Fallout Days 13 and 14

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I wake well-rested and figure it’s time to do what I promised and help Nick Valentine now, so I’m off to the Boston area surrounding Diamond City. After some run-ins with some junkyard dogs and other whelps, I come across some raiders. The leader has some pretty good stuff. I change the radio to Trinity Tower, which is broadcasting a continuous mayday from someone named Rex being held prisoner by supermutants. I’ve got my docket full of rescues right now, and besides I have no idea how long he’s been broadcasting. He could already be dead.

 

I soon find myself in some sort of warzone amongst the ruined buildings. Lots of traps, mines, barbed wire and fortifications are spread around. A fair amount of raiders too. I’m on a rescue mission, so I’ll leave these raiders holed up in Layton Towers for another day. I just killed their force at the gate and I’ll leave them to wonder why I stopped there. It would be interesting for a game to actually have AI that shored up defenses in these situations so that it is even stronger when I return later.

 

I avoid some supermutants and keep following the highway. I come across an Emergency Frequency RJ1138 for military personnel in distress. Seems like it might be pre-war. It promises stockpile of food, weapons, and ammunition. I should trace it at some point. South Boston Military Checkpoint… coordinates available in the handbook I don’t have.

 

I move on and take out some raiders clustered around a building’s roof and another makeshift checkpoint at DB Technical High School. If my colony were to face a threat like me they’d be dead in an instant. Maybe I’ll shore up defenses when I get back. I leave the outside watch guards all dead and continue on my way.

 

Soon I have no choice but to turn through the combat zone if I want to reach Valentine. At the edge of the war zone, while trying to skirt it, I spot a fire. A ghoul named Slim who’s willing to trade with me and let me use his work bench is here. I wonder why the nearby raiders leave him alone. He doesn’t seem concerned about the nearby firefights, and lays down to sleep even as an explosion goes off just around the corner. Maybe bad AI, but it almost makes the character intriguing. He clearly doesn’t give a shit, but he’s nice enough about it, perhaps.

 

I move a little further and come across some gunners. I take the men out ok, but they have a robot with them that gives me some trouble. I’m going to skirt the war zone. I think I’m clear, and I find a new radio signal, the Silver Shroud Radio, talking about fans and some sort of mission. It seems odd and out of place in the wasteland. Some sort of superhero radio play. I turn it off a little ways into the episode and keep moving.

 

I finally find the place, near Park Street Station (which interestingly has some Nuka Cola left in the machine outside). Inside, I hear a couple of goons talking about how they should have killed him. I’m assuming by “him” they mean Valentine. Good sign. The triggermen inside are tough, but I manage to come out ok. I check the terminal hoping for a leg up. No such luck, just some info about when the station closed. Not a bad stash here though.

 

I head downstairs, where I find more goons. I take the first triggerman out, but there are so much more than I expected. I can’t close in. I switch to my sniper rifle but they are flanking me from different angles so I have to back up the stairs and snipe through narrow openings between posts. Most of these, it seems, are ghouls. It is going well, but enough finally rush me at once that I can’t get them all and I have to retreat all the way upstairs when one guy has me pinned down. Fortunately, he follows me, so all I have to do is pop out after a stimpack and take him out.  The combat situations feel much improved from previous Fallout games. In this instance, the combination of environment and scripting (the NPCs taking cover, or coordinating a rush on a vulnerable position) makes for very interesting and somewhat intense fights.

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A little exploring, some good loot, then further into the tunnels I go. The next bunch I have a better position on, in terms of how defensible it is. But they have a good position too. There’s not much chance of hitting, but I try. At least it should draw them out. The first triggerman is stupid and wanders up to investigate so I snipe him easily, but I’m somewhat impressed by the scripting that the next two take evasive action and try to sneak up to me. After taking them out, I look around a bit before going towards the quest marker. Don’t want any surprises. I also find a back way out, which is good.

 

I had heard of a vault here, but it’s still a bit exciting to see it. So this explains the construction equipment I’ve been seeing. And the closing of this station back around the war time. My Pip Boy also opens this one. There’s just one goon with a bat inside at first. I look around the front area. While there are some structural similarities around the door, this Vault 114 is very different than mine. According to the terminal, this vault was to house members of Boston’s upper class, important people. However, the vault will actually provide minimal amenities, and they were looking for an anti-authoritarian with no leadership experience to be the Overseer. The goal is to see how they cope with the stress of so different a life. It’s an intriguing story, and a fresh take on vault experiments. I look forward to seeing how the story plays out in the environment and on any terminals I find.

 

I hear more ghouls musing about the purpose of the vault. From their conversation, it seems they were also alive before the war. It’s too bad we’re enemies, or it would be interesting to talk to pre-war ghouls who lived through what I slept through. Beyond the next door is a pretty tough fight, but easily managed by opening with a couple of grenades and with plenty of stimpacks popping in and out of cover. I snipe off the remainder.

 

In the next area, a lone goon is taunting Valentine. He is colored in green, not red like most enemies, so I don’t know whether to snipe him. Instead, I sneak around and listen. Apparently another mobster is going to kill this one, according to Valentine. Or it’s a stalling tactic. Interesting, while I am hiding in a utility closet looting and listening, the mobster, Dino, says he’s got to smooth this over fast and leaves. Valentine suggests I open the door, and introduces himself, asking why I went through all the trouble to rescue him. He seems to think he can help me with my search, though we have to get out of here first.

 

Valentine’s already leaving, babbling about the vault’s utility as a hideout, but I can’t help but loot the bobblehead and check the Overseers terminal. Nothing too interesting, unfortunately, so I follow him out. There’s a sweet Astounding Tales comic here that gives me +5 action points called “The man who could stop time.” Appropriate.

 

As we make our way to the exit, I’m disappointed that the story of this vault is not more fleshed out. There’s no indication I find of what ultimately happened to the important people tricked into entering this vault. The experiment sets up a number of possible moral issues and storylines that seem to go unexplored. The large amount of alcohol and decent amenities run counter to the terminal’s claims of “minimal amenities.”

 

Outside, Skinny is waiting. Apparently he and Valentine go back, and he held back from killing out of sentimentality, but he’s not standing for it this time. I convince him to let us leave though. Outside Valentine thanks me, and is happy his secretary put me on the job. He offers to help me with my problem back in Diamond City. I consider following him, but decided instead to meet him there. I’m tired in the real world as well and want to just fast travel and sleep.

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