Fallout Day 37

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Level 23 (3 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, Tumblers Today, Wasteland Survival 9)

 

Piper groans and says “Do we really have to get up?” I like that they have different lines of dialogue scripted for the same kinds of situations here. I hop in my power armor and head towards the elevator. As expected, it leads up to where the chained door was near the entrance. Bethesda’s convenient but predictable level design in action again. However, there is a second elevator which I’m less certain of, but a look inside the shaft shows it is not operational. I was really hoping for some solution to the mystery of why all the synths are here. Where did they come from? Why waste resources to attack the raiders here? Presumably, hopefully, the game will deliver answers eventually instead of everything being here as a combat challenge for me.

 

“This is the sort of place all the cool ferals get together, chew the fat,” Piper jokes as we move towards the exit. More unique dialogue, which is pretty good after a few in-game days with her.

 

Malden Center is quiet as I exit. It is still dark in the shadow of the buildings, the sun just now peaking over the horizon at 6:45. Before continuing my sweep, I head back over the ground I’ve covered to get my bearings. It’s been a few real world days since I’ve played. it’s good fortune that I think I spot a power armor station through a window from between the police station and the subway.

 

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I’m told this building is Slocum’s Joe Corporate HQ, but it doesn’t look like much from the outside. I step out of my power armor and begin repairing it, when I hear shooting and Piper shouting “Let’s end this!” I didn’t realize crafting happened in real time and that fighting could go on while doing it, which is sort of amazing after this long playing the game. I quickly exit and step back into my power armor, but it seems Piper has already taken care of whatever it was. Checking back, I realize I’ll need more steel to complete the repairs. I’ll have to scrounge around for some.

 

I decide to check out the rest of the building while I’m here. There’s a cooking station on the second floor, and an entrance into part of the building still preserved. I decide to check out the open-air ruins first before heading in. A couple of watches in desks will make good trading or crafting materials. There’s a box full of good ammo and weapons on the top floor. I’m overburdened, and so is Piper, so I have to sort through and drop some before heading inside.

 

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There are some raiders holed up in here. I should have guessed from the cooking station. It’s only a small room, but they have a bit of loot. I just take the ammo and a few sources of steel in the room. There’s a locked desk, and also a safe that, judging from the screwdriver and hammer nearby, the raiders were trying to get into. I love the little touches in the environment like this. You can almost imagine them gathered around, cursing as they try to get the thing open, taking swigs of the now-empty beer bottle to ease their frustration.

 

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Inside the desk is a notice to Slocum’s Joe rejecting a new food product for some hazards, as well as a sample of the food, Slocum’s Buzzbites, which gives a bonus to AP and Perception while decreasing HP. Inside the safe is some cash, ammo, and the Buzzbites recipe. Maybe I’ll be able to make them now.

 

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I head back and repair my armor some more. Just a couple of pieces left and it will be good as new. It’s almost noon when I continue my sweep of the town. There isn’t much loot, but I’m enjoying this little town. Especially now that the synths are gone. I still don’t know what they were here for. I come across Malden Middle School and can’t get in the front entrance. I am curious about the cigarette vending machine at a middle school though. Many of these buildings are boarded up, and while I accept the collapsed building invisible walls, these seem cheap. A man in power armor should be able to just walk through a boarded up building. 

 

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As I’m wandering around trying to get in I spot a house on the edge of town that looks enterable. The door is chained, so I go around. I can’t figure out how to get in other than perhaps through the roof. I need to get that power armor jetpack I’ve been hearing so much about.

 

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As I’m looking around for possible entrances on the nearby hill I spot a huge sinkhole with water just spilling out of a large tube. The sight attracts my interest and I approach Old Gullet’s Sinkhole. I spot some stingwings across the way and snipe them with my rifle, when a deathclaw pops out from nowhere doing battle with them. I’m really glad I didn’t just jump down there. I shoot it a few times before it runs away to hide behind a rocky outcropping.

 

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I wait patiently, and the deathclaw shows itself again eventually. I line up my shot and take a couple before switching to VATS. Now it’s down to about 1/5 it’s HP and much more manageable. It runs away again. I scope out the sinkhole. The water is running under here pretty fast and I wonder if I would be swept up if I jump down. The deathclaw comes out again (I guess they have short memories) so I shoot it again, finally dispatching it. I unfortunately can’t carry the meat or hand right now.

 

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Piper joins me as I inspect the sinkhole down on the bottom level, but disappears when I dart over to loot an ammo crate. Did she fall in? I can’t see her around here. I save and decide to go in after her. At the bottom is a cave with a lot of corpses, but no sign of Piper. I head further towards a lamp and shoot some radroaches when she finally reappears. At the campsite is a corpse and an edition of the Wasteland Survival Guide: “Water Aerobics for Ghouls” which gives me a +25% swim speed.

 

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There seems to be a tunnel out, but it’s full of feral ghouls. I take one out before they swarm me. After a couple of more shots and another fallen, I take some buffjet. With the slowed time and increased strength, I beat the wounded one to death, shoot another, then take on a glowing one. Fortunately between Piper’s shots and my shots it seems we’ve taken it’s arms off or something, because it’s just stumbling towards me with stumps at the ends of its arms as I finish it off.

 

There’s a basement here with a skeleton in it. As I creep in, Piper yells from behind me “Hey, do you ever wonder…” she stops herself and then whispers “Oh, sorry.” It’s another example of the funny and endearing scripting that really expands on Bethesda’s previous games. This is the first of their games where the NPC companions actually feel at least a little bit real. In the basement, I find enough steel items to repair my armor, but I’m well over my carry weight. Time to eat my last grilled radstag soon. Or perhaps, since it is getting late, I will wait until tomorrow if I find a bed here to spend the night.

 

As I expected, when I exit the basement we are in the chained up house. There’s a bit of loot in here, and a dead raider on the stairs. Upstairs is a mattress and a cooler containing mentats and a note warning someone about moving their bed downstairs for safety because of their sleepwalking. Well, I suppose sleepwalking downstairs is what killed the raider. I grab some ammo from the locked safe, then park my power armor downstairs in front of the door. With a sinkhole and tunnel blocking one entrance and a locked door on the other, this may be the safest place that we’ve slept. Not that relative defensibility of sleeping location seems to make a difference in the game, though it would be neat if that were somehow programmed in.

 

Before laying down, I decide to spend a perk point. I typically leave at least two floating so I can adapt on the fly, but I want to spend any in excess of that until my primary attacks are maxed out. Using pistols more often than rifles, I put another rank in Gunslinger to up the damage to 60% with non-automatic pistols. The fourth rank in Gunslinger I see is so cool I would break my rule and get it now if I were level 27, adding the ability to disarm opponents. I make a note to get it as soon as I can.

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