Pope Amole II
Nerd Commando Game Studios
- Joined
- Mar 1, 2012
- Messages
- 2,052
Part V: you fedex with me - you fedex with the best
As it is implied by the title, this update is gonna be extremely interesting. It begins with our arrival to Redding - we're going to dry all of remaining non-combat xp here.
Wish it was a long-winded affair, but no. We pay for the widow Rooney as the sum is negligible and it nets us the best xps...
We solve the bar brawl by talking out both miners out of it -
not that it matters, but just to showcase that this option is available in the RP...
That brings us our thirteenth level - our skill priorities hadn't changed yet.
We jail the obvious Unforgiven reference - I would've killed the fucker, but without a shithouse to do that it's just not stylish enough...
And we promise to kill Frog Morton, but we'll do that much later. Frog himself is not that rad, but his brothers are the real deal, especially against non-powered armor characters. And even against the best defense possible they still aren't exactly harmless as they sport tons of burst weapons - one crit and you're done.
That was modoc for ya. I guess I could've killed all the wanamingos, they're pushovers (Sulik would crit their eyes like no problem) and I'm strong enough to do that, but see, that's another thing that I wanted to do with style. A bit later, perhaps. Now is the popamole time!
Not for long, however - our journey to modoc is long, but uneventful. We've avoided some encounters, but they weren't the combat ones - just useless stuff like merchant caravans.
Well, here's to grinding this place.
We lockpick everything that's lockpickable and pick everything that's pickable, and in the same time we learn about Johnny's disappearance...
We get hired to guard some cattle...
Which, with our scoped rifle and fast shot trait, is easiest money in our (well, Pope's) life - from a huge distance, we draw the dog's aggression onto ourselves, then Sulik cracks their little skulls open.
Flawless victory.
We promise some old man to repair his relationships with his ex-best friend (because we're the chosen one - we can do anything)
And, in the meantime, kill some pesky pests in his garden.
I've always hated this quest because it's more annoyance than anything, but whatever - at least we're done with it quickly.
Opening the door of this suspiciously walled building, we ran away - no need to draw the watchdogs' attention.
We get our hint to golden watch's location (not that we need to find it)...
Being a hero is a dirty work.
Shit.
At least the explosion goes fine - worst ending of my ironman F2 attempt ever was actually dying knee deep in shit. Like, I've set up the explosives and ran to the stairs, but, with a critical failure, they've detonated before that, delivering about 6k damage to my char (or my faulty memory is lying to me and it was "only" six hundreds or so). What a crappy death that was.
Now that the watchdogs are gone, we can have more fun with the dynamite.
At least it doesn't explode in our hands.
Taking out our trusty bozar, we bust Rose's eggs source with the extreme prejudice. Sorry, but your omelets are just not worth 1k experience (or so).
Back to the old shit. Popamoling the undoubtedly smelly rat...
We find the watch here. Boy, I imagine how strongly it stinks. Or, rather, I'm not imagining this shit - I'm actively trying not to.
Well, if I was given a shitty watch, I also would show little gratitude.
We heal Bess. I guess I could've sold her to slaughterhause, but I'm too lazy to wait until she crawls there so I let her live. For now.
Ghost farm. Gee, these corpses are as phoney as the whole idea of this place. I mean, it's a fucking post-nuclear game - ghosts can't exist here! Oh, wait...
Ok, so I step on a hidden hole and I fall down. But I'm kinda slow on my print screen action so Instead of that floor I catch only darkness. Well, it happens.
It sure did, buddy.
However, no pain - no gain. The fall allows us to doctor ourselves, getting a hundred of extra xps.
No profit in committing a massacre here - we come in peace!
So yeah, deliver the slags message, bla-bla-bla...
Yet, before we leave this content-deprived pit...
Johnny. Unfortunately, I'm out of candy so I'm talking serious business with him.
Less action, more talking!
And the affairs here are resolved.
Yeah, Modoc is probably my least favourite town in F2, so it shows. Well, at least the xp is decent.
