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Chamale
Jul 11, 2010

I'm helping!



Time for Nate, the friendly vet with a shotgun, to make his appearance! I'll be basically clearing the tutorial fight in this update, so I'll talk a bit about the build I'm planning to use. I hope to do different quests or try different resolutions this time, so I'm not just repeating content, but the first part is basically mandatory to get a strong character.

Strength 2 (3 with You're Special!)
Perception 1
Endurance 10
Charisma 8
Intelligence 1
Agility 1
Luck 5

10 Endurance as usual because it's Survival. 8 Charisma because that unlocks the perk to make followers deadly and without friendly fire. It also results in better prices both buying and selling. When my last character was level 19, she still didn't have enough money for all the best stuff. 5 Luck is almost mandatory because with Idiot Savant, Nate will level up 25% faster than without it, and only slightly slower than a character with 10 Intelligence. Nerd Rage isn't useful on a Shotgun build, because with shotguns, you either kill your opponent instantly or you die while reloading.



Nate hustles through the Pre-War segment, gets nuked, yadda yadda yadda.



He was actually in the military, and his default build is way more buff than Nora.

Level 2 perk: Idiot Savant (5 Luck)



Pet the dog, go about doing normal tutorial area things...


THAT'S A LOT OF MOLERATS. I don't know why, but this time Nate got attacked by twice the usual number of molerats at the gas station where Dog lives. Luckily they mostly aggroed on the dog while Nate shot them.



I went to Drumlin Diner before saving Preston this time, and look what the game chose for a random encounter this time: a Sentry Bot. You might remember them from my list of things that can kill you instantly. Fortunately they're slow and Nate gives this one a wide berth.

Level 3 perk: Scrounger (2 Luck)
I took Scrounger earlier this time, because I've been very happy with it. Ammunition is valuable, and finding the right kind of ammo can be a godsend.



Nate uses his military training to shoot some raiders. Note that I'll be fighting with a pistol or rifle in addition to the shotgun for a while, because the double-barrelled shotgun is a risky weapon.



This is Idiot Savant doing its thing. I got triple XP from completing the quest to look for help after leaving Vault 111, so Nate jumps two levels right here. The chance with 1 Intelligence is 11% - with 10 intelligence, it's only 2% and never triggered for my last character on quest completion.

Level 4 perk: Lifegiver (3 Endurance)
Once again, Nate will be investing as much as possible into survivability.

Level 5 perk: Bloody Mess (3 Luck)
Since Nate will be using a mix of weapons to survive the early game, I take Bloody Mess now.



The double-barrelled shotgun is best used a bit like a melee weapon: Wait for an enemy to be reloading, or otherwise distracted, then run up to point-blank range and blast him.



Something I just learned is that Mama Murphy has her own dialogue here. She tells Nate that the dog has a name - Dogmeat!



She also warns Nate about a horrible clawed monster that is being attracted by all the noise and fighting. Nate grabs the Perception bobblehead from the room and heads downstairs.



This raider scum is almost definitely looking at the wrong threat. Nate can't tell Dogmeat to run away, so the dog is clinging to the raider's pantleg at the moment he gets shredded by the Deathclaw.



Nate stands in the usual spot and kills the monster with a revolver.

Level 6 perk: Rifleman (2 Perception)
Despite the name, Rifleman increases damage for all non-automatic long guns, including the trusty shotgun.



And Dogmeat is OK! His name appears as "Dog" in the HUD until someone tells Nate the actual name. I didn't even know it was possible to learn his name this early on, probably because I find Mama Murphy too annoying to talk to.



Should Nate go on with Dogmeat or Codsworth? He'll need to recruit a human follower, because that's important for my Inspirational build to work - I've never actually tried this build before. So after setting off with the dog or robot, should he do the quest to recruit Preston or Piper first?

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Malah
May 18, 2015

Ah, poo poo. Yeah, Assaultrons are absolutely vile. Let's spin the wheel again!

