Fallout Day 56

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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 2, Tumblers Today, Wasteland Survival 7 and 9)

 

At the prospect of heading back through the maze of potentially raider-filled buildings I just skirted, I opt to fast travel this morning. I will explore this little peninsula after I get this guy’s wife back.

 

I fast travel to County Crossing and head towards the BADTFL Regional Office from there. On the road, I hear a supermutant and look around for a source. There’s more than one and they’re weak to energy weapons so I switch to my laser pistol. There’s a settler running nearby so there’s no time to waste. I kill the first one, but others are hiding behind a ruined house. As soon as I come around the corner they fire missiles at me, which I wasn’t expecting. I’m almost dead, but still hanging on as explosions sound around me and a nearby car explodes. I duck back and shoot a couple of stimpaks then come back around to finish them off and the settler is fine.

 

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I give Preston one missile launcher, which should fetch a good bit of cash, but he can’t carry two, and it puts me over carry weight so I drop the other before moving on. There’s some kind of monument across the way in the direction I’m heading, and apparently an old school sailing vessel toppled over, which intrigues me.

 

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Across the bridge, it’s an almost nice and peaceful moment by the bay, the waves lapping against the shores. Then a few pops of gunfire nearby and some explosions. I turn to find Preston assaulted by an attack dog which I take out, then notice the other sounds are coming from a firefight between raiders and a Mr. Navigator (who looks perhaps like a Mr. Handy robot) on top of the ship that somehow ended up on top of a building. I come around behind one raider and shoot him in the back, leveling up in the process, and only a brief exchange of fire is needed with the one on a nearby roof. Mr. Navigator does not shoot at me.

 

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Overcome by curiosity, I delay my trip briefly to approach the ship. I find what turns out to be the U.S.S. Constitution. Preston remarks, “I’ve heard lots of stories about how that ship got up there… none that I believe, but I’ve heard them…”

 

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Suddenly, I hear a voice behind me, a Mr. Handy bot named Lookout says “Scanning, scanning, assessing pre-war records… record found,” then gives my military record and says all former military are now considered part of the Congressional Army, something about me coming to them in their hour of need, and that I’m wanted on the bridge. I’m curious about this reference to my military background. While I have made a female secondary character, I haven’t gotten very far playing her.  However, one of my friends insists the female character doesn’t have a military background (I assumed they both could have had such a background). If I’m playing a female Sole Survivor, I wonder if this encounter goes any differently. I suppose I’ll find out eventually, but feel free to let me know in the comments!

 

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It seems the robots expect me up there immediately, so I comply, and the Last Voyage of the U.S.S. Constitution mission begins. I follow Lookout and approach the Bank atop which the ship sits. From the bottle caps collected in a cash register and the completely blown apart and looted vault safes, I surmise the ship and its robot guards must have landed here or become active well after the bombs and at least some period of looting. Or maybe someone came in here with a stealth boy.

 

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It’s surreal peaking out of the remains of the ruined building at these masts. Soon, I find a makeshift catwalk leading to a hull breach and a trap door into the ship. Once inside, a voice announces that this is the captain speaking and they are taking on an allied soldier, instructing whoever is listening to disable defenses and let me through. Good thing, too. Preston remarks “God, what’s that smell?” at some point but I don’t know what he could be talking about. Surely all these security robots don’t smell that bad.

 

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There are more protectrons on the next level up. “Midshipmen! Stand down! Stand Down, I say! This soldier is a guest on our vessel! Please afford him all appropriate courtesies,” the voice intones again. From the look of the place, it seems to mostly be filled with junk and salvage. Certainly a pre-war ship wouldn’t have looked like this inside.

 

The First Mate calls me an intruder and request permission to use lethal force. I play it cool and tell him to calm down, and the captain advises the same, and adds, “and use the accent!” I wonder if this is a case of robots reenacting media as I have seen previously at Gray Gardens.