Pretty decent - lvl 14. We hit the 100% mark with our big guns and then we spend a couple of points here and there, just in case.
On our road to VC (which totally lacked any semblance of yellow bricks, well, unless the bricks of old mole shit count), we meet a tin woodsman.
Eh, we'll get the car soon so I don't mind against having those batteries.
The cheerful outskirts of Vault City - nothing but happy faces and warm greetings here.
Another opportunity to use our magnificient doctor skill...
And exchange a rad-away pack for some xps - that's fine, it's not like we're going to get seriously irradiated (unless we're terribly unlucky with random encounters - that gecko "acid everywhere" random encounter can be a deathtrap for an ironman character, one of my runs ended that way, thousands of rads and not enough meds to get them out in time).
One disadvantage of F2 is that, with the new "press shift to highlight items on the ground" option, quests like this one become needless. But then, it's not like I don't know where everything lies in this game, so what's the difference?
Helping everyone we can.
Also doing what we can with the water flask. Too bad that its questline ends here and, even if you go to the places he mentions, you can't even ask about it. So much for continuity.
Why am I even asking stuff I already know?
Fed up with fedex, but what else there's to do?
Mind you, I'm not saying the game or the areas are bad - it quickly redeems itself by this ability to fuck up a corrupted customs officer royally. It's just that it's not 100% good and that, despite all our love for this game, we must still perceive it objectively.
The biggest flaw of all the different ways of getting into Vault City is that one of the ways (well, this one) is too easy. So there's rarely a reason to search for more complex ones.
We rush straight into city council.
Learning about the city's reactor troubles, we're offered an easy way into the citizenship...
But hey, it's not like we don't qualify for the hard one!
We totally do - one of the boons of this build.
We celebrate it by drinking lots of alcohol-Z shots - hundreds of them, actually, for almost two days straight. Can't be good for our health...
Nah, in fallout 2, it totally can.
Picking some books on our way out, we set course for Gecko. Oh, and about picking - one of the annoying things about fallout 2 is that not all doors actually reward you for locking them. All of the doors in the inner VC lack appropriate scripts and so we're not milking them for xps. Bogus.
Rats.
Gecko. Of non-walking variety. We're not here for long - just to take quest from the Harold...
Reap some fresh doors and trade with the Percy. While we're at it, we also take his quest.
Before we go back, we scout the area around Gecko - more of the quest stuff. We have but one encounter - this poorly armoured band of raiders. No indication of how well they are armed...
But we don't take chances so we snipe them from afar, as usual.
They proved to be weak, but hey, what's the point of risking here? If I'm going to take chances, at least those will be some pretty chances. Something more or less epic, not this.
Back to VC errands. We smuggle some alcohol we've conveniently gathered in Klamath & Den...
We bring much needed tools to Vic's daughter...
We free a man from a life of sheltered slavery...
And we report our scouting job to local military.
Now we can just ask for the part...
Grab it from the wonderful amenities store (where we're buying science & repair books on a regular basis, btw) and head back to Gecko.
There, we learn that greed is good - heck, as if our LP doesn't showcase it enough. Anyhow, in RP we can actually show Gordon's tape to the councilor without ghouls getting slaughtered afterwards. But even if they did, we'd still show it - couple of lives thrown away is nothing if the alternative is xps missed.
Inside of the power plant, we do some keycard hunting...
And hard persuasion to make some lazy son of a bitch to do his job. Sheesh, those overprivileged white cismales, always feeling superior... Well, it's hard to tell if he's white or if he's cis, but with such arrogance and sloth, how can it be any other way?
Of course, he asks for additional help. And we can't refuse - not that we care, but we must grind those levels. For some reason. We totally must.
We also must keep our stock of .223 bullets high - almost 900 hundreds may feel like a lot, but with bozar it actually isn't.
Yeah, we're back to VC, taking care of more and more quest business. At least this one bit will bring us closer to having our own car.
At this point, I've kinda ran out of different comments about the importance and awesomeness of xps.
KK, let's interrupt our frantic errand running with some easy loot.
