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Post by shiranui on Nov 30, 2010 17:38:55 GMT -5
Part 4: That's When Your Heartaches Begin--- When we last left our hero, he and his friend Ian had entered Vault 15 in search of the water chip. What's in the locker they found at the end of the previous update? Let's find out! But first...Right, so Smooth Talker it is, then. The picture of Vault Boy there (and his plaid jacket in particular) reminds me of Stan the salesman from Monkey Island.
Despite the fact I clearly chose the perk and set the skill points here, the next time I went to the character screen all of it was gone and I had to do it again. I must have pressed the Cancel button by accident. With that said, let's get back to the adventures of Mr. Testekill.Hm. Some more rope, and is that...? It is! This leather jacket looks rather nice on me, if I dare say so myself. Not only that, I even found some pants and boots to match! A definite improvement over the dorky Vault 13 pyjamas... err, jumpsuits I've had to wear for all my life. We head down another elevator shaft to the next floor, where we're greeted by the biggest damn rodent I've ever seen. Ian, for whatever reason, decides to run straight at the creature and almost gets himself killed when all the other cave rats and pig rats in the room swarm his ass. At least he finally manages to kill the Greater Mole Rat. I give him a stimpak and some first aid, so he should be fine... but seriously, don't run into the middle of a horde of creatures like that! This guy should know better. Oh well... let's find out what the lockers in the next room contain. Grenades, dynamite and a submachine gun. Not too shabby. I believe that is an MP9 or MP10. Right... so, since we're almost at the control center, we should keep an eye out for the water chip and... ...f***. A dead end. No one is going to get any sort of a water chip from there. What do we do now? We search the rest of this floor in case someone has stuffed a replacement chip in some locker or something, but honestly there was never any hope of that. After killing a few more rats, we head back up to the wasteland. This was, quite frankly, a horrible disappointment. Even though we did find some nice things including this leather jacket and the submachine gun, those didn't get me any closer to obtaining the water chip. I guess we'll just head back to Shady Sands for now and plan our next move there. I recall that Seth's brother had been stung by a radscorpion earlier, so I go in and cure the guy with the antidote. Hm... perhaps I'll go to Aradesh and ask if he has any new information for me. Probably not, but it's worth a shot. God damn it. Apparently, Tandi has been kidnapped by a bunch of raiders while I was out of town, and he's sent three patrols after her but none of them have returned. Aradesh gives me a spear that was found where Tandi was last seen and tells me to go speak to Seth for more information on the raiders. Your girl? Hm... okay then, I don't think that's important right now. The raiders are Great Khans, and their camp lies to the southeast. I'm not entirely sure if walking straight into a raider camp is a good idea, but that's what me and Ian are about to do. Well, at least they didn't kill us yet. We're told to put our guns away, but nothing more than that. Eventually I run into Garl, the leader of the raiders. That guy looks rather dangerous and he's got a whole bunch of henchmen nearby, so we're probably not going to be able to simply blast our way through this place. I generally like having my head on my shoulders instead of skewered on a pike, which is likely where it would end up if we tried anything funny here. Let's see if we can talk our way out of this and still get Tandi back from these guys. This is so not going to work. Perhaps we should have just tried to gun everyone down as soon as we arrived... Huh? Okay, now... just how in the name of f*** did that actually work? Ah, never mind, let's just head back to Shady Sands before these guys change their mind. We take Tandi back to Shady Sands, safe and unhurt. She also likes me again, which is nice. I guess I could try and ask for... uh, a "reward", if you know what I mean, but she is the chief's daughter and sixteen years