No, Katia, you are not ready to go to Enclave yet. There is no guaranties you will return alive, to say it lightly. And you have some things left in this life to do.
So, you have left the town.
But not before you got unarmed training training (last one from 99% to 104%, extra 8% is from power armor strength bonus)
First stop.
Four tents with chests.
And a horde of wolves. They are not hostile initially, but probably easily provoked. Better not to come near them.
You looted chests as fast as you could.
NOTE: yes, these dogs are hell annoying. Worst thing is, once one of them will aggro you, it will not let go. If you stop the combat, it will be restarted right away.
And then proceed to blow out rocks at the base entrance.
Your crazy contraption worked, but couldn't you just stick dynamite into rock pile? Why the shole charade with the wagon?
But anyway, 5k exp, new level and new perk. You'll think about what to take later.
You hastily hide inside the base from the wolves and looked through your loot. Only interesting (but obsolete) thing is this map with San Fran marked.
Oh, and this holodisk with pretty good explanations of what happened here is interesting too.
Inside - dead Enclave soldiers and rats.
And mutants (evidently former workers), hunting rats.
Repairing generator was not quite easy. You had to lure rats away,
and use toolbox. But at last you made it and elevator working.
Floor 2 - more mutants.
More Enclave soldiers.
Decent loot.
Mutie barracks. There is probably something interesting in the lockers on the other side of the barracks (something like power armor), but it's not worth the risk
Floor 3 - memory module. And elevator to the level 4. Barely guarded.
Boss of the level 4 is not diplomatically inclined.
But you had a good talk with his footlocker.
NOTE: I had to use combat-mode spamming trick to get to this chest safely. Mostly because strip between acid pools is too thin, and Deathclaws that boss summons block it completely.
And that's it with Mariposa. Bye bye doggies.
Next stop - New Reno.
"Yakuza"? The hell are they doing here?
Burning trashcans and neon signs - good combination indeed.
So, why you are here anyway? Mostly of curiosity, actually. Virtually in every settlement you have seen, New Reno is mentioned - usually as a source of some local problems.
You probably will find here a better understanding of what is happening around on the big scale.
Let's start with our favorite paid guide here.
Classic organized crime scheme is going here. Except there is no "corrupt cops" layer.
In-depth info on families costs money, but totally worth it.
From slaves to criminal overlords. Real American Dream.
They are dealing heavily in Jet. And they have Jet "maker" (inventor?), named Myron.
They sell Jet in New Reno, The Den and Redding. And you already have seen what the stuff did with The Den. Barely left anything of it, besides bandits and broke jet addicts.
Now, Salvatore.
Their power is based on access to laser weapons. Where did they got it? Found a cache somewhere? Or... you heard in San Fran that Enclave have some weapon deals with New Reno.
You like to flaunt your scientific prowess, Katia, aren't you?
Surprisingly, you got some extra info out of it.
Location of Jet lab and tips for infiltrating it. Very good.
Now, what does Jules know about Bishops?
Surprisingly few. Bibimbo wife, bibimbo daughter.
Wrights?
Hmm, if all they do is selling alcohol, they are not that bad. Better than some "governments" you know.
And that's all you got from Jules. But there is one thing you can check yourself. Briefcase. Let's see what is inside.
Damn, can't open.
Oh, and you are one Cat's Paw short of ten.
Let's talk to Wrights. They seem to be the most decent bunch around here.
Jokes about your power armor is a staple of local folklore.
Play, don't step on. Games good, pancakes bad. Got it.
Job interview...
Passed.
You got to Solve a Crime. You dub it The Case of the Wright Junkie.
Got a list of usual suspects.
If you understand The Procedure right, you should now go to them and ask cunning questions like "Did you do it?", "Are you sure it wasn’t you what done it?" and "It was you what done it, wasn’t it?".
Until one of them will say "Yes! Yes! I did it! I did it! Now please tell me what it was I did!".
Oh, and you will need an Evidence.
Yes, this will do. Also, bunk beds? Somebody lives/lived here besides Richard?
As expected, Wrights get pissy when you suggest Richard could take jet himself.
