Level 28 (2 Perk points floating)
S-3 Armorer 2,
P-(+)11 Awareness, Locksmith 3, Rifleman 2
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 4
L-3
(Astoundingly Awesome 7 and 8, Barbarian 5, Covert Operations 2, Gift of Gab, Guns and Bullets, Junktown Vendor 2, Massachusetts Surgery, Tesla Science 2, Tumblers Today, Wasteland Survival 7 and 9)
In the early morning, I’m approached by Ronnie Shaw who claims to have been part of the Minutemen long ago before the “idjuts” took over. She is offering to rejoin, saying we obviously need her help. I politely overlook the insults and play nice. She says the best equipment was stored in the armory, and offers to show me. I take it this was the door I couldn’t get to open. Unable to get the door open, she takes me around to the old general’s quarters, where there’s a now-collapsed tunnel that once led to the armory. She says we need to find a way to clear it.
There is, of course, absolutely no indication as to how this might be accomplished. The quest data just helpfully says I need to find a way in. The quest marker directs me to the workshop for some reason with no explanation. I search through the menus for a bit before I realize it just means I need to go into workshop mode and scrap the rubble.
We head into the Castle Tunnels, where there are some fairly deadly traps (explosives combined with flammable gas of some kind). There are some cannonballs and plenty of cement down here, in case I ever have need of such materials. Further in, there’s a pretty heavy-duty automated turret that makes me glad I’m shooting land mines instead of trying to disarm them. If it wasn’t already down to a quarter health from me blowing up land mines next to it, it would have certainly taken me out. It takes me down to half health as is.
The first storage area we come across is pretty sparse, but there is a fusion core and some fusion cells down here. Further on, we meet Sarge, a no-longer-friendly robot guardian that comes close to killing us all before we finally make him explode into a nice bonfire.
Finally, we come across General McGann, the old Minutemen general who, Ronnie theorizes, must have gotten trapped here when the creature attacked. He seems to have set up security, defended the armory, and drunk himself to death. Ronnie offers me the uniform. I probably won’t wear it. These outfits are a terrible tradeoff, as they replace multiple pieces of armor that each provide special benefits. I don’t know why it’s even in the game, unless someone just really really wants to role-play.
The nearby terminal details the events and final hours of the former General. Apparently he was under the impression it was a Supermutant attack, hence his dedication to prevent them from entering the armory prioritized over any attempt at escape. His water run out, he chooses to go out drinking the good stuff.
Finally, we reach the West Wing and the armory, where Ronnie opens the outer door and we see sunlight in the courtyard. Inside, there’s plenty of ammo, some heavy duty guns, more mediocre laser muskets (with some mods that might make them a tad better but still not worth it) and a blueprint for artillery that Ronnie claims we can set on our enemies from miles away.
Before following Ronnie to take advantage of that, I decide to use the nearby bench to mod my weapons. I can finally drop the other two laser pistol/rifle options I have been carrying around, having made my recently acquired Prototype UP77 “Limitless Potential” far superior in everything but weight and fire rate (down 16 from the overcharged institute rifle).
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I go and build the artillery pieces as instructed, but it takes awhile to find one of the Minuteman settlers to assign to it. Speaking to Ronnie again, she tells me about the guns and how I need to use the smoke grenades to signal where the guns should fire. Then she sends me out to do a practice run. She wants me to blow up Ivans. Clearly she’s not the sentimental type. This little ruin of a restaurant is where the Minutemen laid the plans to take back the Castle and now she wants to blow it up! Still, there’s no changing the target. The oil spilled on the ground here means it promises to be a big send-off at least. The fireworks are indeed grand, but the building is still standing afterwards. The bombs did destroy a lot of cars though.
With everything set up, we’re finally ready to head out to investigate this kidnapping. Not wanting to waste any more time, I fast travel as close as possible. It seems County Crossing might be my best bet. As the sun starts to set I head out from County Crossing across a narrow bridge towards Nordhagen Beach, the settlement we’re supposed to be helping.
I pass an industrial area, and a Drumlin Diner. The diner is surprisingly untouched. There are a couple of Nuka Colas and a completely open yet unlooted safe. The nearby settlement must not be very good at scavenging. The garage across the way is also full of good scrap materials.
I can see some string lights up ahead, which makes me a bit wary. Raiders aren’t always so decorative, but sometimes they are. We’re still a bit too far from the settlement for this to be it. I go dark and sneak up to East Boston Prep. School. I find it a bit creepy actually. Resolving to return later, I decide to head on to the settlement.
I sneak through the darkened streets for a time, then take a narrow alley out back towards the sea to get away from potential ambushes. I find a hovel, somewhat recently abandoned, it would seem, and still somehow with electricity. I wonder where the person who built and decorated this place has gone. Again, small details like this give the player a sense that there’s a whole world going on outside their immediate scope of experience.
I hear some sort of race being announced nearby, which is a completely bizarre experience. I’m not sure if it is a loop recording or an actual announcer, but regardless it isn’t the goal tonight. I’ve left this kidnapping mission for too long and I’m eager to get to the settlement.
After a peaceful walk along the beach I see the settlement in the distance. The sound of the race or whatever it is can still be heard from somewhere behind me. I cross one last bridge, and from this island I’m surprised to see the airship so nearby. I’ll have to pay them a visit after this business is concluded.
I pass a dour boy wearing a sailor’s shirt on the way in, who informs me that if we’re looking for handouts we’ve come to the wrong place. I walk past him to talk to who I assume is his father, who has the quest marker over him. His wife has been kidnapped, and the ones that took her said they’d return for a ransom of 450 caps in a few days or they’ll kill her. He doesn’t have the money. I agree to help get her back and ask where they took her. He thinks somewhere way over by the Irish Pride shipyards. I’m betting this is going to be another example of a ridiculous radiant quest, as I’m pretty sure there are probably more powerful raider bands in between here and there, and they would have had to come an awfully long way through rival turf for this kidnapping.
It’s after midnight, so I take advantage of the guest bed that will allow me to sleep here and plan to head out before dawn. They’ve had her for days already, another few hours isn’t likely to make much difference.