Robot seems tankier and therefore more useful than doge, as mighty as he may be. We may as well see if Preston is any useful since we can pick him up right now.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Codsworth then Piper, since getting Piper also means getting access to Diamond City and its many, many vendors too.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Keep the Good Boy and recruit Piper

edit: no. the buddy cops with anachronistic hats idea is more fun.

Radio Free Kobold fucked around with this message at 23:55 on Nov 9, 2019

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Man’s Best Friend and Piper

The Flying Twybil
Oct 20, 2019

So what? You can't prove I posted that.
Dog then Preston. I want this to be a buddy cop movie where both guys wear Revolutionary War era hats.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Dog and Preston

Rappaport
Oct 2, 2013

Dog is, as pointed out, man's best friend, so let's feed him some radscorpions, and maybe this Piper chick could cheer Nate up after a nuclear holocaust?

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




The Flying Twybil posted:

Dog then Preston. I want this to be a buddy cop movie where both guys wear Revolutionary War era hats.

actually, this sounds good. changing my vote from Piper to Preston, as long as we get a Nice Hat posthaste.

Chamale
Jul 11, 2010

I'm helping!





Nate and Dogmeat go find the settlement that Preston wants us to help. He can't be recruited until we do what they asked, which is to clear that raider stronghold.



The settlement is being visited by a travelling armour merchant. Nate buys some upgraded armour and a Sea Captain's Hat, which provides no protection but gives an HP boost equal to 10+.5*(current level). Look at this man and his dog, wouldn't you hire them as mercenaries?



The settler gives Nate some directions to the stronghold and a pat on the back. He isn't allowed to sleep at this settlement until all the raiders are dead, so he will look for a bed elsewhere.



There's a nice little town called Covenant between point A and point B, so he talks to the guard about getting in. (I just did this quest with the last character, so I'm going to go for a different resolution.)



Nate is charismatic enough that if anyone can be convinced, he is almost guaranteed to pass the speech check. The guard reveals that their test is designed to detect Synths, without explaining what that is.



The mayor warns him about a hired gun named Honest Dan. Dan says he's searching for a missing caravan, and Nate uses his powers of persuasion to demand 50 caps up front to help.



Investigating by looking around outside doesn't gather much useful information.



Things start to improve when Nate presses the nervous mechanic about Synths.



She reveals the location of a secret compound nearby. Nate goes to investigate the nearby concrete bunker with a glowing red light over the door.



The compound contains a heavily armed group of men. He convinces them leader that he's only looking for information, not trouble.



Nate is escorted deep inside the compound past a dozen guards.



Finally, he meets Dr. Chambers, the leader of this strange place. She explains to Nate what a Synth is - a sinister machine that can go undercover and infiltrate humankind.



She's developing a test to detect them. According to the SAFE test, the prisoner Nate was sent to rescue is a Synth.



The doctor tells Nate she will match whatever reward he's been offered, if he lets her destroy Amelia Stockton. She politely points out that he's surrounded by gunmen and deep in an underground bunker.



Nate accepts, and the doctor pushes a button to electrocute her captive.



Searching Amelia's body reveals that she was indeed a Synth.



The town of Covenant is pleased with Nate's decision. At the town store, he purchases the best shotgun money can buy - the legendary gun, Justice.

Level 7 perk: Inspirational (8 Charisma)
This is the key perk for this build. Followers will deal 20% more damage, and can't harm Nate. This will make all the difference as soon as Nate can find a good supply of explosives.



Nate attacks the raider fortress. At first, he has to fire with his combat rifle, with the beginning of the fight taking place at a range where both sides' weapons are hardly effective. Nate has the advantage at long range because of his supply of stimpaks, and the advantage at close range with Justice. The biggest danger for a shotgun user is getting stuck at medium range.



At short range, Justice is stunningly powerful. A direct hit is overkill on every raider Nate can find. It's also very hard to take a screenshot of the exact moment he blows someone away.



Dogmeat is loyal and sticks close to Nate, unwilling to run long distances to engage enemies.



Nate walks right through the front door and blasts every raider. One inflicts a heavy blow with both barrels of a shotgun, but Nate wins the battle decisively.

Level 8 perk: Lifegiver 2 (Level 8, 3 Endurance)



To kill the raider leader, Nate manages to activate the Protectron despite his low intelligence.



