It is the next afternoon when I leave the Memory Den. As I hit the streets of Goodneighbor, I hear Hancock’s voice calling everyone. He’s standing on a balcony addressing the residents. He acknowledges they’re all doing their own thing, but they have to stick together, and calls their attention to forces that might be trying to drive folks apart. I’m actually surprised he also names the Institute here as the “real enemy” not the raiders, super-mutants, or Diamond City. He cautions to keep an eye out for imposters.
I’m not sure about the narrative being set up in the game. The Institute is an all-encompassing bogeyman, being set up as such at every significant turn in the plot. It’s effective, I suppose, to keep a unified thread, but I find it a little overbearing. In previous Fallout games the big enemies were just one group amongst many for most of the game, but here fairly early on the Institute completely overshadows the others.
I walk into the Third Rail, the building Hancock was speaking from. From the looks of the place I presume it is a subway station maybe. As I head downstairs I hear a jazz singer, different from the radio singers, and instead of rails I find a fairly well appointed bar. There’s actually a live singer on a stage, and Charlie, a Mr. Handy bot mans the bar. I sidle up and ask him some questions. The singer is Magnolia, the place is run by Hancock, and he’s tired of me asking him questions so I see if there’s anything to trade.
After selling some alcohol I’ve collected to the bot, Charlie asks if I’d like to do some work, and what he’s describing is killing folks. I generally like to experience as much of a game as I can, but I don’t know about this. Killing everyone inside these buildings “no witnesses” doesn’t sound like something I want to commit to. I persuade him to tell me who the job is for. Hearing that it is for Hancock convinces me I’d be ok taking the job, in terms of not getting into trouble with it. But it still doesn’t sit right with me on a moral level so I decline. Hancock might have given a friendly greeting, but he’s also shown he will stab someone unexpectedly just because they were mouthing off. That and the fact that Charlie said this is about internal political strife makes me not want to get involved. This is the first situation where I’ve turned down a potential experience in the game.
Magnolia stops singing and sidles up to the bar. She’s clearly important around here, or at least locally famous. Charlie called her “the jewel of the Third Rail” and that she doesn’t outwardly fit in amongst the other folks in this place suggests she has a story. I talk to her and the option to flirt comes up, a yellow dialogue option. I figure my character has a lot of points in Charisma and the Lady Killer perk (which in past games has opened up extra dialogue options and gives bonuses against almost half the raiders out there) so he would flirt a little. He’s a widower now after all. The option to flirt more follows, in orange. I’ve failed orange dialogue options in the past, but I press my luck and flirt more. I succeed. I guess that Lady Killer perk makes a big difference. I also get a bit of xp each time I succeed at a skill, including persuasion. Then a red dialogue option to flirt more follows. I’ve never seen a red dialogue option and really don’t think I can succeed, but I try anyway. I think it’s what the character would do, and as a player I’m actually interested in how the failure will play out. Surprisingly, I succeed, she suggests we go for a walk so I select the “go on date” option. The screen fades and the next thing I know I’m in a room. A notification pops on the screen that I have the Lover’s Embrace bonus, a +15% xp for a short time instead of the Well-Rested +10%. Magnolia says she had a good time but her first love will always be the stage and she doesn’t want to get too attached. We part ways.
Trying to figure out where I am, I exit and just as I head down the hallway, a ghoul steps out of a room to my right. His name reads Vaut-Tech Rep. He says “I don’t believe it… it’s you!” This is apparently the Vault-Tech Rep who spoke to me at the beginning of the game. He didn’t get in to the vault, as he wasn’t on the list, but as he became a ghoul he managed to survive these 200 years. He asks me how I survived and still look the same. He apparently didn’t know what Vault 111 was really about. I explain. He gets a bit angry at first. The emotion in his voice is touching as he says he had to get to the future the hard way, living through all the horror and bloodshed for 200 years looking like this. I apologize to him. I genuinely feel sorry for the guy. He says I’m the only one he’s spoken to that he knew before, and talks about how no one in the Commonwealth wants a 200 year old ghoul with Vault Tech sales experience. I have the option to persuade him to go back to Sanctuary and I do. My character’s dialogue is a promise to come visit and speak with him. He seems relieved, hopeful, and I feel like I’ve done a good thing.
Now to find my way back to the Third Rail. It’s evening now, and I was going to speak to Hancock before leaving. Maybe I’ll stay in Goodneighbor an extra night. Going downstairs, I seem I’m in a hotel. I see a somewhat important looking gentleman, Marowski, with a bodyguard and figure I’ll introduce myself, but he tells me to get lost. At the front desk I talk to Clair, who explains the hotel. She doesn’t have a good opinion of Marowski, says he’s a disgrace to his family and that he lost everything but the hotel. She also gets irritated after too many questions. That seems to be a trend around here. I pay 10 caps to rent a room as an apology. I’ll probably be staying the night anyway.
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I talk to Fred Allen before leaving, sidestepping his drug pushing as I make and find plenty of my own. I say I’m looking for work and he tells me about this Hallucigen building, which given the name he thinks has plenty of good chems. He says the Gunners mercenaries were sent to guard the place so it has to be good. I’ve had run-ins with them before and don’t mind doing so again so I take the job, persuading him once for more cash at 200 caps.
Rufus, by the door, welcomes me to the town. He seems friendly and mentions a job, getting a brewing machine for the Third Rail so they can have better beer. Apparently one was on its way before the war but never arrived, and he’s found where it is. I’ve just got to deal with the hazards and get it. I persuade him to push him for money and we settle on 200 caps.
Outside, I see two of the neighborhood watch standing over a dead body. Apparently they shot this Sammy as a synth imposter. I talk to one and he says Sammy suddenly started acting funny. Gave up booze and cigarettes and stopped cheating on his wife. That seems like a bad reason to shoot someone. The paranoia here is so gripping that any life change apparently means death as a synth imposter. I don’t see any signs that he’s a synth though so I’m not sure. I can’t exactly challenge the whole town either though. I head back to the Third Rail.
Magnolia is up on stage singing again. A new song. I wonder how many songs they have scripted for her. I continue past the bar area toward the back room. Stepping over some mannequins creepily fallen in the hall, I overhear a conversation. Two brutes hassling a man. The guy, MacReady is saying he left the Gunners for good. “I heard, but you’re still taking jobs in the Commonwealth. That isn’t going to work for us,” comes the reply. Looks like things might get ugly. I’m kind of glad. I was just spoiling for a more tangible antagonist. They leave with only a threat though. I talk to MacReady after. He explains the Gunners, a mercenary gang that has a reputation for being crazy. Apparently, he never fit in which is why he made a break from them. He’s a bit suspicious but asks if I want to hire him for mercenary work. I figure I’m about to go take on some Gunners nearby, and I’m curious, so after talking him down to 200 caps I hire him.
I can’t seem to find how to get to Hancock right now, and I’m looking at staying in the area another day now anyway, so I head to the hotel. We’ll head out to Hallucigen tomorrow.