Thankfully, Vault 8 is full of it. Right from the start we bust up an 8-ball cache - just 1 super-stim and two usual ones, but it's more about finding secrets that anything else.
Then it's a chat with a pretty nurse Phyllis. We theorize a bit about Vault City's problems, then we ask her out, but she considers us too ugly to date...
Well, fuck her! I mean, that's what we don't actually need - we can do it ourselves and better! Hail masculine independency!
Besides, bitch has some serious mental problems - let's let some other guy sort her shit out, she's not worth it.
Who needs chicks when you can spend some quality time with a computer? We hoped to find some breast implant examples, but by mistake we've stumbled on the combat ones - still a useful info.
Useful enough to level us up. A double lifegiver here - in ironman game, it's a must. 10 levels more and we won't even notice that we have 2 EN.
And skillpoints distribution is quite predictable.
Sulik also got an upgrade - his second to last one. Well, IIRC, in vanilla it would've been his last one (I'm not sure), but here it is not. Damn he's good.
Let's visit the good doctor - we help him with his drug problems (hey, don't be so shameful, doc - we've all been there)
And learn a couple of medical tricks from him.
Then it's the looting part - batteries in the vent...
Goods behind the locked doors...
And the stuck doors - usually, you need 8 strength to unstuck them, but if you use a crowbar on them, just 7 will suffice. Which is absolutely reachable via one dose of buffout - that's what we do. We could've done even easier, however - enter the combat mode and have Sulik open them, that's possible with the companion control (and absolutely justifiable).
Of course, as we're already in combat armor mk 2, there's nothing awesome about finding mk I metal here, but at least red module will be extremely useful later on.
We also find some explosive ammo here. And lots of lesser stuff. Groovy.
Xpice must flow.
And that is enhanced by another RP addition - the ability to learn about true purpose of vaults from V8's main computer. We also do all the usual stuff here -optimizing the holodisc and our pip-boy.
Back in Gecko. Before making another trip to the plant, we exchange instruments for the car parts and get the desirable part quest.
So the holodisk goes into plant's main computer...
And said part goes into our pocket.
The running is over. At least for today.
End of part V.
As it is implied by the title, this update is gonna be extremely interesting. It begins with our arrival to Redding - we're going to dry all of remaining non-combat xp here.
Wish it was a long-winded affair, but no. We pay for the widow Rooney as the sum is negligible and it nets us the best xps...
We solve the bar brawl by talking out both miners out of it -
not that it matters, but just to showcase that this option is available in the RP...
That brings us our thirteenth level - our skill priorities hadn't changed yet.
We jail the obvious Unforgiven reference - I would've killed the fucker, but without a shithouse to do that it's just not stylish enough...
And we promise to kill Frog Morton, but we'll do that much later. Frog himself is not that rad, but his brothers are the real deal, especially against non-powered armor characters. And even against the best defense possible they still aren't exactly harmless as they sport tons of burst weapons - one crit and you're done.
That was modoc for ya. I guess I could've killed all the wanamingos, they're pushovers (Sulik would crit their eyes like no problem) and I'm strong enough to do that, but see, that's another thing that I wanted to do with style. A bit later, perhaps. Now is the popamole time!
Not for long, however - our journey to modoc is long, but uneventful. We've avoided some encounters, but they weren't the combat ones - just useless stuff like merchant caravans.
Well, here's to grinding this place.
We lockpick everything that's lockpickable and pick everything that's pickable, and in the same time we learn about Johnny's disappearance...
We get hired to guard some cattle...
Which, with our scoped rifle and fast shot trait, is easiest money in our (well, Pope's) life - from a huge distance, we draw the dog's aggression onto ourselves, then Sulik cracks their little skulls open.
Flawless victory.
We promise some old man to repair his relationships with his ex-best friend (because we're the chosen one - we can do anything)
And, in the meantime, kill some pesky pests in his garden.
I've always hated this quest because it's more annoyance than anything, but whatever - at least we're done with it quickly.
Opening the door of this suspiciously walled building, we ran away - no need to draw the watchdogs' attention.
