Level 26 (1 Perk point floating)
S-3 Armorer 2,
P-(+)11 Awareness, Rifleman 2, Locksmith 3
E-2
C-6 Lady Killer 1, Local Leader 2
I-6 Gun Nut 1, Hacker 3, Science 2
A-(+)7 Action Boy 2, Gunslinger 3
L-3
(Astoundingly Awesome 7 and 8, Barbarian 5, Covert Operations 2, Gift of Gab, Junktown Vendor 2, Massachusetts Surgery, Tesla Science, Tumblers Today, Wasteland Survival 7 and 9)
No well rested bonus here. I’m going to head up the next elevator and check out what will hopefully be just one more area upstairs before I head down to the ground floor and get out of here. The elevator ride continues for an uncomfortably long time, like a couple of minutes, and I’m beginning to wonder if it’s a glitch. Finally, it opens on a rooftop very high up, so high that we’re essentially in a cloud.
There’s some decent loot on a nearby table, and I suppose this would be a relaxing place to come hang out. A window-washer’s elevator stands nearby, the obvious route down. The wind is howling as Dogmeat and I cross over some rubble to reach another part of the building, or perhaps another building entirely. There’s nothing over here but the curious remains of a jet in the side of the building.
I think about taking the elevator down, but a plank jutting out into the air is too tempting. Theoretically I can make this jump in my power armor, and it would be exhilarating. Besides, Dogmeat can push buttons and stuff. He’ll find a way down.
At the base, I kill another Gunner conscript, then decide to duck back in really quickly to make sure I didn’t miss anything on the ground floor. Inside, I find I’m not at what I thought was the main entrance, but rather a side entrance. A Gunner, alarmed at my entrance, starts getting up from a cooking station across the room and I shoot her in the head. I’m a bit past the point of feeling remorse, at least for the moment. I find the game, through spacing of encounters, can train a kind of ruthlessness into you. Yet, paradoxically, every now and then it will bring a resurgence of reflection or remorse. I wonder whether the routine of the one makes the other into more powerful moments.
Making my way back to where I thought I would come in, I find for some reason the front reception terminal won’t allow me to hack it while in power armor, so I step out briefly. It’s also an expert terminal, which is a bit higher security than I expected. It’s just a protectron control terminal, however. I’m a bit disappointed there aren’t more terminal logs in the building. With the exception of the continuance of Wayne and Bonnie’s story, this building if very light on the storytelling. I still don’t know much about what happened here other than that soldiers took it over after the bombs dropped.
I step back outside via the front entrance and kill the Gunner who is surprised to find me exiting the building. I duck out and take out a turret, then a Gunner who is running to get a better position. His rifle flies at me as he dies and it’s so action-movie over-the-top I have to record it. The only thing that stops be from picking up the rifle as it hits the ground is a Mr. Gutsy coming around the corner I have to take on. I hear a voice say “Stop! Turn around and leave!” I turn to see a Gunner just standing there and I do hesitate for a second. I feel a slight twinge of guilt as I contemplate killing him, then I think of the Minutemen and BoS prisoners that died inside. The Gunners are no friends of mine. I put him down.
I climb the stairways on the outside of the building to finish the job. After the initial stairway, there’s a newer, more hasty construction. Yet another cooking station. This is likely a Gunner base or outpost of some kind. Well, it was. I’m almost to an area where I think the remnants are hiding when I encounter an entirely new kind of trap! Well, it is new for this game anyway, though I’ve experienced it before in Bethesda’s Elder Scrolls games. This plank bridge, at first much wider than pictured, collapsed on one side as I walked across, dropping me quite some distance. If I hadn’t been in power armor, I would have likely died, but as is I shrug and head back up.
I still don’t know exactly where they are. I find myself near the stairway opposite the parking garage I explored yesterday. Looking around, I unlock a blue door and find some ammo and another syringer rifle stashed behind it. From here, I can either go down the fire escape, head upstairs and across a makeshift platform to another building, or walk a perilous beam to a building across the street. Any thorough exploration of this city is a bit maddening. I choose the stairs and platform. One of the boards is red, and I wonder if this signals a loose board trap. I decide to jump just in case.
I snipe a supermutant from the catwalk, then head upstairs (though down is also an option on this fire escape). A Gunner charges at me down the crumbled slope of a ruined building wielding only a baton. I stop incredulous at his courage for a few moments before shooting him down. I take another out that’s patrolling the level above. To my left, there’s another striking view of the city that I pause for a moment to look at. And climbing up through platforms and collapsed floors and even a subway train I realize this Gunner compound just keeps going!
