Fallout Day 33

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Level 21 (2 Perk points floating)
S-3 Armorer 1,
P-(+)10 Rifleman 1, Locksmith 3
E-2
C-6 Lady Killer 1, Local Leader 2
I-6 Gun Nut 1, Hacker 2, Science 1
A-(+)6 Gunslinger 2, Action Boy 2
L-3
(Astoundingly Awesome 8, Barbarian 4, Covert Operations, Junktown Vendor 2, Tesla Science, Wasteland Survival 9)

 

I wake well rested and head over the hill to sell some things at Drumlin’s Diner before heading out. I decide to head back past the Starlight Drive In and take the back roads north of the water rather than the more urban route to the south going from Lexington. I’m already practically on this road, for one, and I theorize there will be less enemies and other distractions on what seems to be a more rural route.

 

We’re beset by a mirelurk and a mongrel dog underneath the train tracks, but deal with them easily. I get them started and Piper finishes them off. This is, however, the first time I’ve seen an animal enemy really run. That mirelurk, which had been running straight at me and almost reached me, took off running the other direction after two laser blasts to the chest. I hadn’t realized enemies like that were scripted to retreat. Up until this point I’ve only faced mirelurks in their nests, so I’m now wondering if they have a different script while wandering around.

 

There appears to be some rough fortification under the highway, but nobody’s home. Until, that is, I’m almost east of the highway, where I’m attacked by wave after wave of glowing mole rats. I’m glad I’m in power armor. The nearby Rotten Landfill is the likely culprit. A settler’s corpse surrounded by mole rats explains the vacancy. I equip Kellogg’s pistol (which carries a chance to refill my AP) and head into a nearby pipe under the landfill. Inside I confirm that this is indeed the gun for mole rats. The landfill doesn’t lead to much after one swarm, so I switch back to my laser pistol and continue down the road around noon.

 

I mostly ignore the side roads leading north for now, though the turn offs for buildings in sight I plan to investigate. The ruined house at the next turn offers little beyond paltry loot, a bed, and atmosphere. Soon, I realize it is a caretaker’s hut for a graveyard and the other buildings I saw were mausoleums. I figure the Wildwood Cemetery is worth walking around, though its really just a graveyard surrounded by a larger graveyard now. By the central tree, in the last place I’d expect to find such a thing, there is an edition of Total Hack “Control Turrets” that supposedly has turret hacking source code.

 

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The leftmost mausoleum is empty, though spooky. Moving on from it I spot a trader on the nearby road and go talk to her. She recommends I stop by a place called Covenant, “the only civilized place in these parts” according to her. I buy an overdue book from her (just in case those are actually worth something eventually) and sell a couple of grenades and a whole lot of cigarette cartons and packs. The other mausoleums appear to be walled up, except the one on the far right, which has been desecrated but seems otherwise empty. The right center mausoleum looks a bit creepier, complete with coffin out front. It’s also empty (apart from some chems), but has seen more recent (and disturbing) use. I take the chems and close up before heading on down the road while I still have daylight.

 

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Further up the road I spot a large red tractor and some kind of fence structure and investigate. There’s a Legendary Feral Ghoul Stalker that we take out easily. He’s got a sweet VATS Enhanced Laminated Synth Left Arm on him that reduces action point costs by 10%. Also some poor dead settler nearby. It’d be interesting if you could play a truly sentimental type character and bury bodies. I might just do it. I feel sorry for anyone reduced to wandering this part of the wasteland with nothing but a 10mm pistol.

 

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Checking my map, I see Covenant is nearby. It’s getting towards 5 pm so it may be worth stopping over in this area if this is indeed a civilized settlement as the trader says. With my roleplaying day by day like this, it would be worthwhile to get the Solar Powered perk. It’s a shame I have such low endurance it would take me forever to get it. I decide to make a circle exploring some of the back roads north while I have daylight and then spend the night in Covenant.

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North of covenant is a bus with some fashionable glasses inside in a suitcase, but I prefer my black-rimmed glasses which have the same Charisma bonus. At the crossroads where I’m about to turn to make the circle is what appears to be a crashed airliner I can’t resist exploring. This, I’m soon notified as a location discovery, is Skylanes Flight 1981. There are already some scavengers there, which I snipe from afar. Once again, I feel bad. I’m attacking these people, who are basically doing the same thing I’m about to do scavenging this plane, only because the game system puts their name in red which means they will be hostile. I suppose it could be argued that the fact that I obey that system is a moral statement in itself…

 

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The real challenge is a Mr. Gutsy robot (also marked hostile, who was in a firefight with the scavengers when I arrived). I know from experience they can be challenging up close so I engage at a distance and after a long firefight destroy it with little damage to myself. In the cargo area there’s some standard loot, plus a clean striped suit. Maybe it’s time for a style change from my gray one. The Fallout world’s airlines are absolutely massive, but mostly filled with what you’d expect on an airline. I do find a snipers perch with a couple of combat rifles, but that is likely a more recent addition. I also find a Sea Captain’s hat which I won’t use but is cool enough I’ll probably store it rather than sell it.

 

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The real prize is the hidden compartment with a master lock that contains what seems to be smuggled guns and drugs from Chicago to Boston. Why they would smuggle railroad spikes along with the other stuff is beyond me.

 

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Satisfied, I forgo the rest of the circle and make a note to head north of the cemetery later. It’s almost 9 pm so I head towards Covenant, battling some roaming vicious mongrels on the way (it seems they come out at dusk more). I holster my gun and approach. There’s a trader outside with some good gear, but very expensive. Also, so Ballistic Fiber I make a note of (though I haven’t encountered anything that’s needed it yet). He says he’s based out of Bunker Hill.

 

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There’s a man at the gate so I step out of my power armor and dress up in my best suit just in case I need to make an impression. He brags about the town, but says they don’t just let anyone in—there’s an entrance test. I persuade him to tell me more about the test and he says they’re trying to weed out undesirables. I ask what he means by that and he lets slip they’re worried about synths. Great, another one. I actually KNOW these things exist and I’m less paranoid than everyone here is. Yet they have real raiders to worry about on their doorsteps.

 

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I consent to the test. As he begins the test, I as a player immediately recognize it as the test you take to be assigned your skills at the beginning of Fallout 3. He’s obviously using it differently though, as he sounds a bit suspicious on some of the more technological answers. Nevertheless, I pass, which is a good thing too, because it’s starting to rain. I hop back in my power armor and head inside. Piper seems to dislike the entry exam and my entering covenant for some reason, which I find odd given she’s also paranoid about synths.

 

Inside, Deezer, a Mr. Handy bot, is pushing his lemonade. I meet a man named Honest Dan, a mercenary type. He’s apparently been contracted by Stockton to find what happened to a missing caravan that last stopped through here—and more importantly, Stockton’s missing daughter Amelia. I agree to help out, though I do persuade him for some caps up front. Hey, it’s hard out here. Anyway, he suspects Covenant has something to do with it. They are a touch sketchy here.

 

Looks like I might stay a bit longer, but first I take advantage of the apparently free for any common room. A free bed for the night (plus a free public terminal in the common room) suggests a friendly settlement after all.

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