The robot turns on him as soon as Jared is dead, so Nate runs for his life as lasers fill the air behind him.



Nate shares the good news with the settlers, then returns to Preston. Preston shares the history of the Minutemen, how they dwindled in number until no one but Preston was willing to defend the town of Quincy from vicious Gunners. He promotes Nate to be the one and only General of the Minutemen and offers to follow him. Preston likes fighting with long-range weapons, using a laser musket by default, but Nate will find him something better soon.

Level 9 perk: Rifleman 2 (Level 9, 2 Perception)



Preston then has another quest to offer: a nearby plot of land could be settled if the creatures there are cleared away. He has an infinite number of these quests to offer. The place is nearby, but Nate still hasn't checked out Diamond City.



A note about cool hats: The floppy Minuteman hats are useless in combat because they simply boost Charisma. The best hats available to Nate are the Sea Captain's Hat or a combat helmet sold in Covenant. They have similar benefits in combat, with the Sea Captain's Hat providing slightly better protection than the helmet once the wearer has 50 or more damage resistance (Nate currently has 31, but this will rapidly increase).

Should Nate go found a new settlement, or head to Diamond City?

Should Nate and his follower wear sea captain's hats, or military helmets?

Malah
May 18, 2015

This isn't an RTS, let's head to Diamond City! Let's stay stylish for now, since I'm sure better headgear options will present themselves in a respawn or two.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Found and sea captains!

Rappaport
Oct 2, 2013

Diamond City, and the boys should go in with flair, so Captain's hats for all!

Nordick
Sep 3, 2011

Yes.
Absolutely never, under any circumstances whatsoever, not use fancy hats.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Nordick posted:

Absolutely never, under any circumstances whatsoever, not use fancy hats.

+1 Refined4Life :sparkles:

The Flying Twybil
Oct 20, 2019

So what? You can't prove I posted that.
Diamond City so we can get Preston some better weaponry, and prioritize the fancy hats.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Nordick posted:

Absolutely never, under any circumstances whatsoever, not use fancy hats.

:emptyquote:

Chamale
Jul 11, 2010

I'm helping!





By simply checking the sunken boats in the radioactive river, Nate finds a matching sea captain's hat for Preston to wear, and the well-dressed Minutemen continue to Diamond City.



Outside the city, Nate sees Super Mutants fighting the security and helps out in the fight against the greenskins.



In a lucky turn of events for Nate, one of the Diamond City security guards has his head blown off in the fight, and Nate inherits some baseball umpire equipment to armour himself. Actual pre-war protection is much better than his ersatz leather chest strap.



The city gate is locked, but Nate watches as the enterprising Piper fools the guards into letting her back in.



Nate walks around the city looking for work, using his charm to demand the maximum pay for every job. Preston dislikes haggling, but he likes it when Nate takes a job, so he's ambivalent about the whole thing. I've never done an Inspirational build before, and I'm just now realizing how a high Charisma score not only gives Nate a lot of money, it also provides lots of XP from passing speech checks.

Level 10 perk: Aquaboy
It's always good to take this perk at some point, and since there's a doctor in Diamond City who cures radiation, I take the perk now since Nate is free of radiation and should try to stay that way.



Paranoia over Synths causes the man on the right to be shot by the guards. If only he had access to the SAFE test!



The bartender in the upper stands punches out Paul, who accused him of screwing Paul's wife.



Nate uses his charm and convinces Paul to let Nate and Preston go confront Henry themselves.



When Nate threatens the bartender with a shotgun, Preston shouts "Whoa! Let's everybody calm down!" Henry tells them about his side business in chems, and together they plan to ambush it.



Nate's attempt to throw a grenade at the group of smugglers only kills one of them.



Fortunately, this shotgun is instant death at close range, and in an ambush, Nate chooses the ground he wants to fight on.



They find and threaten the other side's one survivor and force her to give up the password into her secret chems lab. Preston didn't object to ambushing the meet, but he dislikes seeing Nate interrogate a woman at gunpoint.



