Fallout Day 70

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Level 33 (2 perk points floating)

S-3       Armorer 2,
P-(+)11 Awareness, Locksmith 3, Rifleman 4
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 6, 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)

 

Good to be back after a long hiatus. This will mark the first post of a subtly different style. I’ll be moving slowly away from fine-tuned details and trying to add a bit more reflection. While I will mention some details, such as potentially significant loot, I won’t always go through all my looting of bodies etc. You can assume that whenever I kill something I check it for loot, and some of the more mundane descriptions of maneuvering through the environment are unnecessary. I’m going to try to shift the focus a bit more towards commentary where applicable.

 
I hit the trail again early, hoping to make more progress this time. When I visited Boston as a teenager in the real world, I rushed the Freedom Trail in a day. In the wasteland of Boston, this is day 4. I catch a lone raider just outside Goodneighbor by surprise and take him out as he’s turning to fire on me, then it’s time for the long walk back to where I was yesterday.
There’s a locked door on the other side of Faneuil Hall that I didn’t notice previously. Picking it finds me face to face with a raider who I put down with one shot just as he calls out in alarm. I creep into cover and switch to my sniper rifle to take the next one down while I hear another going through the typical AI script of searching for me. It’s been awhile since I’ve had time to play, but the beats are familiar to me. I know to where to look for probable enemies and where to look for traps. Aiming comes as naturally as if I’d been playing yesterday. I quickly take out the other two and a turret and check out their place. There’s a nicely stocked Nuka Cola machine with some Nuka-Cherry, and I’m left with two entrances—an elevator and a door around the side.

 
I try the door first, which leads to the Commonwealth Bank. The next few minutes are all exploration. First dark corridors with fungus spores floating in the air build a sense of unease, then past the elevators (which likely lead back down) the big empty bright-lit space puts me at no more ease. There are no salient features that give any narrative content here though, so I’m not thinking about anything in particular, other than wondering what will come. Emptiness implies that it will be filled, evokes anticipation. But in this game sometimes that anticipation is for nothing, which is actually one of the interesting elements of realism they build in. There appears to be no boss battle here. The door across the way seems only to lead outside, and no one is guarding the large vault door aside from a terminal.

 


The loot is decent, but not overwhelming: lots of cash, a couple of guns, a fair amount of ammo, and some toy rocketships for some reason. There’s only one item of any real note, but probably more for perhaps scavenging some mods from it that keeping it, as its damage is considerably less than my other gun. I head out the exit up here to check things out.

 


The exit puts me high above the street in some sort of covered walkway, but it’s falling apart and opens up to reveal an much taller tower on the other side. The POIs serve to draw me forward—big tower= important place. The biggest issue here is that my companion cannot follow me. Preston cannot make the easy jump across the foot gap and just falls. The game uses the environment to create interest in drive me forward, but from time to time that is arrested by the clumsy companion pathing. I decide to make a permanent save here first and see if Preston will catch up to me. If not, of course, I’ll have to play it all over again and have him wait here until I come back to retrieve him.

 
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The second time I run forward, and Preston actually makes the jump now that he’s moving at a faster speed. Some stairs on the other side go up to a highway entrance, which offers some good photo opportunities. As I look down over Faneuil Hall and a nearby half-ruined skyscraper, complete with art deco sculpture, Preston remarks “A reminder of what we’re fighting for.” I’m not sure whether this is triggered for a view like this, or simply the kind of pause that I was taking to look around. Are we fighting to rebuild this past? It seems like we’ve been fighting more just to help desperate people get by on the fringes.

 


The elevator at the other end of that covered walkway takes me back to a parking garage which I’ve already been to. I thought this place looked familiar. So altogether an uneventful diversion, in terms of traditional action gameplay, although it did give me some moments of pause in the exploration to get back into the mindset of the game and reflect on the setting a bit after a lengthy absence.

 
I lose track of the Freedom Trail on the other side of Faneuil Hall, as it seems to cross on the other side, but there are long stretches of rubble either direction. I slip into a building through a destroyed bus—a route I wouldn’t have spotted had I not been searching for the trail so hard. We have to put down a couple of wild dogs first. This puts me in a liquor store of some kind with a wide variety of beers, and some other loot.

 


Across from this is a diner with an advanced terminal inside, an alternative way to open the safe, with no actual interesting info on it. At this point both Preston and I are a bit overburdened, so I chug one of the beers I picked up for the extra strength boost and continue on into the nearby elevator. Inside is a creepy office area lit only by fire, and another elevator. The elevator goes up for a long time and at the top… I have rediscovered the USS Constitution! There’s a nice ramp leading down to the top deck! I thought I’d said goodbye to them for good, as it didn’t seem like there would be a way to reach their new location.

 


Admiral Ironsides seems very proud of our accomplishment, and speaks optimistically of reaching the sea in perhaps two more launches. They are now in the midst of plotting their new course. In the meantime, I’m apparently promoted to Lieutenant (along with the accompanying fancy hat) and given use of the Captain’s Quarters!

 


The ship is much unchanged, and I still can’t take any of the goods on board without it being stealing. Exiting through the bottom trap door, interestingly enough, leads to a desolate area on the top of the ruined skyscraper from which there is no way down and on which there is nothing of interest. I actually like this little detail—that they went through the trouble to allow that exit to be used now, but to no real purpose (though I suppose you could jump from that area with power armor). The Internet is doesn’t really have an answer for how safe it would be to store goods here (another thing they could have used some alternative to the settlement system to partially inhabit other areas for), so I fast travel to Goodneighbor to sell some things, then fast travel back for a free room for the night (after a brief stop at The Castle to drop off a huge weight of salvage supplies).

 

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