 

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Finally, I reach the bridge of the vessel. “I’d hate to have to attack this place,” Preston remarks. There, I talk to Captain Ironsides, who explains that the ship is in need of repairs, I ask for payment up front and, despite not being in my most charismatic outfit, he agrees.

 

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We’re interrupted by a swarm of raiders we have to fend off. I find out the cannon are even usable! Most of my kills are simple sniping jobs though. I take out one legendary raider in an upper apartment, but the other escapes after we kill most of them. I shoot him in the back as he runs and would have taken him out had I not been out of action points from quickly taking out two others in VATS.

 

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Back inside the ship, The Bosun tasks me with repairing some power cables. With my skills it should be no problem. Preston speaks up again about how unique I am in my willingness to help and that I really care for people, and just wanted me to know what it means to him. I’m given the option to flirt, which answers previous questions I had about how inclusive Bethesda would make their romance options in the game. I wouldn’t flirt with Preston even if he was my type though, because good heart or not he’s still incredibly annoying most of the time.

 

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As expected, the repairs are easy to make and the Bosun thanks me heartily before asking if I could fix the power relay coil or buy a new one. It is a simple fix (with my Intelligence score) to fix the power relay. No shopping hunt necessary. Bosun asks me to speak to Mr. Navigator next.

 

Apparently, a guidance chip was stolen by human scavenger, and I’m to retrieve it “lethal force prohibited unless absolutely necessary.” Well, that should sit well on my conscience. It’s night by the time I creep around and meet with Mandy Stiles, the most outspoken scavenger, who tries to get me on her side to help them destroy those robots once and for all. She’s gruff, but I can sort of see where she’s coming from. Still, I don’t entirely trust them, and I honor my commitments, even to robots. It’s interesting, because one could easily say human life is worth more than artificial life and side with the scavengers, who aside from the ones that split to raid the vessel earlier, aren’t attacking me. Oddly, boy scout Preston likes my decision to stick with the robots, saying he doesn’t trust the scavengers. Mandy says we’re lucky she doesn’t shoot us right now, which angers me a bit, but I still want to get out of this without violence if possible.

 

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I decide it’s time I use some of those stealth boys. I take Preston around the corner and tell him to wait there, then activate the stealth boy. They somehow still see me even with my stealth boy active and start shooting after I take the chip. I reload and try a different tactic, casually walking through and opening the chain holding the back door shut, then heading out and coming stealthed from that direction. I sneak in, steal the guidance chip, and head back around to pick up Preston. I can hear that they’re angry though, and I’m afraid they probably won’t forgive me if they see me again, as they are now marked red as enemies on my HUD.

 

Back on the bridge again, Preston is talking about the sight-lines and cover and how whoever set up the defenses knew what they were doing. Another reason to be glad we’re on their side. My final task is to replace the radar transmitter, and I’m given coordinates to where one can be found. I really don’t want to go find it, so I try repairs. It says maybe a master repairman could repair this transmitter. I’ve got three perk points floating, so I decide to see if I can become skilled enough. I find it takes a steep 9 Intelligence to make it happen and must consider whether saving a short trip is worth all that perk allocation. Still, with my penchant for chems and power armor, the level 6 and 9 options on the Intelligence perk tree ARE tempting. High Intelligence also increases experience point gain, so I should theoretically get those perk points back more quickly than I was gaining them before. Ultimately, I decide to go with it.

I’m requested to speak with the captain again, and he thanks me for completing the mission without bloodshed. He says there’s one more task, a dangerous mission to collect some missing parts for the Turbopump or something. I’m given a key to the Captain’s Quarters as well. Inspecting the Turbopump, it seems that this is one case where I’ll actually need the parts. Fortunately, the parts are at the Irish Shipyards right across the bay from where I’m heading for my rescue attempt. I decide to lay down for a few hours in the captain’s bed (it’s not as though he is using it) and then head out in the early morning for a rescue attempt under cover of night.

 

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