This begins the travelling drug dealer "sidequest". Nate now has 240 doses of various chems, each of which he can sell for 25 caps each. No merchant has that kind of money, so Nate has to visit multiple settlements and exchange a few drugs for all of the city's available cash.



A short walk away from the city, he helps the travelling merchant Cricket battle a horde of feral ghouls.



Cricket is a weapons merchant, and she sells an amazing weapon: The explosive submachine gun called Spray 'n Pray. Every bullet from this tommy gun becomes a miniature grenade, so it's perfect for an inspired follower who can't hurt Nate. Nate barters most of his drugs to buy the weapon, as well as all of Cricket's ammo.



Although only level 10, Nate has been able to buy two of the best guns in the game for himself and Preston, and he still has over 5,000 caps. His damage resistance is 46, so the HP boost from the matching hats makes them some of the best headgear available.



There's a vault a short distance away from Diamond City, and Nate heads there in the hopes of selling more chems. The Overseer explains that they don't let in new traders lightly, and if Nate wants in, he'll have to bring her three Fusion Cores, precious prewar items that would cost almost the entire price of his remaining chems.



He whines at the Overseer that he deserves special treatment for coming out of a vault, and she lets him in.



Nate starts filling some empty bottles at the water fountain. A cat bolts for the open vault door - there's no way to stop it, unless Nate shoots it, which probably wouldn't go over well.



Once inside Vault 81, Nate begins, and then immediately fails, the single most difficult quest in Fallout 4. In the hundreds of hours I've played this game, I think I've only successfully completed this quest once. It's "Dark Souls with a Guitar Hero controller levels of difficult". It's this loving kid who offers to give Nate a tour of the Vault. There's no option to postpone the quest, it triggers automatically as soon as Nate goes within 5 feet of Austin, and fails instantly if he ever strays more than 10 away. Fortunately, all it does it set up two minor and one moderately important quest, and those can be triggered manually.



One of these minor quests is to find the missing cat.



It's a good thing the Pipboy map can sense what you're looking for and send you exactly there. Even better, Nate doesn't need to grab the cat - he simply it him to go home, and the cat obeys.



Nate meets his first legendary enemy - a black bloatfly. I've met an unusual number of legendary bugs during this LP. Insects are frustrating for a rifle user, but a shotgun is very effective because of its spread.



While swimming across the lake, Nate is attacked by multiple stingwings and bloatflies and forced to dive underwater to escape. With Aquaboy he can breathe underwater, so he crosses the lake like a submarine, finding a skeleton and a key under a capsized rowboat.



Nate is split from Preston and decides to run for the safety of Vault 81 - until he hears two quick bursts of gunfire and the night is lit up with explosions. Preston pulled Spray 'n Pray's trigger twice and killed all five mutated insects.



At a small house alongside the lake, Nate is attacked by a legendary radroach and kills it with a shotgun blast.

Level 11 perk: Idiot Savant 2 (Level 11, 5 Luck)
With 1 Intelligence and the second level of this Idiot Savant, Nate will now gain experience even faster than a 10 Intelligence character with the same perk.



The legendary radroach dropped one of the best possible items for Nate. This Martyr's armour slows time when Nate's health drops below 20%, similar to the Nerd Rage perk. You'll recall that my last attempt invested 9 SPECIAL points into Intelligence entirely because that perk is such a lifesaver in Survival mode. Nate will definitely be wearing this armour piece for a long time.



A terminal in the house describes how its owner dropped his late girlfriend's locket into the lake, and how he was determined to retrieve it. The key found in the lake unlocks a safe, with a decent amount of explosives and gold.



Injecting stimpacks while fighting bugs made Nate very thirsty, so he chugs purified water at the vault's water fountain.



Little Erin is so happy to have her cat back, she gives Nate a valuable Fusion Core. So, although Vault 81 needs these things, Nate's arrival has netted them -1 Fusion Cores. Unfortunately, another kid was bitten by a mole rat and became deathly ill, so the vault's children are on lockdown until the Overseer finds out where it came from. The good news is that Nate has sold his remaining chems to the vault and bought Preston some leg armour that'll make him run 10% faster (I don't know if the effect works on followers, but I hope it does).

