I shore up the defenses of the new Minuteman settlement at Oberland Station and then hop into my power armor so Preston and I can take care of the water treatment facility. On our way there, more choppers pass us on patrol. I wonder how they get all their fuel. Crossing the nearby dam to reach it, I notice a boat with a med kit inside. I jump over quite easily, grab a stimpak, and jump back. I really love how different the movement and experience of the world is while wearing power armor. Whereas normally I am dashing through the world from cover to cover, in the power armor I feel more bold and confident. The constant clunk of each step doesn’t really make me think stealth, and I’m more likely to jump than dash. I wonder if that’s just how I feel, or if the jumping mechanics are slightly different in power armor?
Soon, I’m at the dam I initially skirted to get to Diamond City, which I realize now is some sort of tiered lock canal system. There’s plenty of daylight, so I decide to pop into the nearby door marked Operations. It’s just a small room, already looted and ransacked, which makes sense. There is one locked crate with not much in it. I pick up some junk loot like turpentine and aluminum. Preston asks, with a condescending rather than curious tone, “What are you going to do with that?” I’m going to continue to build our settlement, Preston. Where do you think all that material comes from? Dogmeat never asks questions.
On to the plant before 5 pm. I make a note to explore the ship at the bottom of this area. Spotting super mutants, I decide to circle the plant and snipe them off from a distance before closing. They’re as big or bigger than I am even in this armor. They have a fairly good defensible position, or at least it appears so, but I jump over their fence and the water is actually not deep. Several of the areas are submerged, with walkways leading down into the water. Typical of super mutant lairs, there are a lot of bloody body parts. I know from previous games they tend to be cannibals. There is an elevator at one side. While I usually go the indirect approach, I don’t try it. I’m in power armor, I’m going through the big front doors.
No one awaits inside. I check the terminal. There’s a bit about a media tour of the facility. Also, judging from an office supply order, it seems they may have been bottling someone else’s water as their own for this event. It’s the little notes like this, often completely unnecessary to what you’re doing in the game, that really flesh out the worlds Bethesda creates.
There’s nothing noteworthy in the rest of the plant, so I go try the elevator, which must lead down to lower levels. Downstairs, other than a turret, another terminal suggests perhaps some unethical or cost-cutting measures. There’s a chemistry station down here, but apparently I can use that while I’m in power armor. Interesting, but I suppose that’s a good choice. Wouldn’t make much sense. I’m already surprised I have the fine motor coordination for typing on terminals and picking locks with bobby pins in this thing.
I push a button and move to the next area. Another turret, but no sign of super mutants down here. Maybe they stayed outside. A nice copy of Picket Fences gives me the know-how to make some patio furniture now. Hurray!
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The next terminal’s log entries indicate that I’m correct in assuming the turrets were pre-war implementation. 200 years isn’t bad for these things to hold up. The button on this side to get to the pumps isn’t functioning. Figured I’d have to go around.
There’s been some flooding, obviously, and a terminal says some pumps have stalled. I flip a switch and the water recedes, revealing mire lurks. Of course. So I’ll have to fight them off and get the other pumps back online, it would seem. I explore the area where the water’s receded, but there is more below. I follow the icon to what I presume is the next pump. Glad I shut down the turrets at the last terminal, although I wish they wouldn’t still show up as red in VATS to indicate they are enemies after being deactivated. Even if I shoot them it does nothing once they’re deactivated, which is also strange.
Mire lurks are a bit more trouble close up, but I’ve learned the trick. Preston actually tells me where to aim just a couple of minutes later, which is useful. Although the way he keeps flat-out walking off these catwalks is annoying. Good thing companions can’t permanently die. As I clear more of it, I notice they really did a good job making the area look like someplace that has been under water for awhile. The way the sediment lies, and the occasional barnacles, make a nice touch. Some of the smaller objects might have been shifted by the water differently perhaps, but for the most part it is believable. The legendary mirelurk at the bottom gives me a bit of trouble, and the leg of my power armor is damaged again.
Once I get all the pumps restarted, there is a convenient nearby elevator that takes me to the surface, where I had spotted the elevator outside. I bet it wouldn’t have worked if I had tried to get down there. If there’s anything negative to say about Bethesda’s level design, it’s that the general pattern tends to be somewhat linear, even if they do a decent job hiding that fact. It’s a bit predictable that at the end of any level there’s going to be an exit that either takes you out a door previously locked or previously inaccessible (as with some of Oblivion’s and Skyrim’s exits that let you drop down right next to the where you came in). Not that I don’t appreciate getting out quickly most of the time, but they could mix it up a tad more often.
It is early the next morning at about 5 am when we head back towards Graygarden. I spot a couple of radstag by the water and hunt them down. I feel bad, but I need that prepped radstag meal for the carry weight boost. Back at Graygarden I trade some things with Supervisor Greene, then speak with Supervisor White, who thanks me profusely and gives me some produce as well as offering a discount. I have access to the workshop here now. Preston thinks we’re at a good spot, that we’ve been growing quickly but that now we’re big enough we’re having problems communicating. He wants to retake the Castle, the old Minutemen HQ. Apparently long before his time some monster came out of the sea and destroyed it, but it’s centrally located and has a large radio tower for transmitting to all our settlements. I’m wary of taking on so monumental a task immediately, so I tell him we’ll get to it a bit later. Another settlement, it would seem, needs our help. He follows up with that, but I use the workshop to build a place to get a couple of hours sleep first. Then I need to go repair my armor.