Fallout Day 36

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Level 22 (2 Perk points floating)
S-3 Armorer 1,
P-(+)10 Rifleman 1, Locksmith 3
E-2
C-6 Lady Killer 1, Local Leader 2
I-6 Gun Nut 1, Hacker 3, Science 1
A-(+)6 Gunslinger 2, Action Boy 2
L-3
(Astoundingly Awesome 8, Barbarian 4, Covert Operations, Gift of Gab, Junktown Vendor 2, Massachusetts Surgery, Tesla Science, Wasteland Survival 9)

 

I do indeed have the Lover’s Embrace xp bonus upon waking. It seems a mattress in the rusty utility room of a gore and dead supermutant infested hospital doesn’t quite kill the romance.

 

Outside the hospital, synths are still patrolling the area. Without a clear shot from the hospital, I head away onto a grassy hill, where I pull out my sniper rifle and headshot them one by one. I’m so far away, and their patrols are spread out enough, that none are alerted. I pull my pistol and head into town going first down the road that was patrolled. This town is apparently called Malden Center.

 

The police station is largely empty, except a working evidence terminal on the top floor. This reveals other stations where evidence has been sent to other departments, and their locations update on my map. Other logs reveal the contents of evidence lockers, though I haven’t found said lockers yet. Still, it’s an interesting look at the pre-war police culture in this world.

 

One of the synths I gunned down was near Malden Center Station, and nearby recently dead raiders suggest they may have come from here. Inside the first sound that greets me is distant gunfire. I creep down the defunct escalators to find two synths near the turnstiles. I gun them down, then hear raiders nearby. I also hear announcements over the speaker system, still running after all this time. A nearby chained door tells me that in typical Bethesda style I’ll be forced around a circuit for this dungeon and later will be able to undo the chain and exit where I began. Again, convenience appreciated, but a bit too predictable.

 

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There are more massacred raiders up ahead near a stairwell. I creep down to find the rest of them. The synths down here are stronger, including synth patrollers, and once again these subway stairs prove to be extremely indefensible positions. Even once I get into a good position it is still a bit of trouble. These synths are incredibly fast, but also expertly dart in and out of cover. It’s quite impressive combat scripting, beyond the fast scare tactics of ghouls and the like. My armor now needs a bit of repair. I turn right and proceed through the tunnels. More corpses, raiders seemingly caught unawares in what must have been a stronghold before the synths got here.

 

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On the second set of tracks towards the right is a suitcase full of combat armor (too heavy for me to carry now) and a Fat Man nuke launcher. Piper has glitched again and is stuck on train tracks. Some basic jump programming for companions would be nice Bethesda. A slight improvement in companion combat performance this game, but the AI pathing seems pretty terrible.

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A protectron has been destroyed up ahead, though I don’t know if by synths or raiders. I see my first mine taped to a post, which is interesting, and barely catch it in time. I’m always impressed by the devious way Bethesda rigs up traps in their games. I have been ever since Oblivion, which is the first game I can recall actually being able to spot and reason my way through the physics of traps (vs the old-school red marking if your character detected a trap). In a tipped-over trash can, the unlikeliest of places, I find a fusion core.

 

Sneaking down the hall to the next room, I see a synth and a nearby frag mine. I’ve been waiting to do this all game. I target my first VATS shot at the mine and the others at the synth. The explosion damages the synth and then my shots take it out. I find an elevator, but am unwilling to go up yet before I clear this floor. I unlock the nearby door and take out a turret, then a synth. I double back because I think I’ve lost Piper and a synth runs right past me (they aren’t that perceptive) so I kill it. Piper shows up right after. Not much other than cave-ins and a small bit of loot to the north. I do figure out I can shoot the heads off those creepy toy monkey things so they don’t motion activate though. I head back to the elevator.

 

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The elevator goes down and I have a slight moment to venture out before I spot some synths. It’s a bit of a firefight, but not too bad. Another piece of power armor weakened though. I’m pleased to find yet another fusion core down here. I’m up to 8 again. There’s a hole in the wall that leads to some sort of makeshift tunnel. Dead raiders are splattered on the ground here. They’ve taken the time to decorate the place. This wasn’t just a temporary dwelling place. Men and women lived down here. Once again, I feel bad for the raiders, especially because these aren’t shooting at me. Although if not for the synths they certainly would be. And who would blame them, I suppose? Some well-armed stranger barging into their sanctum? My drive to explore everything is a kind of invasiveness that isn’t quite as morally justified as many of my other actions. Bethesda creates in its players a strong sense of exploration-entitlement.

 

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I hear a synth up ahead. And then a raider. I seem to be hot on their trail moving through. All these raiders were killed more recently than I thought. I intervene in the fight. I’ve come in behind the synths, and they are far more dangerous than raiders. I fire on them while their backs are turned. They have to split their focus, which allows me to take down a synth leader and another one. Of course, the raiders don’t seem very appreciative of my help. The synths dead, the leader, Helter Skelter, immediately starts shooting at me. It seems a little unrealistic and I hope eventually they program AI to take account of situations like this. Fallout 4 misses some opportunities with tense “enemy of my enemy” situations and could at least bring up some interesting dialogue here instead of the go-to combat. It seems one would at least pause to appreciate a stranger just saving their life. Although I guess what can you expect with someone named Helter Skelter. After a tense firefight I finish Helter off with a grenade. I level up. While searching the body, I notice he had picked up a laser pistol from one of the fallen synths. THAT, at least, is some impressive AI. The legendary synth had a pretty decent rifle as well.

 

This was a whole community. I find a makeshift bedroom in a train car. Inside there’s an overdue book by the bed, and a copy of Tumblers Today on the shelf that increases my lock pick skill. They even have a bathroom with a wall for privacy. I’ve always appreciated how Bethesda tries to make their enemy lairs feel like true living spaces with all that entails.

 

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I’m nearing my carry weight limit, so I step out of my armor to grill some radstag meat at the cooking station. I soon find myself at another elevator. It’s almost midnight now. Rather than press on I move back to the train car bedroom. I park my power armor blocking the door for security and then call it a night.

 

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