If Nate decides to change followers, he can give all of Preston's excellent equipment to the new person with no hard feelings. Should he stick with Preston, or recruit Piper?

And for his next objective, should he help Vault 81, help Diamond City, help the Brotherhood squad, or follow the Freedom Trail?

Chamale fucked around with this message at 07:38 on Nov 11, 2019

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Recruit Piper
Help Vault 81


Let's see how long we can put off helping the Brotherhood :unsmigghh:

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Stick with Preston

Help the vault

The overly dramatic line reading of "Ashes, go home!" has always been befuddling to me.

Nordick
Sep 3, 2011

Yes.
Personally I usually run with Piper because Preston is a garbage dumbass, so for the sake of variation I vote you stick with Preston.

And since you're already there, might as well help Vault 81.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




These folks in Vault 81 seem like decent people. Let's help them out.

The Flying Twybil
Oct 20, 2019

So what? You can't prove I posted that.
Preston is just the good cop to our bad cop- it's what makes the ratings for the movie so high.

On that note, let's do Vault 81 so we can improve our buddy's perception of us. After which we can proceed to do more things he hates, like interrogating people with Justice.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


The Flying Twybil posted:

. After which we can proceed to do more things he hates, like interrogating people with Justice.

This is why I enjoyed the "no fucks were given" mod for this game.

Rappaport
Oct 2, 2013

Maybe this slightly honesty-challenged Piper would be a better friend for smooth-talking Nate, and since we're already here, why not help this Vault 81?

Commander Keene
Dec 21, 2016

Faster than the others



Rappaport posted:

Maybe this slightly honesty-challenged Piper would be a better friend for smooth-talking Nate, and since we're already here, why not help this Vault 81?
Yeah, I was thinking that unlike Cait, Preston seems to object to your play style. Might be better to pick up a more suitable companion. Piper might be this companion for now.

Definitely help Vault 81 first, though. Try to end things with Preston on a high note.

Chamale
Jul 11, 2010

I'm helping!





The doctor can't find a cure for Austin, but a chem-addicted teenager tells them that while trying to hide his chems, he found a secret area of the vault full of notes about medical experiments on mole rats.



Bobby leads Nate and Preston to the entrance to the rundown secondary vault.



Nate sends Preston to lead the way against a pair of machine gun turrets. He destroys them both in seconds. Playing with the Inspirational perk and a well-equipped follower really feels like being a general, as Nate sits back and orders Preston to kill everything in their path.



Waves of mole rats get blown apart by Preston's gun and the occasional shot from Nate.



It turns out that the secondary vault was designed to spy on residents of the main vault, with observation terminals that can be used to overhear conversations.



A bite from one mole rate makes Nate sick with an infection. This is the only life-threatening disease in Survival mode, because it deals constant damage to Nate's health. Without antibiotics available, it becomes a race against time to reach a doctor before running out of stimpaks. Fortunately, Nate has some antibiotics handy and cures himself.



Near the end of the vault, a large mole rat brood mother charges. It is very big and tough, with sharp fangs that can instantly kill a mere level 11 character. It gets gunned down before it can even cross the room.



Behind a sealed door, Nate finds three lockers laid on the ground. Two contain skeletons, and one contains an urn.



A Miss Nanny at the end of the vault asks if Nate is a member of Vault-tec Security. Only they are authorized to open the door.



Nate lies to the robot and goes in. He finds a terminal that describes how something went wrong on the day the bombs fell, and only three scientists made it into the medical half of the vault. They continued their experiments on mole rats, and after they died of old age, the robot Curie continued their research.



Curie, gives Nate a substance that can cure all diseases in existence, but there is only one dose. It's possible to sell this medicine, or keep it for Nate as a super-stimpak, but that means letting Austin die.



Nate bring the cure to the vault medical centre, where the doctor uses it to cure Austin's illness.



Preston is grateful, and he thanks Nate for being a good person and working to restore the reputation of the Minutemen. Curie offers to travel the wasteland with Nate - she wants to see blue skies and butterflies, and learn more about the outside world in the name of science.