We get our hint to golden watch's location (not that we need to find it)...
Being a hero is a dirty work.
Shit.
At least the explosion goes fine - worst ending of my ironman F2 attempt ever was actually dying knee deep in shit. Like, I've set up the explosives and ran to the stairs, but, with a critical failure, they've detonated before that, delivering about 6k damage to my char (or my faulty memory is lying to me and it was "only" six hundreds or so). What a crappy death that was.
Now that the watchdogs are gone, we can have more fun with the dynamite.
At least it doesn't explode in our hands.
Taking out our trusty bozar, we bust Rose's eggs source with the extreme prejudice. Sorry, but your omelets are just not worth 1k experience (or so).
Back to the old shit. Popamoling the undoubtedly smelly rat...
We find the watch here. Boy, I imagine how strongly it stinks. Or, rather, I'm not imagining this shit - I'm actively trying not to.
Well, if I was given a shitty watch, I also would show little gratitude.
We heal Bess. I guess I could've sold her to slaughterhause, but I'm too lazy to wait until she crawls there so I let her live. For now.
Ghost farm. Gee, these corpses are as phoney as the whole idea of this place. I mean, it's a fucking post-nuclear game - ghosts can't exist here! Oh, wait...
Ok, so I step on a hidden hole and I fall down. But I'm kinda slow on my print screen action so Instead of that floor I catch only darkness. Well, it happens.
It sure did, buddy.
However, no pain - no gain. The fall allows us to doctor ourselves, getting a hundred of extra xps.
No profit in committing a massacre here - we come in peace!
So yeah, deliver the slags message, bla-bla-bla...
Yet, before we leave this content-deprived pit...
Johnny. Unfortunately, I'm out of candy so I'm talking serious business with him.
Less action, more talking!
And the affairs here are resolved.
Yeah, Modoc is probably my least favourite town in F2, so it shows. Well, at least the xp is decent.
Pretty decent - lvl 14. We hit the 100% mark with our big guns and then we spend a couple of points here and there, just in case.
On our road to VC (which totally lacked any semblance of yellow bricks, well, unless the bricks of old mole shit count), we meet a tin woodsman.
Eh, we'll get the car soon so I don't mind against having those batteries.
The cheerful outskirts of Vault City - nothing but happy faces and warm greetings here.
Another opportunity to use our magnificient doctor skill...
And exchange a rad-away pack for some xps - that's fine, it's not like we're going to get seriously irradiated (unless we're terribly unlucky with random encounters - that gecko "acid everywhere" random encounter can be a deathtrap for an ironman character, one of my runs ended that way, thousands of rads and not enough meds to get them out in time).
One disadvantage of F2 is that, with the new "press shift to highlight items on the ground" option, quests like this one become needless. But then, it's not like I don't know where everything lies in this game, so what's the difference?
Helping everyone we can.
Also doing what we can with the water flask. Too bad that its questline ends here and, even if you go to the places he mentions, you can't even ask about it. So much for continuity.
Why am I even asking stuff I already know?
Fed up with fedex, but what else there's to do?
Mind you, I'm not saying the game or the areas are bad - it quickly redeems itself by this ability to fuck up a corrupted customs officer royally. It's just that it's not 100% good and that, despite all our love for this game, we must still perceive it objectively.
The biggest flaw of all the different ways of getting into Vault City is that one of the ways (well, this one) is too easy. So there's rarely a reason to search for more complex ones.
We rush straight into city council.
Learning about the city's reactor troubles, we're offered an easy way into the citizenship...
But hey, it's not like we don't qualify for the hard one!
We totally do - one of the boons of this build.
We celebrate it by drinking lots of alcohol-Z shots - hundreds of them, actually, for almost two days straight. Can't be good for our health...
Nah, in fallout 2, it totally can.
Picking some books on our way out, we set course for Gecko. Oh, and about picking - one of the annoying things about fallout 2 is that not all doors actually reward you for locking them. All of the doors in the inner VC lack appropriate scripts and so we're not milking them for xps. Bogus.
Rats.