old, so perhaps that can wait for another time. I bid Tandi farewell and go see Aradesh, who gives me 500 caps for bringing his daughter back. That money should make my quest a bit easier, although I'm still not sure where I could get another water chip now that Vault 15 is out of the question. I suppose we'll head to Junktown next and see if anyone there knows anything. That's about a week's walk southwest from Shady Sands. On the way we run into this fellow who introduces himself as Patrick the Celt. He apparently wanders the wasteland, playing folk songs and Celtic music and doing some tinkering. Patrick doesn't know about water chips, but perhaps we could sing a couple of songs around a campfire. Man. This guy is one charismatic bastard, telling jokes and tales from the old world and all that. I almost feel like some of his expertise has rubbed off on me... It has. Meeting Patrick and asking him to sing for you gives you a permanent boost to charisma. Which, in this case, means Testekill now has max charisma. Very nice.Patrick also tells me about the towns nearby. One of them is Necropolis, which he urges me to avoid at all costs. Apparently it's full of flesh-eating zombies or something to that effect. There's also a Vault there, which means we WILL head to Necropolis at some point if we don't happen to somehow find the water chip somewhere else. Shortly before we reach Junktown, we meet a family of mole rats. Let's see how the burst fire mode of my SMG works on these guys... HOLY CRAP! HIS f***ING HEAD BLEW OFF! I'm really getting better with guns lately. We finally reach Junktown. Man, that was a long trip. From what everyone is saying, it appears Junktown is led by some guy called Killian Darkwater. I suppose we should talk to him before we do anything else here. ---
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Post by shiranui on Dec 1, 2010 13:32:03 GMT -5
Crap, I seem to have missed the crowbar near the cave-in in Vault 15 (apparently the only crowbar in the world). That could have been useful for opening locked doors, but I guess I'm gonna have to do without for now. I'm most certainly not going back to Vault 15, the trip would take weeks and there are more urgent matters to attend to.
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Post by shiranui on Dec 1, 2010 17:20:49 GMT -5
Part 5: Into Each Life Some Rain Must Fall--- Just what is waiting for our hero and his buddy Ian in Junktown? Let's find out!That's still pronounced Test-KILL, just so you know. In any case, this guy is Lars and he is the head of the guards working for Killian Darkwater, the go-to person in this town. According to Lars, the town has some problems with a gang known as "Skulz" as well as someone called Gizmo. This Gizmo person sounds quite nasty. Perhaps Killian can tell me more about him. This seems to be Killian's place, if that huge sign is any indication. I introduce myself to Killian and tell him I come from a Vault to the north. For whatever reason, he does not believe me at all and thinks I'm making the whole thing up. Whatever. Now, about that Gizmo person... it seems he owns a casino and boxing ring somewhere in town and wants to be the mayor. Also, he seems to be complete scum. But enough about Gizmo, let's see what Killian is selling. ...No water chips, of course, but he does have a Desert Eagle and various other things. However, since I only have 520 caps I'm not buying anything right now. Perhaps he'd know where I could make some cash around here... Holy f***! Some guy just waltzed in with a rifle and tried to shoot Killian! The assassin (a guy called Kenji) promptly gets shot in the face by me, Ian, Killian and a couple of guards. I hear drawing a gun is prohibited in Junktown unless it's in self defense, but if stuff like this happens on a constant basis I'd say they might want to look into that. I barely had time to pull out my SMG before the firefight began in proper. Killian doesn't seem to be badly hurt. He thanks me for my help and offers me a job. What kind of job? Well, I'm to go to Gizmo and get proof he was behind this assassination attempt. Killian gives me a bug and a tape recorder I can use for the task. I think I have an idea how to do this... still, how did I get into this mess? I'm