Fallout Day 67

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Level 32 (2 perk points floating)
S-3 Armorer 2,
P-(+)11 Awareness, Locksmith 3, Rifleman 3
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 2, United We Stand, Wasteland Survival 7 and 9)

 

I get the day started with plans to head towards Diamond City. As we step out of the Hotel Rexford in the early morning hours, I hear someone exclaim, “Oh, you’re with the Minutemen.” I look around to find who is speaking and realize it’s a ghoul who is talking to Preston, not to me, telling him how she supports them. She even says she has something for him, which I find quite interesting. I’ve had settlers offer me small items as thanks in Fallout games before, but offering rewards to companions is a new experience.  It’s quite rare in a game to find an NPC companion engaged in conversation with another NPC that doesn’t involve me in the slightest. We rarely discuss interactions between NPCs that aren’t expressly there for the player’s benefit, but such interactions can add an interesting layer to the game world. Of course, this particular example accomplishes little beyond my amusement. Done right, however, such interactions could be used to disrupt the sense of entitlement and centrality that comes naturally to most players in these worlds.

 

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I have a note to talk to Kent Connolly, who seems to have an urgent mission in the nearby Memory Den, so I stop in there first while I am in town. I love the decor in the Memory Den, and the silence is always so distinct and striking here. I step into a private side room to find Kent in a room decorated with Silver Shroud memorabilia. Kent is a huge fan, and I choose dialogue responses to reflect being a fan as well—back when the show originally aired. There are a few instances in the game such as this one, where as a player you engage in some retroactive character background creation. In this way, details can be added about what I imagine my character’s past to be that may impact some choices going forward even though they were not part of my original conception of the character. I’m curious as to how other players view these dialogue options. Some players may find them jarring, while others may apply a kind of principle of charity and smooth over any logical gaps in the diegesis.

 

Kent and I chat a bit about my waking up from cryo-freeze, and how Kent wants to bring the Shroud to life and make the world a better place. Preston appreciates the guy, and I agree to help him find a Silver Shroud costume to go with the machine gun he built, even if I have my doubts whether he can make a difference. But I make a difference, so why not?

 

 

 

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With that done, I put on my armor and head out of Goodneighbor. The streets of Boston are as dangerous as ever, with supermutants seeming to return to the same old locations periodically. I guess I’ll consider it my scheduled clean-up service. This time after the clean-up I go a bit higher and find an dead soldier next to a steam trunk full of guns and ammo! I’ve lost Preston though, but hopefully he shows back up.

 

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I head back into Goodneighbor to sell some of the loot I just picked up and to try to find Preston. Turns out he was still hanging out back at the Memory Den. I guess even Minutemen need some downtime every now and then. By the time I step back on the city streets it is mid-day, and the seemingly perpetual war is in full swing. I don’t actually see much other than a feral ghoul I snipe, but the sounds of gunfire and explosions fill the air. I pick up the Trinity Tower mayday radio message again, and I may be able to actually stop and help this time through.

 

I am getting XP constantly for some reason, though I don’t know why that would be the case unless I inadvertently set some events in motion that led to enemies dying. Near the feral ghoul, in the bus by the cemetery, I find a postman’s outfit which, while probably less snazzy than my suit, has the same CHR bonus plus an END bonus. Something to consider.

 

As we near Boston Commons, Preston mentions that people just don’t come back from there and no one knows why. Sounds intimidating, but I press on. I see Swan’s Pond, and I imagine I know why. This thing is a beast! Also, I don’t entirely know what it is. I know I don’t want to tangle with it right now though. Besides, it’s not attacking me. Yet. Before getting out of here I brave the radiation barrels in a gazebo nearby to pick up a Grognak comic: Enter Maula: War Maiden of Mars!

 

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Exiting the Commons, I happen upon a Freedom Trail tour. The guidebot creepily says some lines about the tour, and there is an almost ominous message nearby “At journey’s end follow freedom’s lantern.” There’s also a red number 7 on the trail marker and an arrow pointing to the letter A. The tourbot gives an entertaining little audio history lesson before recommending I follow the trail onward. Do I let myself get diverted by this? You bet I do! What I find interesting is the way they’ve used the Freedom Trail–so iconic of visiting real world Boston–to contextualize places in Fallout’s Boston, adding a bit of a history lesson along the way.

 

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At the nearby statehouse, I find a 4 and L. I’m not sure whether the historical marker was here for me to read before starting on the trail or not, as I don’t recall looking at it when I visited previously.

 

 

I find a 2 and A next to the cemetery, just before I’m attacked by two synth patrollers, one legendary! I take one out without too much difficulty, but the legendary uses that impressive synth combat AI and hides behind a post, peeking out to fire at me. I run through the cemetery and come to the other side of him and manage to take him out by firing through the fence, but I take a bit of damage doing so. He had a nice Kneecapper Baton.

 

 

Turns out the Old State House was where Goodneighbor was all along, along with a 6 O clue. I wonder again if you don’t notice these until you begin the trail, or if they’re here to find all along.

 

 

It’s a bit hard to stick to the trail when it is covered with rubble, but after hoping over a bus I find the Old Corner Bookstore… along with two feral ghouls and a whole swarm of serious raiders! I die the first time, as I wasn’t expecting that assault so quickly. I try again, and die again to this crazy tough legendary raider, but only because I hesitate to use chems and get taken out by a grenade at the end. So I just go with my mainstay and pop some Buffout and a Buffjet and tear everyone a new one. Preston is lying on the ground with his legs crippled by the end, still firing, but we get through and I stimpak him before taking a look at the marker. It’s a good thing my character says “3, I” when I click on it, because this dead ghoul is totally covering the marker. I go grab the Legendary’s gear before I go into the bookstore, and I’m glad I do. This would be a promising sniper rifle, but the damage is much less that my current one. I don’t do a lot of sniping while moving quickly anyway.

 

 

After looting the raiders, however, I find both Preston and I are well over carrying limits, and besides it is getting a bit dark to follow the trail with ease. Since we’re so close to Goodneighbor I decide to stop off there for the evening to sell things and sleep. I make a trade of a few guns and 254 caps for another fusion core, then head to the Hotel Rexford, but not before stopping outside and grilling some radstag meat I stole from the supermutants. May need the strength tomorrow.

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