPGs are cooperative, not individual, and rarely does anyone win.

So the RPG is OK. But Joe — Joe’s the worst.

I have that written down a lot in my notes, although usually it’s expressed in saltier language. (I may have compared Joe to a specific bodily sphincter.) When Chet greets the brothers wearing his costume, Joe says he looks “even dumber than usual” (2). When the GBAWWC starts playing, Joe asks Frank, “Is this weird or what?” (8). After being pressured into playing W&W because of a player absence, Joe’s character dies almost immediately because he didn’t bother getting other players’ input, and he whines about it; he almost resorts to fisticuffs when another player razzes him about it. Later, when one of the players is enjoying the villain's game-turned-real-life too much, Joe says, “Maybe you should get out more … Stop playing so many games. Start living a life” (75). This paints the picture of a person who doesn’t want you to like something because he thinks it’s weird — a classic jock bully.

Later, Joe tells Chet he wouldn’t fit through a hole that is “only wide enough for a small Buick” (18). He accuses one of the other players, Derek, of being the villain before there’s any evidence, just out of personal animosity. He assaults Chet to get him to stop singing because “the echoes in this room make it sound like there are four of you … and one of you sounds bad enough” (49). Whenever Derek trades insults with Joe, Joe responds with violence; when Derek meets Joe’s challenge and defeats him, Derek apologizes for the violence, but Joe says, “That and a handful of quarters will buy me a soda” (74) When Derek offers good, constructive ideas on how to get Frank out of a partially triggered death trap, Joe says, “Get lost … I don’t want your help!” (79).

He’s really the worst! If a secondary character acted like him, we’d suspect that character of being the villain. We’d expect him to be the villain.

In contrast, Derek’s a delight. It’s amusing to see Joe fall apart in front of someone as accomplished, in his own way, as the Hardy boys. Derek is the county swimming champion and a football player. He has scholarship offers from MIT and Harvard, where he will study physics or molecular biology. When he tells the others this, Joe says, “I think I’m going to be sick” (37).

Derek needles Joe repeatedly, but he’s funnier than Joe, and he never tries to escalate the situation into assault, which is Joe’s default setting. When Derek finally snaps and challenges Joe to a duel with (fake) swords, he apologizes for thrashing Joe, who’s a sulky dink after being outclassed. (Why didn’t you remember your fencing lessons from the revised Clue of the Broken Blade [#21], Joe?) Derek’s gibe about Chet’s weight is gentle. When he and Frank boost Chet into a hole, Chet says, “Here goes nothing.” Derek’s reply is, “I’d say you’re a little more than nothing, Morton. How much do you weigh?” (62). (Frank’s rejoinder is funny, if a tad crueler: “That’s a state secret … if the Russians found out, they’d build an army of Chet Mortons and eat the rest of the world into submission.”)

Derek has two bad moments: the first is when he says a girlfriend he broke up with “was hardly [his] intellectual equal” (37), which sounds snooty at best and sexist at worst. But he’s a teenage boy; it’s not like he’s probably going to be that good at expressing his emotions. Besides, she might not have cared for intellectual exploration, for all we know, and he’s bad at expressing his opinions of that.

The second bad moment is when he decides to be friends with Joe, the worst person in the world. He even offers Joe tickets to “the big game” in New York (148). He’s even willing to ditch his current girlfriend to go with Joe. What sport is the big game? Who knows! Whatever it is, Frank’s jealous. Stupid, Derek, stupid. You’re going to regret this.

So that’s about it … oh, wait, that’s right. There’s a mystery here.

The plot gets going just after Joe’s character (Sir Joe) dies and he (the real Joe) tries to assault Derek. Tim Partridge, one of group’s members, says another member, Barry, is probably trapped in the Dungeon of Doom. It turns out the Dungeon is where they play sometimes; it’s located on the outskirts of Bayport, in a mine abandoned because it was partially flooded by the Bayport Reservoir. This reservoir must have been built to replace the Tarnack Reservoir, which was new in 1948 when it appeared in The Secret of Skull Mountain (#28). The Tarnack Reservoir, located 20 miles from Bayport on Skull Mountain, replaced the Upstate Reservoir as Bayport’s water supply.

All I can say is that I’m glad the Dungeon of Doom has nothing to do with steam tunnels under a university.