At the top, I realize I’ve finally reached the highway! Gunners are attacking me immediately, including a couple posted on a nearby roof, but nothing I can’t handle. This must be the real reason this compound is guarded so heavily. Controlling the highway, a means of transport with limited access points, would be to great strategic advantage in this new Boston. It’s an even more promising boon for me, as I can just jump off anywhere I like in my power armor. From the looks of things, it might run all the way to my goal as well, but it is already getting dark and I’m uncertain what obstacles I’ll encounter on the way. A short jog the other direction, however, is quite probably another Gunner base or compound of some sort. If I’m right, the plan is to take it from them and sleep here tonight.
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I wonder if my +5% damage from Amazingly Awesome has started already, or if it starts at full dark. With the extra damage, you’d think I’d want to run all night, but that’s not how I’m playing this time around. So I’ll refer to it as my frustrated, “let’s get this over with already” damage boost.
Before heading into combat, it’s time for a nice Deathclaw Steak dinner to give me some extra agility going in. While I was right about this being a camp, I was wrong about this being a Gunner camp. If it was, it’s been overrun by supermutants already. While I’m sniping two far away, another somehow comes up from behind, perhaps hiding behind the nearby building. I don’t take much damage though.
My HUD alerts me that this area is known as the Fallen Skybridge, and I trace it to it’s northernmost abrupt drop-off. The supermutant lair is just north of this, up a ramp made from a collapsed walkway and stacked trucks. I crouch down, turn my lights off, and prepare to enter the ruined skyscraper in what will likely be another costly all-nighter.
Inside, I find some dead Gunners, confirmation that I may have been right. This used to be under Gunner control. I hear a supermutant nearby and shoot him a couple of times through the window upstairs, finishing him as he heads down. Nothing else here except for another dead Gunner, so I decide to head up the nearby elevator.
Or rather, down. As the elevator opens, I hear a full-scale battle between Gunners and supermutants that I walk in on just as the supermutants are winning. I mop up the remains, but take a bit of damage from a grenade in doing so. I move through a quick circuit starting to the right an am pleased to find a loop. Hopefully this area isn’t too big. Going back into the hallway where the battle was going on, I see the full extent of the damage. Four Gunners versus at least four supermutants.
There’s another elevator going down. Unlike previous buildings, the elevators in this building take awhile to get to the floor you’re on. Just once I’d like to see it open to reveal an enemy in the elevator itself. There are Gunners barricaded and waiting for me at the bottom, at least. One’s head is peaking over so I use VATS to shoot him a few times until he goes down, then duck back into the elevator for cover. The other Gunner breaks cover to rush me but is taken down by Dogmeat long enough for me to shoot him in the back. Another shoots at me from the balcony, but I have cover via a large pole and take him out. The only one that hits me surprises me by coming down a hall, but it barely dents my armor. No wonder the supermutants mopped these guys up. I also level up while I’m at it.
To my right, I find I finally found the first floor. This exit is to the street. I want to find a bed for the night, however, and then head back up to the highway. I climb up a collapsed floor to the balcony above. No beds, not even a place to sit and wait the night out. I wonder where these folks sleep and what they’re here for. I presume they’re guarding the entrance to the highway, but usually the game has been pretty good about what I call dungeon ecology—giving everyone possible reasons to be where they are AND ways they could survive in their current habitat. I head back up and out. Maybe the other place will have what I’m looking for.
Outside, I see a glowing mist in the distance SW of here now that it’s dark. But there’s nothing I can really do to get to it right now so I move on up the next makeshift ramp. Up at the top there’s a full swimming pool that looks a bit sketchy. And signs of supermutant habitation. Wonder what’s in the pool. Lots of radiation, it turns out. Rooftop pools are often attached to hotels, so I’m hoping that’s what I’ll find in this Hub 360 place.
It’s at this point that I realize Dogmeat is no longer with me. After reloading numerous saves, I realize he is still stuck at the bottom level of the Ruined Skyscraper. If you have this problem, the way I got him out is by commanding him to join me in elevators (which is tricky) and then also commanding him to exit the elevator on each floor as well back up to the top. The outside ramp is tricky for him as well, but go far enough and he should reappear at your side.
The inside of this place looks to have been overrun by supermutants on a much more long-term scale than the previous place. All the gory hallmarks are there. The random spikes, plentiful hanging bags of rotting meat, crude construction, prevalence of food and cooking material etc. It’s almost sun-up when I step out onto an outside patio. Already, the distant sounds of battle can be heard.
That goes nowhere, so I head back inside to use the upper elevator. This takes me head to head with a supermutant enforcer who, thanks to some lucky high damage shots, I manage to fell before he reaches me. I’m rewarded with a sleeping bag to finally crash for an hour or so as the sun rises.