trying to convince myself that it was the right thing to do when I shot Kenji... I mean, I couldn't just let him kill Killian, right? I tell Killian the assignment sounds kind of dangerous. He knows that, of course, and offers me anything I want from the store for free. Hm... I suppose we could use some extra supplies. I'll try to get that confession out of Gizmo and then return here. Before anything else, though, I grab Kenji's gun. He won't be needing it any more. You know what? We're not going in there quite yet. First off, I need a drink. I'm not much of a drinker, really, but I also just f***ing killed a man and if that isn't reason enough to hit the bottle, then nothing is. I need to calm down a bit before I meet with Gizmo, anyway. On the way to the bar I manage to help a guy named Phil with a "canine conundrum". This angry dog had been sitting in front of his house since his owner died a couple of days ago, and the poor bastard can't get in. I take a couple of steps towards the door... and the dog suddenly runs to me all friendly and starts following me around. This apparently happens because the dog's previous owner used to wear a leather jacket. Hm... well. Whatever. Now I have a new friend, I guess. I'll call him Dogmeat. To the bar! Naturally, as soon as I order a drink there's a bit of commotion next to me, as some jackass who seems to be a Skulz ganger decides to slap around a waitress. I get in the guy's face and prepare to bust his head, but... ...the bartender, Neal, does it for me. With a shotgun. Riiiight... well. Let's go check what the person in the gas mask and trenchcoat there in the corner has to say. Tycho here is a desert ranger who has travelled the wasteland for years, even visiting Texas and the Gulf of Mexico at some point. Now he's here and tells me that he wouldn't mind getting rid of Gizmo. Well, since we're heading to Gizmo's place to gather incriminating evidence, how about Tycho join in on the fun? I tell him Killian asked me to clean up the town, and Tycho instantly agrees to come along. All right, I just hope he won't shoot Gizmo in the face before we get that confession... We make our way to the back room of the casino, where Gizmo's holed up. He's being guarded by some big musclehead who is looking at us rather suspiciously. Can't blame him, I guess, since three heavily armed guys and a dog just walked in his boss' office. Well, he certainly seems like a friendly guy and all. I ask him about the attempt on Killian's life. Of course, he claims not to know anything about it. I press the button on the tape recorder and tell Gizmo about a "hypothetical situation" where he did try to kill Killian and the assassin happened to fail at his job, and so he'd need to hire someone else to do it. I manage to convince him I'm the man for the job, and so he lets his guard down. Uh huh. Nobody but my tape recorder shall know about this, I hope it doesn't accidentally blurt anything out to Killian or anything. You know how these things are. I return to Killian and play back the confession Gizmo was generous enough to provide us. I pick a shotgun and 100 shells for my reward, as I have a feeling I'm about to need that in a bit. Indeed, Killian says he and the guards are going to deal with the fat bastard, and I suppose me and my buddies here might as well join in. I seem to have turned into a mercenary of sorts quite fast and ended up in the middle of a power struggle over a town, and I'm not sure if that's a good thing... I mean, all I was supposed to do was go to Vault 15 and get the water chip. Of course, no one expected that there was no water chip there, and so my quest seems to have ended up taking me to places I wasn't supposed to go to. Ah well. This may not bring me any closer to finding the chip, but at least it looks like I can help make Junktown a better place... My next order of business is to go to Lars and tell him we're ready to remove Gizmo's influence from this place once and for all. Let's rock. --- Next time on Fallout: Firefights! Medical doctors! Midgets! Strange meat!
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Post by El Cokehead del Knife Fight on Dec 1, 2010 20:02:11 GMT -5
You know what needs to be done with the shotgun...
Shoot someone! IN THE CROTCH!