Anyway, Barry suspected something weird was going on around the Dungeon, and he arranged to meet Tim near it. But when Tim got there, he found a note warning him away. Frank and Joe want to go to the police immediately, but the GBAWWC doesn’t: if the police are called in, they’ll lose their Dungeon, and it would be a shame to do that if it’s a false alarm. Derek says they’ll check out the dungeon, then call the police if anything is wrong. Frank and Joe reluctantly agree to this sensible compromise.

Once they arrive, though, a cave-in traps them in the Dungeon. You have to expect that when you go underground with the Hardy Boys! (See The Flickering Torch Mystery, #22; The Submarine Chase, #68; Cave-In!, #78; The Roaring River Mystery, #80 … that’s not as many as I thought. I must be missing a few.) The dungeon / mine has been set up to serve as a real physical / mental challenge for the kids by a “Secret Wizard Master.” Traps include such classics as the carpet-over-the-pit trap, which Joe falls into immediately, and the shifting-room trap, in which a room is balanced so that when enough people shift to one side, the room tilts and dumps everyone down a shaft. Classic RPG traps, both of them. (The Secret Wizard Master also uses the no-key trick: the kids reach a door they don’t have a key for, so they sit down to figure out the “trick.” The trick is that the door isn’t locked.)

They also have to deal with morons within their ranks. When they find food left by the Secret Wizard Master, Frank makes the unilateral decision to drop it into a mine shaft on the off chance it’s poisoned. Chet lunges at the food and drops the group’s only light. Only by luck does the lantern not fall into the shaft as well.

The Secret Wizard Master, it becomes apparent, is one of the GBAWWC. So now we’ll dive into the suspect pool!

  • Pete Simmons: He’s the real Wizard Master, and according to Win Thurber, he had access to the published adventure the Secret Wizard Master based everything on. Pete says the adventure was stolen before he could see it. More damningly, Pete is a psychology student at Gates College; he’s writing a paper titled “The Role-Playing Game as Adolescent Bonding Ritual.” I admit, with a title like that, I thought he was engineering everything to get more material.
  • Win Thurber: A small kid who attends Bayport High School, although Frank and Joe don’t remember him. (Win says everyone knows the Hardy Boys, though.) He works at Bergmeyer’s, a department store in Bayport Mall, and gets stuff to outfit the Dungeon at a discount. He enjoys games more than anything else, and Frank and Joe accuse him of enjoying their predicament too much. He explodes at Frank and Joe when they condescend to him about his love of games and lack of friends. “Maybe you just haven’t tried,” Frank says. “Try some clubs at school. Make some friends” (76). Joe offers to throw Win a pizza party at Mr. Pizza with their friends: “Maybe you’ll get along with them.” Ugh, popular people have no idea how hard high school is.
  • Derek Hannon: He’s delightful — witty, an athlete, and a brain. He’s only on this list because Joe hates him. If Joe hates him, though, that must mean he’s awesome.
  • Tim Partridge: The 14-year-old who warned them something was wrong. Since his mother was expecting him at home, he didn’t go into the Dungeon.
  • Barry Greenwald: Tim’s classmate. He disappeared before the story began — or maybe he only wanted people to think that.

It turns out the Secret Wizard Master is Win, who is really a high-school dropout who is much older than he appears. He has been stealing consumer goods from Bergmeyer’s and storing them in the mine. He and his two goons capture the GBAWWC when the fun of the Dungeon of Doom runs out. Win’s plan is to make the kids swim in the cold waters of the reservoir until they drown, which will keep their bodies hidden for a long time. Despite Joe’s “nasty personality” (129) — hey, Win might be a murderous crook, but he’s not wrong — he accepts Joe’s offer of a sword duel before the executions. He handily defeats Joe, just as Derek did, but he’s not prepared when Joe kicks him in the knee. He stumbles backwards into a strut keeping water at bay. The strut fails, and it’s a race against time to get out.

Well, the Hardys and the GBAWWC are racing against time. The readers will likely be checking their watches as the ending is drawn out. But everyone manages to swim to safety, and the good guys catch all the bad guys. Win’s goons are put in jail, Win is released to his mother (despite him being a legal adult), and Chet raids the police snack machines.

The story ends with Chet suggesting a new hobby for himself — spelunking — now that role-playing games have proved too much for the couch warrior. But spelunking isn’t a new hobby; Chet spelunked his way into danger in The Mystery of the Chinese Junk (#39). Joe tells him to “keep his ideas to himself,” although I’m not sure whether that’s because he has cave-related trauma, because he’s sick of Chet’s hobbies, or because he remembers Chet was a spelunker before, even if Chet doesn’t. In any event, it’s nice to know Joe remains consistent to the end: a jerk.