Fallout Day 53

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Level 28 (2 Perk points floating)
S-3 Armorer 2,
P-(+)11 Awareness, Locksmith 3, Rifleman 2
E-2
C-6 Lady Killer 1, Local Leader 2
I-6 Gun Nut 1, Hacker 3, Science 2
A-(+)7 Action Boy 2, Gunslinger 4
L-3
(Astoundingly Awesome 7 and 8, Barbarian 5, Covert Operations 2, Gift of Gab, Guns and Bullets, Junktown Vendor 2, Massachusetts Surgery, Tesla Science, Tumblers Today, Wasteland Survival 7 and 9)

 

I wake well rested, even though I only set it for an hour sleep after getting into the Castle as the sun rose. Rather than the way I entered last time, I head out via what seems to be a narrow strip of land and bridges that will circumvent some of the more claustrophobic area. I suspect it will take me a bit to get used to running without power armor again.

 

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Soon, a beautiful morning turns into a downpour, which I suppose is realistic for a place along the coast. I curiously approach a lit shack next to a boat, to find a dead Gunner inside. The most valuable loot to be had is some medical supplies. I move on, pushing through the rain to get to the location.

 

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Soon, we’re at a small parking lot where we’re beset by mongrel dogs. I hop up onto a car and shoot them down one by one. There’s a camp here where it looks like someone was going to prep some radstag meat for cooking. A good find.

 

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Skirting the seaside town in the ruined building along the coast, I come across a mirelurk razorclaw that’s a bit more difficult to tackle out of my armor. A breakfast of Nuka Cola and bubblegum does the trick. The place I’m heading is right across the bay. I take a run down a tempting nearby dock and jump out to some rocks. Just a dip in the water on my trip gives 4 rads a second. This isn’t a survivable swim with what I’ve got on now.

 

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We have many more mirelurk encounters on the way, including a mirelurk hunter, who necessitates a psychojet. I also eat a mirelurk egg omelet in front of it, for the AP, which probably makes it a bit mad.

 

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I skirt the edge of the water, which is lapping up against houses a bit more beachfront now than they used to be. As I near the bend I catch an emergency frequency, more about military security checkpoints. This time it is south Boston, but there’s still no indication precisely where it is. I turn it off.

 

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As I round University Point, I see lots of synths around all of the sudden. I’m spotted and it’s a fairly tense firefight. I know I have a kidnapping victim to save, but I have to see what these synths are guarding, so I duck into Sedgwick Hall, which has mostly fallen into the sea.

 

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Inside is not what I expected from a university hall. There’s a large sign marked Hardware, electrical. There’s a makeshift bomb in the bathroom I barely catch and disarm. Still, there’s a bit of an alert from me moving around and I hear more synths inside the building.

 

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I duck down a dark hallway, unlock the Master locked door at the end of it, and find an odd room. Light shifts along the walls as though it’s reflecting off or through water, but there is no water in the room. Is this a glitch, or something more? The dean’s terminal is in this room as well, with some interesting information about this place. Besides a glimpse into pre-bomb bickering between a professor Campbell and the administration, there’s a pretty good indicator something big was going on beneath the administration building. Maybe even a vault. Other emails point to the Student Credit Union as another place to look.

 

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I find that there is water in the next room, I can see it through cracks in the walls. Mirelurks as well. The flooded first floor contains an elevator with no clear call buttons, but there are plenty of ramps up to the next floors. A glowing mirelurk in one of the furthest rooms gives me some trouble and I have to pop another pyschojet. In a room beyond that, I find a combat shotgun in a duffel bag atop some file cabinets. It’s too heavy to be one of my mainstay weapons, but it does more than twice the damage of my 10mm.

 

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As I head up, I start to see more bodies. Also, there are signs of post-bomb habitation such as spotlights in the middle of a room. As I suspected, there are synths in here. My new combat shotgun takes the first one out fairly easily, and I would have taken the second out easily as well, but as I took cover I didn’t anticipate the synth would jump over the railing and flank me instead of coming down the stairs. It was a costly mistake and I almost died.

 

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I pick a pocketed synth right arm armor off one of the corpses, which is a nice upgrade to my armor. Creeping upstairs from this room gets me nicely in position and I have the drop on a synth, popping around the corner and blasting it to pieces with my shotgun. The synth leader hears me and steps out of another room, but thanks to my stealth doesn’t see me and runs the wrong way. He has a skull icon next to his name but I take him down in three shots as well, thanks to a critical I have stored up.

 

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The room he was in has some nice loot, including a mini-nuke. In a duffel bag on the desk I find Jacq’s note. It turns out there are more folks gunning for the Institute, and that there might be data here that they want (or that could be held against them). This is an interesting development.

 

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I’m not at all surprised that the terminal in this room is Professor Campbell’s. Here, I get the other end of the email chain I read previously. This details an increasingly agitated and paranoid dean. We’re further introduced to research assistants Curtis Marsh and Leslie Matthews, as well as some dangers of the research. There’s also a humanizing revelation in the emails and lecture notes about Prof. Campbell helping the relationship between his two assistants.

 

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In a room at the top floor I find plenty of electrical supplies for scavenging, and a copy of Tesla Science by a bed which will give me another boost on energy weapon damage.

 

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Back down on the second floor, there is indeed a parts shop as the sign says. In the shop, I find Gerald’s terminal. This set of messages suggests that the Jacq whose note I read is the girl whose body I found in the room upstairs, and that there was a settlement here after the bombs (which I was already starting to suspect). It would seem the Institute destroyed it. There’s also a touching personal log about Gerald’s family and wife. The fear and paranoia recounted in these logs is more poignant than the pre-bomb letters found at other terminals because as a player I have seen similar issues played out more directly. Over time, witnessing these instances builds up and makes these notes resonate much more than they would otherwise. Even if I’m still not entirely convinced the synths are the best plot to hinge this game around, this part of it strikes me as well done.

 

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It’s well after 1am when I finish searching the place, and I settle in one of the beds. It’s a shame that I can’t re-establish this as a settlement, which would be so much more interesting than building my own. Recapturing strongholds and managing them, I think, would be a much more fun and less glitchy way to do settlements in this game. I do understand how they are benefitting from the Internet buzz of folks building wacky settlements, however. Given the emphasis on player creations and sharing in the media environment, settlements were certainly a smart choice in terms of marketing, if not the best choice in terms of gameplay.

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