Fallout Day 64

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Day 64
Level 31 (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-9 Gun Nut 1, Hacker 3, Science 2
A-(+)7 Action Boy 2, Gunslinger 4
L-3
(Astoundingly Awesome 3, 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)

 

From Taffington Boathouse, it’s not far at all to the Irish Pride Industries Shipyard where I need to go to complete the quest I was on before getting diverted days ago. Of course, I have to pass through West Everett Estates first, and that means killing yet another group of high level supermutants. If the game would just allow me to start settlements at locations like this then maybe supermutants wouldn’t constantly take back over after I leave the place. I’m waiting on THAT mod (not the one that takes all boundaries for settlements away though, I just want places that were previously settlements before being taken over by monsters to become settlements again after I kill said monsters).

 

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If there’s any consolation to this mess, it’s a glitch that keeps reloading good loot at West Everett Estates along with the repopulated supermutants— including a minigun, a Nuka Cola Quantum, and numerous good chems.

 

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Finally arriving at the Irish Pride shipyards, I decide to do a scan of the outlying buildings before heading in. I contend with a swarm of bloodbugs, but nothing I can’t handle. Fortunately the scavengers from before don’t seem to be around, so I don’t have to decide what to do with them. My previous moral concern with attacking scavengers that were not immediately hostile and just trying to protect their claim would probably have held, but I could have likely gotten around without alerting them. The larger outlying building has a power armor station in it. Speaking of mods, it would be great to have one that added power armor stations to the map after you find one.

 

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Out on the harbor, I find some boats still afloat. The sounds of water lapping around them and the nice weather makes this place almost peaceful in the midst of the apocalypse. I walk around the back past large cargo crates. There’s a body at the end of a gangplank by the water. He’s just a generic raider though. I was hoping for something interesting. They did a good job of showing the scum and trash in the water on this side, however.

 

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Circling around to the other side of the main building, I can actually see the sails of the U.S.S. Constitution on the horizon, where I’ll be heading to complete the quest I’m on later. I also spot a potential side entrance. This door has a Master lock on it. Fortunately, I’m a Master lock picker…

 

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Inside, I see this is a large boathouse, and the first thing I see is a young mirelurk crawling on the boat opposite me. I shoot it, expecting to face mirelurks from all directions, but nothing comes. Somewhere I hear a voice on a loudspeaker. Pre-recorded and on a loop perhaps? If anyone is here they aren’t on alert.

 

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It is a brief respite though, as I soon spot a mirelurk hunter. Fortunately, it gets caught up in a barricade so I am able to put it down, but it spits some venom at me that still does a fair amount of damage. I eat a mirelurk egg omelette from my supplies— both to replenish my health and to insult my enemies by consuming their young. The message does seem to be on loop, as it repeats again, “Monkey see, monkey do… so be nice!”

 

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There look like offices in the direction of the hunter, so I decide to explore the boat first. There are more mirelurks in here. I can hear them. The main deck is mostly empty, and there’s no way down below I can see, so I head to the top deck.

 

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I kill another mirelurk hatchling and find a shelter set up with an oil lamp going. “Be careful, it doesn’t look like they’ve been gone long…” Preston advises. Well, long enough for mirelurks to have moved in, unless we’re dealing with some sort of mirelurk tamers which, come to think of it, would be kind of cool.

 

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There’s a terminal in here called Rory’s terminal and… well, what do you know? Rory DOES seem to be in the mirelurk business! As I read, I hear another looped announcement “Uh uh uh, claws are for HUGGING, not PINCHING!” This Rory seems like such a nice guy! A crazy guy, mind you, but nice. I almost feel bad that I’m probably going to have to kill his mirelurks. I suppose I could try using a stealth boy and having Preston hang back.

 

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Exploring the other side of the boathouse I find some more mirelurk hatchlings. They aren’t hostile! The radar just says “Detected” rather than “Danger” and they are looking right at me. I decide to try walking by them without killing them. Unfortunately, it doesn’t work, and they attack me. I actually feel a bit bad about it. In a way, it’s like someone intruding into a yard blaming the dogs there for biting him. I once again consider how my perceived “right to explore”  infringes on the right to life of all other beings. Nevertheless this is the driving mechanic of a game such as this, so while I may occasionally feel bad, I do not change my behavior. Is this a reflection on me, or on the game?

 

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I continue to explore some of the back offices, still feeling oddly bad about killing the mirelurk hatchlings. On the other hand, I have a larger mission and there’s something I need to find. “It’s… weirdly peaceful in here,” Preston remarks. I agree. Must be the slowly turning fan. I’ve always found dark offices with slowly turning fans weirdly peaceful myself.

 

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Finding nothing, I steel my nerves and prepare to sneak down amongst who knows how many mirelurks with a stealth boy, telling Preston to wait up here. It… doesn’t go well. Stealth boys aren’t invisibility cloaks. I try various methods, and there’s a LOT of dying.

 

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Finally, me and Preston go in guns blazing, but that Legendary Mirelurk Killclaw is tough! My ultimate solution is to lay down four mines, shoot the thing with a sniper rifle, and let it come right to its death. All I get for my trouble is a crappy piece of armor.

 

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Once all the killing is done, we find Rory, gone out like the Grizzly Man. I also find some decent loot. What I DON’T find is the pump I came here looking for. Disappointed, I head back outside. It seems that the quest marker was just pointing me in the vicinity, but not within the building.

 

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Heading back outside, my quest marker says I’m right on top of the thing, but I can’t see any way to get there. I even go in the water and swim around trying to find some tunnel underneath but there is nothing. Online, it seems that most people find this at the Corvega Assembly Plant, and sure enough, there is also a quest marker on my map there. I finally realize that the marker I followed here isn’t a quest marker, but a marker I myself placed awhile back, perhaps intending to explore here on the way before continuing my mission.

 

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Even with my extensive play-through notes, some downsides of only being able to play an hour or so once a week still crop up from time to time. A large open-world game remains a huge time investment, requiring players to process and keep track of a multitude of goals, information about the world, and the player’s relationship to various aspects of the world. While it is possible to break such a game up into smaller, more spaced out play sessions, something is lost in doing so. 

 

Well, looks like this day was a bust other than the tale of Mirelurk Man. I fast travel over to Gray Gardens to rest for awhile in preparation for what I’m sure will involve clearing tons of raiders from the Corvega Assembly plant for like the fourth time.

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