Monkey spends his Skill Points on SG, Outdoorsman and Repair (somebody has to replace Bumface as a mechanic).
Squirly increases First Aid, Sneak and Big Guns. We should find him something big to shoot ASAP, because he's totally useless ATM (except of FA of course).
We leave the bunker. Due to Monkey's high Outdoorsman, we can now skip all random encounters:
We go to Preoria:
Mission 05 - Preoria
What a shithole!
Near the entrance to the village we meet Chevron the Elder
Chevron
Code:
My ancestors welcome you.
I Chief Chevron, chief Whachutu. My people have lived here in peace, since night fire poured from sky. It is hard life, but we survive.
I understand you require some of... what you call them?..Oh, "fyushun bats." Sadly, Whachutu cannot help you friend.
They kept where bad spirits go wait for entrance into Hell. These very bad spirits, friend. kill my people and make bad smell. You chase away bad spirit, you may have bats and leave a friend of the Whachutu people.
There's also a shaman nearby
Dhal
Code:
I am Dhal, Spirit Seeker of the Whachutu tribe. I sense you wish to enter the caves. Listen to me then.
Our small village has lived in isolation since the day of fire. Life was hard, but we remain true to our gods by not marrying outside the village. We must keep our bodies as pure as our faith. But the evil spirits have been hungry for our souls.
Since the home of these spirits lies between life and death, their aura will poison your very life force. Any Whachutu who ventured there, returned with vomit fever.
If you are to go there, you must carry these blessed pebbles. The vomit fever cannot affect those of my people who have swallowed the pebbles. Here, take these. I blessed them with my own magic.
I am Dhal, Spirit Seeker of Whachutu. I have spoken.
He gives us two Rad-X "pebbles".
We can speak to him for some more info:
Code:
I sense you are curious about the vomit fever. Listen to me then.
The vomit fever is sometimes fatal. It brings vomit and burning heads to people. Skin becomes like dry ground, tongue swollen like stubbed toe. Red ground of teeth weeps blood. It is an evil spell cast by vengeful spirits.
The ancients had a cure for this curse, and I have sought it out. It is in the trunk inside my hut. But I do not know how to use it. Eating it only made pain in stomach and run to middens. Smoking it only made bad smell. You are welcome to take some if you like.
I am Dhal, Spirit Seeker of Whachutu. I shall watch over you.
There's nothing more in the village
Well, except the three disabled turrets
They can be destroyed by exploiting the infamous "drug bug", but it's not worth the effort:
We leave them alone and move onto the cliff to the East. There are some radscorpions there.
We kill them all (I've switched to CTB to make it faster) and find some corpses with a neat loot (psycho, shotgun ammo)
We continue N, killing more scorpions and looting two more corpses
Nothing more here, except the 3rd turret from before
Every unit takes a Rad-X pill just in case
Let's go downstairs!
What a nice place... We kill some radscorpions and small bugs
Loot all human corpses and continue south. There's our 1st Big Roach:
Another one was hiding to the south
There's some good stuff in the final room (psycho, rad-x, antidote) and a Pass Key:
We go back to the entrance and continue East, clearing two small rooms
We find a Big Book of Science, Wolf reads it:
Nothing interesting in the rooms to the N (except some bugs). We continue SE, finding a room with two big roaches.
We find some Small Energy Cells there:
More roaches in the gym to the south (3x Rad Away + Mentats inside)
There's some weird room to the South:
Let's check the final part of this area before going there.
We kill four big roaches:
And find two books in this area. Wolf increases her Pilot skill, Charlotte increases her SG skill.
Bro opens the yellow door using the Pass Key
And finds some nice things in the lockers inside: explosives, a shotgun plus some ammo, three Rad-X pills and our 1st Fusion Battery:
There's also a safe there, Neinmaske opens it with 1st try (Science book, revolver and psycho inside)
Wolf continues her scientific career
Let's continue S, into the air-lock. Since both doors are locked:
Bro decides to throw the switch
Some inactive turrets can be seen to the south
Well, we all know what's gonna happen' next. There are many ways of dealing with the turrets, but the easiest and the fastest one is to take advantage of the "drug bug".
Charlotte and Neinmaske split all our drugs between themselves:
And move south. Shit hits the fan:
Turrets are now active (they go up and down in regular intervals, though):
Our strike team carefully moves close to them
Neinmaske and Charlotte wait till both turrets go down and approach them in TB mode (the turrets will stay down for a while)
It's time to drug them to death!
Four afterburner gums are needed to destroy a single turret:
The rest of the team moves S too, looting some old corpses
The turrets here are much more interesting than the ones on the surface. For one reason:
There's another air-lock NW
But we should explore this new area first.
We kill two radscorpions:
Neinmaske drugs another turret to death
Of course the floating text is wrong, it's the turret that got the addiction, not Neinmaske.
Anyway, our stash of Micro Fusion Cells increases:
We continue E, killing some roaches
And looting nearby rooms. There's another turret to the south, Neinmaske drugs it too.
There's a M16 in the locker nearby. Too bad that the ammo for it is so scarce.
We continue into the SE corner. Bro opens the yellow door and tries to check out the desk, setting of a gas trap:
There's a Leather Armor Mk. II inside, Bro puts it on. Squirly heals Bro, the team continues into NE corner. Three lockers with some good stuff there (Trauma Pack, Ultra Stimpack, Yellow Pass Key, Doctor's Bag, First Aid Book, some Rad-X pills).
There are also some knives/tools on the tables. We go back to the entrance and move S, killing some radscorpions.
Inside the blue locker we find 2nd Fusion Battery:
We continue SE, killing some more creatures
Charlotte finds another turret (hard way):
Neinmaske drugs this turret (almost running out of drugs), Squirly heals Charlotte
Neinmaske throws the switch, bringing the power back online
The doors near the 1st pair of turrets are now open. We move inside the 2nd air-lock. There's a turret ahead plus four more in the following rooms:
All you metagaming bitches know well what's going to happen next.
Five units move close to the door, Squirly throws the switch.
Both doors open:
Steel be with you, poor tribals on the surface! (all three turrets in the village will become active in 10 seconds).
Stay tuned for moar rape!