Fallout Day 78

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Day 78

Level 37 (1 perk points floating)

S-3 Armorer 2,

P-(+)12 Awareness 2, Locksmith 3, Rifleman 4

E-2

C-(+7) Lady Killer 1, Local Leader 2

I-10 Chemist 1, Gun Nut 3, Hacker 3, Science 2

A-(+)6 Action Boy 2, Gunslinger 4

L-3

(Astoundingly Awesome 3, 4, 7, 8, and 14, Barbarian 6, Covert Operations 2, Gift of Gab, Guns and Bullets, Junktown Vendor 2, Live & Love 1, Massachusetts Surgery 2, Tesla Science 2, Tumblers Today 2, United We Stand, Wasteland Survival 7 and 9)

After the wait, Cait is still glitching out, though I must say that her sprawled out lame on the floor really fits with our talk about her needing an intervention. I tell her I’ll help her find Vault 95, which was social experiment for addicts, to cure her addiction. Nevermind that I have tons of addictol in my backpack. 

Once outside of Layton Towers, Cait is fortunately back to normal again. I’m not but a block towards my destination of Goodneighbor when we stumble across a new site, Wilson Atomatoys. From the look of things, I can expect another supermutant lair.

I get to test out my newly modded sniper rifle. First on some frag mines, then on some supermutants. The only available entrance is below around the side of the building. There’s a fusion core just sitting on the ground out here, so there’s no telling what kind of loot awaits inside.

Just inside, I hear the supermutants talking ahead, but instead I turn to the door with a master lock on my right, opening it easily. “See, now you’re just showing off,” Cait remarks. Seems to be a way upstairs, as well as around the main hallway on this floor. Through an old computer room, I have a window through which to snipe some very tough supermutants. It’s still a tough fight, but I have the advantage of cover in an unreachable position.

The nearby access terminal opens a security door with some pretty good loot behind it. Also behind the door, a button. Can one really avoid pushing a button, especially with a handy save right before doing so? Alas, the button just shuts the security door again, so not really useful except maybe as a mid-combat panic room.

A nearby ramp made from the caved-in second floor leads up to an office and another good jump on some supermutants relaxing. This office has two working terminals. Near the secretary’s terminal, there’s a note about Buttercup sales. So this is who makes those toy mechanical horses! Also, an ID card which might come in useful later. On the terminal is a note warning of one Arlen Glass, who is no longer an employee and security is requested upon spotting him. I wonder what mischief I’ll find Arlen getting up to in the notes. 

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By the other desk, I find a holotape called Marc’s Warning. Something to do with having to fire someone after being called out in front of the board, and demanding to know where this office’s owner, Nate, stands. I suppose I’ll find more on this office intrigue later. Nate’s calendar suggests he, Marc, and Arlen all headed some sort of project together, as well as that he was likely dating his secretary. More importantly, it has some information referring to the intriguingly titled SCYTHE project, although not enough to give an idea of what it entails.

The open area behind the next door certainly exemplifies a supermutant lair, but all is quiet for now. One wanders into my view and I kill it quickly before ducking back into the office and waiting for the searching mutants who heard the shot to quiet down. While I’m up picking off supermutants quietly from a distance, Cait stupidly jumps down into the hole in the center and decided to rampage on her own. I sigh and just hope they only knock her out.

I creep around in a destroyed passageway between two bathrooms and run into Cait creeping along as well, so at least the AI didn’t punish me too much for its mistakes.

On the next floor, I find a pretty full stock of Giddyup Buttercup horses, as well as parts for them. Since I’m cheating now with my weight limit mods, I can afford to snatch up the 8 lb/piece things. Perhaps they’ll look good around my settlements.

The next room is a prison, presumably where the supermutants keep future meals. There’s a dead raider in one, and the other has some traders with limbs missing. Supermutants are real horror shows.

Eventually, I find myself in the area I shot into at the beginning. The Legendary Supermutant I killed first had a pretty nice Poisoner’s Automatic Radium Rifle. I’m struggling to choose between this and my Violent Radium Rifle. I’ll probably end up selling it. There’s another fusion core down here, and for a second I think that caps off the loot in this place, but I never saw there the stairway I first passed leads.

Apparently, it leads to a showroom in what would have been the lobby entrance if junk hadn’t been piled in front of the door. I leave the showroom buttercup in place. Doesn’t feel right to take it.

In the office up here there’s another ID card and a security terminal. After cracking it and snooping some logs, I get a developer’s password for a Marlene Glass, likely associated with Arlen. The second log from 10/22 shows a disruption in the board meeting, the one Arlen Glass was fired at, as well as three separate instances of having to escort Mr. Glass from the premises before notifying the police. Whatever the dispute, it must have been serious. The next day’s log shows another morning escort of Mr. Glass from the premises, and the log is cut short. This is, of course, 10/23/77, when the bombs dropped. 

Before leaving the terminal, I activate the security turrets. Unfortunately there are no sounds of gunfire so they must not be in a position to fire on the remaining supermutants. Or perhaps there are none remaining. But there’s another path up here. At the top of the ramp, the turrets shoot at me, so I rush down to turn them off. There are more supermutants, but at the moment the turrets seemed more a hindrance than help. There’s a pretty tough supermutant Overlord upstairs, but nothing my gunslinging skills can’t handle.

Upstairs is a small theater for presentations with some nuka cola quantum amongst the seating. Behind the next locked door is a pristine office that looks unchanged from before the war, aside from a little water damage on the walls. The development lab lies beyond, blocked by a terminal I already found the password to.

Inside is a safe with decent loot, and a terminal—Arlen’s terminal. The first log, personal reminders, changes my understanding of who Marlene is, Arlen’s daughter. His wife is presumably Jen. The logs tell a tale of troubled development, leading Arlen to be largely absent from his daughter’s life. There’s a tape inserted called Marlene’s Holotape. It’s a sad message from Marlene asking when her daddy will come home and read to her. Unfortunately, there’s nothing in here about what went wrong that caused Arlen’s firing. The story is frustratingly incomplete. 

Then I see I forgot to look at the other desk in the front part of the office. A note sits on it reminding Arlen about Marlene stopping by. The calendar doesn’t reveal anything other than a lot of cancelled meetings, perhaps some tension with Marc. The documents contain some sales info, as well as Arlen’s ideas of how to fix it. The latter reveals one source of the tension. Apparently Marc succeeded his father in a role at the company, and while Arlen and Marc’s father had a good relationship, that relationship is strained with Marc. The email practically accuses Marc of slacking off. The product brainstorming contains some good ideas. It’s a shame they never got the chance to be implemented.

Finally, in the room where I killed the supermutant Overlord, I find Marc’s office, and some answers. In a trash can is a holotape called Arlen’s Manifesto. It’s mostly sweet rambling about the importance of Arlen’s toys to give children hope, and how he and Marc’s father built that dream but Marc threw it away selling it for a quick profit. In the desk drawer is a resignation letter wherein George Wilson hands over control of the company to Marc. 

The terminal reveals the final piece of the puzzle, SCYTHE being a top-secret military program though the cover would be continuing as a toy factory. SCYTHE repurposes civilian manufacturers for production of munitions, which might explain a lot of the bullets I’ve found in containers around here. While not quite as juicy as I hoped the story would be, I am now satisfied I know the whole story. 

It’s quite late, so I step out of my power armor and hit the nearby mattress for some sleep.

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