Gecko. Of non-walking variety. We're not here for long - just to take quest from the Harold...
Reap some fresh doors and trade with the Percy. While we're at it, we also take his quest.
Before we go back, we scout the area around Gecko - more of the quest stuff. We have but one encounter - this poorly armoured band of raiders. No indication of how well they are armed...
But we don't take chances so we snipe them from afar, as usual.
They proved to be weak, but hey, what's the point of risking here? If I'm going to take chances, at least those will be some pretty chances. Something more or less epic, not this.
Back to VC errands. We smuggle some alcohol we've conveniently gathered in Klamath & Den...
We bring much needed tools to Vic's daughter...
We free a man from a life of sheltered slavery...
And we report our scouting job to local military.
Now we can just ask for the part...
Grab it from the wonderful amenities store (where we're buying science & repair books on a regular basis, btw) and head back to Gecko.
There, we learn that greed is good - heck, as if our LP doesn't showcase it enough. Anyhow, in RP we can actually show Gordon's tape to the councilor without ghouls getting slaughtered afterwards. But even if they did, we'd still show it - couple of lives thrown away is nothing if the alternative is xps missed.
Inside of the power plant, we do some keycard hunting...
And hard persuasion to make some lazy son of a bitch to do his job. Sheesh, those overprivileged white cismales, always feeling superior... Well, it's hard to tell if he's white or if he's cis, but with such arrogance and sloth, how can it be any other way?
Of course, he asks for additional help. And we can't refuse - not that we care, but we must grind those levels. For some reason. We totally must.
We also must keep our stock of .223 bullets high - almost 900 hundreds may feel like a lot, but with bozar it actually isn't.
Yeah, we're back to VC, taking care of more and more quest business. At least this one bit will bring us closer to having our own car.
At this point, I've kinda ran out of different comments about the importance and awesomeness of xps.
KK, let's interrupt our frantic errand running with some easy loot.
Thankfully, Vault 8 is full of it. Right from the start we bust up an 8-ball cache - just 1 super-stim and two usual ones, but it's more about finding secrets that anything else.
Then it's a chat with a pretty nurse Phyllis. We theorize a bit about Vault City's problems, then we ask her out, but she considers us too ugly to date...
Well, fuck her! I mean, that's what we don't actually need - we can do it ourselves and better! Hail masculine independency!
Besides, bitch has some serious mental problems - let's let some other guy sort her shit out, she's not worth it.
Who needs chicks when you can spend some quality time with a computer? We hoped to find some breast implant examples, but by mistake we've stumbled on the combat ones - still a useful info.
Useful enough to level us up. A double lifegiver here - in ironman game, it's a must. 10 levels more and we won't even notice that we have 2 EN.
And skillpoints distribution is quite predictable.
Sulik also got an upgrade - his second to last one. Well, IIRC, in vanilla it would've been his last one (I'm not sure), but here it is not. Damn he's good.
Let's visit the good doctor - we help him with his drug problems (hey, don't be so shameful, doc - we've all been there)
And learn a couple of medical tricks from him.
Then it's the looting part - batteries in the vent...
Goods behind the locked doors...
And the stuck doors - usually, you need 8 strength to unstuck them, but if you use a crowbar on them, just 7 will suffice. Which is absolutely reachable via one dose of buffout - that's what we do. We could've done even easier, however - enter the combat mode and have Sulik open them, that's possible with the companion control (and absolutely justifiable).
Of course, as we're already in combat armor mk 2, there's nothing awesome about finding mk I metal here, but at least red module will be extremely useful later on.
We also find some explosive ammo here. And lots of lesser stuff. Groovy.
Xpice must flow.
And that is enhanced by another RP addition - the ability to learn about true purpose of vaults from V8's main computer. We also do all the usual stuff here -optimizing the holodisc and our pip-boy.
Back in Gecko. Before making another trip to the plant, we exchange instruments for the car parts and get the desirable part quest.
So the holodisk goes into plant's main computer...
And said part goes into our pocket.
The running is over. At least for today.
End of part V.