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Post by shiranui on Dec 2, 2010 10:59:28 GMT -5
Part 6: I'm Not The Same Old Me--- Previously, our hero Testekill and his friends Ian, Tycho and Dogmeat were about to join Killian Darkwater and Lars in taking down a certain fat bastard once and for all. With that said, here we go again...Gizmo goes down from a shotgun blast to the chest. That should end his reign of terror around here. However, his bodyguard Izo is one tough motherf***er and manages to punch me in the head quite hard a few times. Argh. God, that hurt. I hope I didn't get a concussion. Sure feels like it. Hell, I think my skull might be cracked... Fortunately enough, man's best friend is on the scene and gets Izo's attention, so we eventually manage to bring him down as well. We're victorious, although I'm pretty sure now that I've received a major head injury. Cool. Thanks. Now where's that doctor they mentioned earlier? Doc Morbid, was it? Certainly sounds like a true professional and perfectly legitimate medical practitioner... Uh, yeah. Is the doctor in? This is kind of an emergency, so I just head down to the basement in case I find Morbid there. GAH JESUS F*** WHAT IS GOING ON HERE These guys are... they're... chopping up human bodies and doing god knows what with them. Because my head is a mess, I try to just pretend I didn't see anything and turn back... it seems to work. However... well, I really don't know what happened next. It's all a kind of a blur, apparently Doc Morbid's assistant, the midget guy got angry and attacked us. I don't remember anything about the fight that followed, but according to Ian I got knocked out from a punch to the head by Morbid, Dogmeat then mauled the doctor to death and Tycho finally shot the midget in the back as he was trying to escape. Not our most heroic moment, I must admit, but it would soon turn out this place is better off without Morbid. Yeah... doesn't take a genius to figure out what was going on here. "Iguana" on a stick, indeed. Dear GOD. Is this what the wasteland does to people? Turn them into madmen like Morbid? Or was he a sick freak in the first place? Does shit like this happen everywhere? Who knows. I've now spent a month or so wandering the California wastes, and it has become obvious to me that this world is not a friendly place at all... but I still didn't think I'd witness sick shit like this. At least I manage to improve my condition a bit with the medical supplies that are lying around the place. I think I might not be seriously injured after all. As we return back up, Morbid's guards Cougar and Flash attack us. Fine. They meet the same inglorious end as the good doctor. Well, this medical facility is now closed. Junktown might no longer have a doctor, which of course can be a bad thing, but I'd say it's better to be without a doctor than have the only one in town be... well, like Morbid was. Gah, I can't believe what I saw down there. I go talk to Lars to see if he has any more jobs for me, and it appears he does. He wants me to go gather evidence on the Skulz' crimes so the gang can be driven out of the town. Sure, I can do that. By walking right through the front door of their hideout. Most of them don't have anything to say to me, but this one girl in the back seems different somehow. I introduce myself, politely as always, and ask her what the Skulz exactly do here. Turns out Sherry here isn't exactly happy as a Skulz member, so I try my best to convince her to just leave the gang. If she stays with them, she'll only end up dead or imprisoned, and I'm sure nobody wants that. I can see Sherry needs a while to think about the whole thing, so I should return to her later and see what she will do in the end. She appears to be a skilled young woman, so I hope she chooses to do the right thing. Now, however, I need to sleep. My head is still killing me. Right. I feel a lot better after a night's sleep. I guess I wasn't badly hurt after all. I go back to the Skulz' hideout first thing in the morning, but Sherry hasn't made any decisions yet. I suppose it takes time... but yeah, perhaps we should head to the Hub now? We can deal with the Skulz later, and if we stay in Junktown we won't get any closer to the water chip. Dammit, where is that thing? I guess there is that vault in Necropolis, but we're definitely checking out the Hub first. I'm not exactly looking forward to getting my brains eaten by a bunch of living corpses. ---
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Post by shiranui on Dec 2, 2010 17:36:51 GMT -5
Hm. I just got an interesting glitch. I went back to Gizmo's casino to loot whatever stuff the guy had on him, and when I got there Lars was standing in front of Gizmo's remains even though he's supposed to be at the front gate (and he was there just a moment ago). When I tried to talk to Lars, the game acted like I had never met him before so I figured it was a glitch. So I headed back the way I came and to the exit grid and then re-entered the area, and now he was gone. However, when I tried to go back towards the exit, the game just pretty much froze.
Fallout. Fallout never changes.
EDIT: Well, at least I got rid of the glitch now, it seems. And since I can recreate it anytime I want by loading that save, I can work the extra Lars into the next update too! Efficiency and progress is ours once more!
Also, I've been playing on the hardest combat difficulty all this time. I was supposed to pick the easiest setting (hey, I suck at games like this) but must have accidentally selected the wrong one. The combat hasn't really been too hard so far, but I think I'll set it to Normal from here on out.
