I want to supply the people of Sanctuary with some of the new weapons I’ve been collecting for them. I also build another store and need to find someone to run it. In both cases, it is a bit difficult to track folks down. Once it gets a bit later in the day everyone starts wandering around, but until then it’s just going from house to house. There’s also no easy way (that I can see) of knowing who has already been assigned to manage what resources. The entire aspect of settlement management is more than a bit clunky. An overhead, more sim-type approach option would make this all so much smoother.
I use fast travel to get to Diamond City and we arrive in the afternoon. Preston informs me that the mayor has always been against the Minutemen, but he could never understand why. I do some trading to find the goods I’ll need to set up power armor stations. I’m short on caps after my recent investments in the settlement, but I finally realize I don’t need to keep my pipe pistol on backup anymore, so I sell it and the ammo for it for all the caps I need then buy as many sources of the materials I require as I can. Now time to see Valentine.
When I get to Valentine’s Piper is there, trying to get a quote on me from him. They’re both very interested in my tale of Kellogg, Shaun, and the Institute taking him. After I fill them in, Nick suggests we take what I found in Kellogg’s head to someplace called the Memory Den. He says something about a place that allows you to relive memories, and that they might be able to get memories from a dead man. I have the option to stick with Preston, take Piper, or go with Nick. Nick says he’s got to be there anyway to make the introduction so I go with him.
I suit up in my combat gear and fast travel to Park Street station, as close to Goodneighbor and the Memory Den as I have gone. It’s getting dark when we arrive. There are feral ghouls clustered in the nearby cemetery. A bit on the nose. A suitcase in the wrecked bus nearby has a tuxedo which does not, for some reason, give me more of a charisma boost than my suit. We have some run-ins with supermutants, which leads to another run-in with some gunners at the Mass Fusion building. I wonder what they’re guarding there, but we have other business and it’s almost midnight. Goodneighbor is straight ahead.
Our introduction to town is some low-life thug giving us crap, particularly Valentine and me over my association with Valentine. I make a smartass comment, which Valentine likes (my first introduction to likes and dislikes in conversation, up ’til now it has just been Preston liking me taking on certain tasks to help people). A ghoul dressed in colonial garb steps out and says “Valentine makes a rare visit to our city and you’re giving his friend a hard time?” The thug gives him lip about letting outsiders walk all over them, and the ghoul walks up to him seemingly to calm him but then suddenly stabs him several times before giving a friendly greeting to Valentine. The ghoul’s name is Hancock, and he welcomes me to his city of freaks and misfits that don’t fit in anywhere else. He tells me once I get to know folks it will feel like home to me as well, so long as I remember who’s in charge. This guy’s just the right combination of friendly and threatening to make a good character, and to be very intimidating.
I change into my formal attire and check out the local shops. One is a nice weapon shop run by KL-E-O an assaultron robot who has decided she would rather be an independent businesswoman than a mere robot. She’s also got a power armor station I can use in the future.
Nearby, a neighborhood watch ghoul says the Brotherhood of Steel better not try to enter here. I can see where this somewhat anarchical community wouldn’t like that. Next door is Daisy, a ghoul shopkeeper who offers a variety of goods. She’s glad I’m not screaming, considering some new arrivals haven’t seen a ghoul before. She asks me to clear out the public library that’s been taken over by supermutants, as she was fond of the place back when she was a girl, and human. I negotiate a bit more caps, as running settlements is proving expensive, but ultimately agree. She also asks me to return a book for her. Seems an odd bit of sentiment in the wasteland. I buy some materials for my power armor stations from her. Nick quips that there’s no accounting for taste. I hope at least one of my eventual companions in this game understands the need to reuse materials to build things.
I figure we can explore the town later, so I head towards the quest marker now, on to the Memory Den. A woman is reclining on a chaise lounge, greeting Valentine and perhaps surprised he’s here. “I may have walked out of the den, Irma, but I’d never walk out on you.” Valentine responds. “Amari’s downstairs you big flirt.”
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We head downstairs. There’s a history here, clearly, between all these characters. Amari is at first taken aback and dismissive, I beg her to help and Nick backs me up. When I pull out the brain/cybernetic bits she’s intrigued. It’s Institute tech, and we think it will work if installed in Nick. I thank him for volunteering. Nick can’t process it, but she thinks with both me and Nick put in memory pods we might be able to unlock some of it.