Let's go shake up the suspects. Starting with one you know...
Wait, where the hell is your car?
You are a Detective now, Katia. So let's solve The Case of The Stolen Car.
Woo, they left Evidence (skid marks).
You found the car soon enough.
In the end, you had to pay for your own stuff, but you got some good upgrades for car out of it.
Case of Enlarged Trunk (hur hur) solved, back to the Junkie case.
Nothing here.
Nothing here.
New Reno streets population abridged.
JJJ...
Got something. Jet was poisoned.
Jesus suggests you confront Renesco.
And gives you a work recommendation. But it will wait.
Case solved, gentlemen. The Procedure worked perfectly.
And it makes two cases solved in one day!
One of that rare cases where gray text is more interesting than green. Brilliant analysis, Katia.
And you got next job. Ypu'll take it, but you really hope you will not be "taken care of" in the same way Pritchard was.
Sierra Army Depot.
Picturesque.
Turrets.
Gates shut tight.
You need something to get past it. Damn, never a howitzer around when you need one.
Wait, here it is!
And here is the ammo. You have exploded on some traps a bit, but suit protected you. Mostly.
Boom.
Too bad turrets near entrance were intact. One of them opened fire, but you were just quick enough to only get hit with one volley.
Looking good. Not ransacked at all. Yet.
Lots of computers here. You will probably need more science skill.
More science!
MORE SCIENCE FOR GOD OF SCIENCE!
By a sheer force of will, you suddenly got a superhuman understanding of fundamental laws of Universe.
Let's try it on that computer over here.
Ha! Eat Science, you stupid computer!
Inside...
Another Memory Module.
Why do they have an eye here?
Oh, that's why.
Two magic punching bags of +5% unarmed combat.
You are nearly ready for San Fran kung fu matches.
Retina? You have some retina in your pocket.
"Damaged, but living" eye worked perfectly. You are not sure if you should consider it a security failure, or a medical breakthrough. Probably both.
Oh, and there is a stair there too, if you don't like to bother with eyes and scanners. Door was locked, but your skill+electronic lockpick solved it.
Hacking is easy.
Crates of weapons and army of robots. Wrights would be happy. With first part, at least, because you don't see a way to take control over that robots.
Laser tripwire in one corridor, but nothing in two others. Looks suspicious.
Right, traps.
Crates are mostly empty, except this one.
Tenth Cat's Paw!
Say "Friend" and enter.
You are knowledgeable enough now to benchmark a computer just by looking at it.
Lots of forcefields, easily bypassed with your repair skill and a toolbox.
Datadisk about Sierra history.
And another eye.
Skynet wants to leave. And unlike computer in San Fran, this one actually has a plan.
And you will do the footwork.
Cool, Psychos. Now you have everything for a friendly kung fu match.
Alien? Or mutant?
Who made this hole?
And why their VCR looks exactly like auto-doc? This place is full of mysteries.
Soup? Yum! But after all that years, you doubt it will be good even for a soup.
Poor guy.
Rich loot.
Another Psycho.
Yes, science is not just your hobby, it's your calling. Your hobby is kleptomania. And solving crimes. But mostly, kleptomania.
It's a fun hobby, you get all kinds of cool things. Like this disk.
"Dr. H. Lector"? And that joke about Chianty again? Really?
But otherwise, quite interesting stuff. Explained psycho and the hole in the door. And the big-headed corpse.
Nice screensaver, btw.
OK.
Installed the brain, what now?
Nobody home. Is it already in robot? And why it can't be at both places at the same time? It's a damn computer program!
You need a Motivator. And no, K-9 Motivator does not work, sadly. You have tried.
And that's it about Sierra, then. You have opened entrance (with a howitzer), unlocked the doors, disactivated forcefields on the first floor, so path to weapon storage is clear. Except for turrets outside. But it should not be a problem for some guy with a sniper rifle.
You were chewed by the turrets again, but nothing serious. Ready to go.
Should you go right to Wright now? Probably not. You are not sure yet that it's right thing to give Wrights this kind of power outright.
You'll have to investigate other families first. Right.
And investigation will start here.