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Post by shiranui on Dec 2, 2010 20:08:28 GMT -5
Part 7: Until The Real Thing Comes Along--- When last we left our hero, he and his buddies had killed Gizmo, Doc Morbid, Doc Morbid's assistant and Doc Morbid's bodyguards and started looking for evidence to get rid of the Skulz gang in Junktown. Their next stop, however, would be The Hub to the south...Tycho pointed out that we should maybe go back to Gizmo's place to see if the fat bastard still had anything useful left in his office. Sure, why not? We head there and... wait, isn't that..? The f***? That is Lars, but he doesn't seem to recognize me. This is some seriously weird s***. Once I turn my back, Lars disappears into thin air as if he never were here in the first place. I have no idea what the hell I just saw, perhaps Izo's punches as well as those of Doc Morbid yesterday hurt my head worse than I thought. Anyhow, Gizmo has a 9mm Mauser gun on him. I grab that and sell it to Killian for quite a handsome sum of 1,630 caps (including ammo). This money should be useful. I still have no clue what the hell that business with Lars or "Lars" back there was. The real Lars apparently hasn't left his post today, so I guess that confirms I was seeing s***. I don't know if the wasteland is getting to me or what. Maybe somebody put something in my drink. In any case, I sure as hell hope don't experience more hallucinations anytime soon, that one was freaky enough already. But that's enough about freaky apparitions, because now we're heading to The Hub. The Hub is the biggest trading city around here, and if the merchants there don't have a water chip we're gonna have to go to Necropolis. I'd really rather not go to Necropolis. I also just noticed that it's New Year's Eve. Time sort of becomes a blur when you're wandering around the wastes, so I haven't paid that much attention to the exact date lately. I just know that we have 100 days or so to get that water chip back to Vault 13, and while that would seem like a generous amount of time I can't help but feel a bit concerned. Oh well... here's hoping they have that chip somewhere in the Hub. Ian and Tycho are telling me not to worry, but I can't help it. I have to do this thing right. The vault needs that water. Yep, happy new year and all. 2162 rolls around, and to celebrate the occasion we grabbed a couple of beers with Ian and Tycho. Hey, why not? The trip passes more or less without incident, and on January 2 we finally make it to the Hub. There are a lot of merchants around, trading stuff like... water? Now that's a word I like to hear. This here is Deputy Tony Fry. He's a decent guy. When I ask about the water chip, Deputy Fry tells me the water merchants are in charge of all things water-related around here, so I should go talk to them. Apparently their offices are a bit to the south from here. He also mentions someone called Decker, who is apparently the Hub's version of Gizmo. This Decker person owns a bar known as the Maltese Falcon, and apparently I'm to stay away from him. Sure, why not? I mean, I don't actively look for trouble or anything, it's just that trouble has had a tendency to find me as of late... so I'm sure I'll end up crossing paths with the man sooner or later. "Bob's Iguana Bits"? I sure hope this doesn't have anything to do with those "iguana bits" we found in Doc Morbid's basement a few days ago. Looks like the Far Go Traders are looking for caravan guards. I hear they pay well, but right now I can't worry about anything other than the water chip. Perhaps I'll check it out later. God DAMN this place's layout is confusing. I guess that is to be expected, the Hub is bigger than Shady Sands and Junktown combined after all. At least we've finally reached the Water Merchant offices, so let's go talk to the master merchant and see if they can help me. Please have a water chip... please. F*** me. They don't have a water chip. No one in the Hub has a water chip. Looks like we're going to Necropolis... but how do we know if they even have a chip there? Apparently, Necropolis has a steady water supply which allowed them to refuse the Water Merchants' offer... so maybe there's still hope of finding that damn chip. However, I can't just walk in there and steal the thing, as that would cut their water supply and I'd rather avoid such a situation. But wasn't Necropolis supposed to be inhabited by the undead or something? Even the name suggests that much. Do they even need water? I guess they do, but... ah, whatever. At least there is an upside to all this - I can hire the Water Merchants to deliver water to Vault 13 for the time being! While I could afford the asking price of 2,000 caps (or "Hub bucks" as they are called around here), I tell them the Vault will take care of the initial payment once they get there. However, there is one small problem. A water caravan tends to attract attention wherever it goes, and so if someone were to be looking for Vault 13 they could easily follow the merchants there. Now, I don't see why anyone would really be looking for Vault 13 since there's nothing of interest there, and besides the vault really needs that water. So, it's a deal. The caravan starts making its way up north today.I can't help but feel extremely relieved. Certainly, this is but a short term solution and we still need to find that water chip, but at least Vault 13 will now be able to sustain itself a bit longer in the meantime and I can sleep a little better for a while. Perhaps I could even take a few days off, relax and enjoy life in the big city... --- Edit: How in the hell did I manage to misspell "Decker"?