The Overseer rewards Nate with a room in Vault 81, a rifle that shoots syringes full of drugs or poisons (it sucks), and most importantly, the right to take any public property in the vault that isn't nailed down. This includes a large supply of non-radioactive food.



The lead mechanic tells Nate that the vault needs more tools, so Nate takes every wrench and hammer he can find and sells them back to the man for 225 caps. The scientist in charge of agriculture says they need more fertilizer, so Nate grabs all the fertilizer in her lab and sells it back for 75 caps. Finally, he fills every bottle he sees with purified water and sells it to the cafeteria for 200 caps. Preston has no objection to this plan.

The vote between Preston and Piper was tied last time, so I'm going to include all three followers in this vote. Preston, Piper, or Curie? You can vote for two of the options if you want. Preston and Piper both like to charge in aggressively while Curie is more cautious. Curie can't use equipment but she has a laser gun and significantly more HP.

What's next for the General? Help Diamond City, help the Brotherhood, or follow the Freedom Trail? (Note that you don't ever need to help the Brotherhood or Railroad if you don't want to)

Chamale fucked around with this message at 22:45 on Nov 11, 2019

The Flying Twybil
Oct 20, 2019

So what? You can't prove I posted that.
On Episode 23 of Radsmoke: Preston and Nate hit the Freedom Trail

7c Nickel
Apr 27, 2008
Keep Preston until you get the Outnumbered perk and then change to Codsworth to get the +Energy Resist perk. Max survivability.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Curie is this game's best companion, and if you think I'm wrong, fight me :colbert: Also help Diamond City.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




I've never seen Curie before, so I will vote for something new. Likewise, I don't think we've gone with the Brotherhood yet, so let's try that.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Take Curie and hurry to the Freedom Trail

Rappaport
Oct 2, 2013

Piper or Curie, and Diamond City again!

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Let’s go with Piper or Curie and then stick around Diamond City

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Curie is amazing.

Commander Keene
Dec 21, 2016

Faster than the others



Gonna stick with my vote for Piper. Curie gives me flashbacks to Pokemon Uranium.

PetraCore
Jul 20, 2017

👁️🔥👁️👁️👁️BE NOT👄AFRAID👁️👁️👁️🔥👁️

I'm voting Curie.

TheGreatEvilKing
Mar 28, 2016





Time for misadventures in Diamond City

Chamale
Jul 11, 2010

I'm helping!





Nate's new room in Vault 81 has a stand for his bobbleheads! He's found 3 out of 20 so far.



Tina de Luca asks for help getting her brother Bobby to kick his chems habit.



Nate goes in to Bobby's room with his trusty convincin' shotgun, but it turns out there's no option to do this the hard way; Nate politely convinces Bobby to see a doctor for his Jet addiction.

Level 12 perk: Scrounger 2 (Level 7, 2 Luck)
I take another level of Scrounger to find more shotgun shells. With Curie by my side, I'll be collecting ammo for the Spray 'n Pray, since followers need a constant supply of bullets for any automatic weapon. I've also found some Fusion Cores thanks to this perk, which are both valuable and heavy.



Nate joins forces with Curie, and Preston begins the trek back to Sanctuary.



Curie is adorably naive, kind-hearted, and talkative, with a French accent. She often comments on Nate's scavenging with questions such as "This belongs in the garbage can, no?"



She introduces herself in simple Japanese to the malfunctioning Takahashi. When he repeats "Nan-ni shimasu-ka?", she says "I believe this robot is broken."



At the local dive bar, the bartender complains about the quality of Diamond City Radio. He suggests murdering the DJ.



Curie is horrified by this idea, and Nate won't go along with it. Vadim says he has another plan, and asks Nate to return in the evening.



In the meantime, he goes to the hardware store for a can of paint.



Raiders light Curie on fire, but she's a tough robot and shoots one of them with a laser for a one hit kill.



After leaving the hardware store, Curie gets into a tussle with a full-grown bloodbug. Its life-sucking proboscis does nothing to her metal body.