Via a somewhat corny interface of walking on pathways of neurons I go to different memories of Kellogg. It’s clunky and odd, and might work in a more abstract, metaphorical game but just feels off here. I enter, physically, a space that looks more solid and here a man yelling from the other room. I click on the character “Me” which is young Kellogg. His voiceover describes how he thinks his mom wanted him to kill his dad, but instead he ran away. He thought he was running from the NCR and their rules, but he was really running from leaving her to deal with that. I click on “Mom” and hear about her and how she took beatings to protect him from dad. She gives him a gun and says the only thing that will protect him in this world is that gun in his hand. I hear Amari say this isn’t what we’re looking for, directing me to a new memory, but I think that this is important, if poorly done. It humanizes, retroactively, a figure that was a villain at the beginning of the game and perhaps prompts me to reflect on what Kellogg and maybe all those raiders out there I’ve been killing went through to become what they are now.
The next memory is more animated, a scene playing out between Kellogg and presumably his wife Susan and their baby, Mary. They’ve moved somewhere and Kellogg is reassuring her they’ll be happy here. She’s worried about him but he says everything will be ok and soon he’ll be able to give her and Mary whatever they need. As a through-line, he pulls out a gun and says this is what will keep them safe. She says she’s not a good mother, he reassures her again. They flirt and then the baby cries. Kellogg tells her not to worry, he’s got it. An even more humanizing look at a different time in his life.
As expected, the next memory reveals things didn’t go so well for Kellogg’s family. Another voice is heard as he stalks angrily down a hallway, giving the impression he is replaying it in his head, or perhaps it is on a loudspeaker. “Did you think you could fuck with us and we wouldn’t fuck with you? They died like dogs, and you weren’t there to help them.” He kicks in a door and the memory fades.
The next memory is a bar. Clicking on the bartender Kellogg’s voice explains he doesn’t remember much from that time, but it was almost always a bar. Clicking on a couple of wastelanders who sidle up to Kellogg and he explains there was always a job for someone like him, didn’t matter who he had to kill. He got pretty good at it. The memory fades on “There’s this family that lives down the creek from us…”
Finally, there’s the Institute memory. Clicking on the Institute agent reveals Kellogg was surprised to find the Institute was real, but didn’t know anything about operating on the surface. He did, so it became a permanent arrangement. Clicking on Kellogg gives the insight that he finally ended up in the Commonwealth and at this point “wasn’t going to be stupid enough to get drawn into caring about other people again.”
The next memory is the one that intersects my own memory. Vault 111. Clicking him reveals he had become their main operative, and Institute personnel never really accompanied him other than this time. None of them knew really who they were grabbing from the vault apparently. Clicking on the Cryopods reveals the other people were intentionally left to die, and I was intentionally left alive for some reason. I am labeled “Backup Subject” and he says he knew even then they should have killed me, but didn’t expect I would catch up to him.
I see my son in the last memory, all grown up at the apartment in Diamond city. Clicking on Kellogg brings up his musing that looking back it must have been a setup, bait for me. Clicking on Shaun reveals it wasn’t his idea to settle with Shaun in Diamond City, but that he ended up kind of liking it as a reminder of what his life might have been had things gone differently. An Institute Courser arrives. A synth. I scientist, Dr. Brian Virgil, has gone rogue from the Institute to the Glowing Sea and they want him eliminated. They can also apparently teleport, which is surprising.
Doctor Amari goes over what I’ve found, but it is largely a repeat, perhaps for any that couldn’t or didn’t care to put it all together themselves. The only new information is that the Glowing Sea is impassible. With that much radiation almost no one could survive, though it may be possible with power armor and lots of rad-x. Valentine is waiting upstairs. When he speaks to me, he does so using Kellogg’s voice and says he should have killed me. I ask if he’s joking around with me and his answer is not comforting “I suppose that’s between you, me, and Kellogg’s memories.” I’m not exactly trusting Valentine, but I’m honest with him about, that I think something is wrong with him. If I go, I don’t know if I want to take him.