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Post by shiranui on Dec 4, 2010 0:05:12 GMT -5
I just realized that since the version of Fallout I'm playing is from Good Old Games, it is the UK 1.2 version and doesn't have any children in it. That, I suppose, is technically a good thing because at least now I can't accidentally shoot them... you know how my aim is... but having a censored version of the game still isn't cool. Thus, I decided to run the so-called "Ultimate Fallout Installation" which fixes the aforementioned problem and adds various bug fixes and tweaks. Now I'm going to try running the game with these updates. If everything goes to plan, my computer probably won't explode. EDIT: F***BUNNIES! Now I can't load my savegames. I think some extra tinkering (and probably a fresh install of the vanilla version) is in order... no updates for you guys tonight, I'm afraid. ...yep, the reinstall did the trick and my savegames work again. Of course now I'm going to have to do without all the nice patches for the duration of this LP, but at least I don't need to start over.
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Post by shiranui on Dec 10, 2010 9:50:56 GMT -5
Now that I have 220 in-game days to complete the water chip quest, we're not really in a hurry to find the chip. So, any suggestions on what I should do next? Should Testekill and his merry friends spend some more time in the Hub, completely disregard the advice of the deputy and go see Mr. Decker at the Maltese Falcon? Or how about guarding some caravans? (I'm pretty sure we're not quite strong enough for that job, though) Maybe just going around town to see if our hero manages to get laid? Is there anything else to do around the Hub that I should know about?
...Or should we just get back to business and head to Necropolis to meet the ghouls? Anyone? Bueller?
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Post by Gopher Mod on Dec 10, 2010 11:41:12 GMT -5
We're here; we just lurk more than you realize.
Anyway, keep going in the Hub. It'll be interesting.
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Post by Deleted on Dec 10, 2010 18:55:25 GMT -5
i have no idea about other areas since i've never played the game so if you can find a side-quest or something that allows you to head off a bit i'd like that but no matter what you choose i'll keep reading
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pegasuswarrior
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Post by pegasuswarrior on Dec 20, 2010 20:59:33 GMT -5
How is this game NOT better than Fallout 3 which is getting praised so much? (AND PLEASE, NO ACTUAL SPOILERS ABOUT FALLOUT 3.) I'm playing Fallout 3 right now, and it's essentially the same game as Oblivion so far. I'd not played the original Fallout and I didn't realize that the concept in art design, the PiPBoy, the stats, and the skills were identical. I just assumed that the crew that designed Fallout 3 just took what worked with Oblivion and copied it into a franchise that happened to have a killer cool concept. Turns out, this original Fallout looks much more original and more fun than Fallout 3. Fallout was just a game that slipped by without my having played it. Now I'm firmly getting the impression that if I had played it, I would really be dogging on this game I'm playing now for hours upon hours on end.
EDIT: Just to clarify, I absolutely LOVED Oblivion. My point about "it's another Oblivion game" is meant to emphasize that I didn't want just a copycat game of something I've already played.