Curie likes to politely warn Nate, and his enemies, about the dangers of combat even while firing lasers at them. This rabid radstag was a much higher level than Nate, but three shotgun blasts into its heads brought it down.



Next, Nate finds some baseball relics at the mirelurk-infested estate. He'd already negotiated a price of 300 caps each for the three artifacts.



On the way back to the city, Nate spots a big explosion at the raider camp under the bridge and heads off to investigate. Curie comments that boats belong in marinas, not in drawbridges.



It turns out a Super Mutant Suicider attacked the raider camp and nuked one of them. I didn't even know that was possible, but it's better him than me. Curie sees a Super Mutant for the first time and wonders if it could be friendly, right before it fires a machine gun at her. Nate shoots it dead.



Back in Diamond City, Moe pays Nate his 900 caps and tries to him about the brutally violent sport of baseball.



Nate disagrees. There's plenty of time to kill before going to the bar in the evening, so he tries to explain what baseball is really like.



Curie loves the statistical aspects of baseball. This is another fun detail about how in Fallout baseball, like the rest of American culture, is stuck in the 1950s: In our time, RBIs and batting average are known to be flawed measurements of a player's contributions.



Ghouls are banned from Diamond City, but that doesn't stop Edward Deegan from offering Nate an intriguing contract. He'll have to see Edward's boss, Mr. Cabot, for details.



After Nate brings the green paint back to the Wall, Curie has a conversation with him. Though she has been doing research for 200 years, she knows there has never been a truly great robot scientist. She asks Nate for help uploading her mind into a human brain so that she can become human. Nate doesn't have any leads on this, but he agrees to let her know if he finds anyone who can make Curie human.

Level 13 perk: Strength +1 (Now 4)
Nate just purchased a Champion's Chestpiece, which provides a lot of damage resistance and extra resilience against robots. It's quite heavy, and there are no pressing perks to take, so increasing carrying capacity is a good plan.



In the schoolhouse, Nate finds another Miss Nanny with a French accent, the robo-teaching assistant Edna.



The schoolhouse also has a book granting robot companions like Curie an extra 5% damage. After the schoolhouse, Nate visits the detective agency, and learns that Detective Valentine is missing.



Finally, it's time to go to the dive bar, where two tough-looking guys are pushing around Travis.



Nate tells Travis that he's ready to back him up. Travis doesn't it know it, but Vadim explained the whole plan earlier: These guys are going to take a dive to boost Travis's self-confidence.



Travis fights Bull, the man who was picking the fight, while Nate fights Gouger. Gouger crumples after taking two punches.



Travis lands a great punch to Bull's jaw, and the thug angrily storms out of the bar.



Scarlett, the Dugout Inn's waitress, was impressed with Travis's bravery. She likes him, and Vadim told Nate that Travis likes her as well. Nate convinces her to go see Travis.



When Nate returns to the dugout in, he hears that Vadim has been kidnapped by the men who fought Travis. He goes to the radio station and barges in on Travis and Scarlett to ask where Vadim might have been taken. Travis volunteers to get a gun and come along for the rescue mission.



The old brewery where the abductors are hiding out turns out to be a raider base. Luckily, the door guard was asleep at his post, and Nate gives him a rude awakening.



Curie leads the way with her lasers.



Her personality matrix may not enjoy combat, but she's certainly good at it.



When all the raiders are dead, Nate finds and unties Vadim. The raider leader's terminal describes how the base gradually ran out of food, and they took to attacking and robbing rival raider encampments. They managed to capture Lily, the sister of a raider boss named Red, and demanded shipments of food as ransom. Lily died while trying to escape, so the raiders at this brewery were trying to figure out how to fake more letters from her. The terminal also mentions that someone killed Jared at Corvega, and whoever did it must have been tough.



Nate praises Travis for his newfound bravery, while wearing some fashionable glasses he just found. Should Nate wear the funglasses, or stick with black-rimmed glasses?

Should the next quest be Deegan's contract, the missing detective, the Brotherhood, or the Freedom Trail?

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CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Funglasses
Deegan's contract


What bonuses do the funglasses give?

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