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Post by shiranui on Dec 20, 2010 23:54:54 GMT -5
Yep, Fallout 1 is definitely much more interesting as a role-playing game than Fallout 3, which was a good action game but not much of an RPG. I particularly like the way you can pretty much create any kind of character you want - a fast-talking gunslinger such as our hero Testekill here (well, that gunslinging part still needs some work), a scientist type, a master martial artist who is also a doctor and explosions expert, or even a complete idiot who can barely speak (really, a dumb enough character communicates mostly in grunts) but is somehow able to hack into any computer, pick any lock, defuse any bomb and repair anything... you get the idea. In FO3, your SPECIAL stats hardly mattered at all which kind of undermined the whole RPG experience.
Also, the post-apocalyptic world here actually feels believable, unlike the setting of Fallout 3 which felt more like an amusement park filled with all kinds of wacky stuff the developers thought would be cool and didn't really make all that much sense. Fallout 2 had some silly crap going on as well, but still felt like a living, breathing world for the most part. The dialog in the first two games is far better written than that of FO3 as well. The same, by the way, applies to New Vegas, which is basically the true sequel to Fallout 2 and combines the best bits of the first two games with those of Fallout 3, turning them into something really great (and really glitchy, but as you can see from this very thread, the technical issues are more or less a Fallout staple).
Oh yeah, I should probably continue this LP at some point. I'm working on it, really.
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Post by shiranui on Jan 9, 2011 5:08:02 GMT -5
Part 8: Just For Now--- Previously on Fallout, our reluctant and unfortunately named but mostly brave hero Testekill (that's still pronounced "Test-KILL") entered the Hub, one of the main trading posts in this part of California. There, he and his friends Ian, Tycho and Dogmeat the post-apocalyptic wonder dog located the offices of the local Water Merchants and managed to strike a deal with them, ensuring that Vault 13 now gets an extra supply of water for the next few months. This means we have 222 days to find the water chip, so we're not in a terrible hurry right now and are able to explore a bit. What else does the Hub have in store for Testekill and his buddies? Let's find out, shall we?We have located the gun store, run by a woman called Beth. I don't really feel like spending all my caps on weapons today since we're quite well armed already, but I do buy a crowbar. I'm not that good at picking locks, so this should help a bit with opening those doors. Beth is also selling a sledgehammer, but it weighs a metric f***ton and I don't think I'm quite able to wield one of those effectively. Since we're here in the big city, we might as well look for some ways to earn some caps. The caravan companies seem to be hiring, so let's go to the Crimson Caravan office to find out if they want some assistance. 600 bucks each way? That doesn't sound too bad... even if this guy is always shouting for some reason... but dangerous? Come on now, what kind of dangers could there possibly be in the radioactive wasteland that we haven't seen yet? I'm sure we can take a bunch of raiders or radscorpions or whatever. I tell the loud guy that I might be interested, so he directs me to talk to the girl in the next room for more details. (Pictured: My utter failure to time my screenshots)So, I head that way and meet Keri. She's... well, how should I put this? She has green hair styled into a mohawk, is probably heavily armed and is also clad entirely in black leather. Very good-looking. Seems dangerous. Just the kind of girl I was always told to stay far away from back in the Vault, and incidentally the kind of girl I find unbelievably attractive for whatever reason. Keri tells me the caravan leaves twice a month, on the 3rd and the 17th. Yes, I might be interested. But first... OH MY GOD WHAT THE F*** DID I SAY ...wait, that worked? ...... Oh yes. That was certainly something. I wonder what she slipped into my pocket... ...Right. Hm... I'm probably not going to use any of this stuff unless I really have to. (She also gave us Psycho, which raises your damage resistance by 25% at the cost of a -3 hit to INT and 20% chance of addiction. I did take a screenshot, but it seems to have disappeared)So, now that we've gotten to know each other, I don't mind accepting the offer. 600 hub bucks each way, that certainly doesn't sound bad. The caravan leaves tomorrow, so until then we'll still have some free time. Perhaps we should go check out the Maltese Falcon, surely it can't be as bad a place as people say. ---
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Post by Deleted on Jan 9, 2011 14:56:28 GMT -5
yaaaaaay update!
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