Let's Play Fallout: New Vegas [The Servant]

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Berenzen

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Whenever I did the quest, I always made sure that I would get the survival guru snide perk because crit is crit and it's probably the best of the perks. Also, it allowed me to be snarky to Moira, and considering how she's so damned annoying, it made me feel better.
 

darth.pixie

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Because of the rewards, I did the first two chapters really early, like level two or three. I got Survival Guru every time because if I'm going to do this long quest, I might as well get the best of it. And yeah, Moira is annoying. I'd rather have people threaten me that act like that because at least I wouldn't feel bad about shooting them.
 

AlternatePFG

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Jan 22, 2010
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I decided not to go over every single sidequest in this log update, because we've done a ton of them and it would go on for a really long time.

[HEADING=1]Lily's Log - Decision[/HEADING]​
I realize now that I've put off searching for the GECK for much too long. Though I doubt the Enclave has any leads towards the GECK, but better to be safe than sorry.

I've spent the past few weeks exploring different parts of the Capital Wasteland, and I've concluded that it's an utterly strange place. People around here seem to have some serious issues with priorities. Some talk about simply surviving from day to day and others want me to do pointless tasks such as cottle bottles of Nuka-Cola for them. Still, I think I prefer this place over the Vault. I wonder how they're doing anyway...

A massive armory has accumlated inside my house in Megaton. Before, where I had to be very careful with how I spent my caps, now I have accumulated a fortune.

Tenpenny Tower was one of the most recent places I've visited. One of the first things that I noticed about the place is how clean it is compared to every where else. Maybe except for the Vault (before I returned anyway) no one else really bothers to keep anything clean. The people themselves seemed okay, except for the guards.

The people of the tower had some issues with some ghouls who were trying to get themselves into the tower. Despite them making multiple threats, I decided to help out and try to negotiate a peace between the two groups. I walked down into the metro to speak with their leader.

Their leader, Roy Phillips wanted to buy their way into Tenpenny Tower. I saw no problem with that, except for the fact that they were trying to threaten their way in there. I should have just left after that, but I decided to help out by trying to get them to let the ghouls into the tower. I was surprised when Tenpenny didn't object to the idea, but first he wanted me to convince those who didn't want the ghouls in the tower otherwise.

They all left the tower when I told them Tenpenny was letting the ghouls inside the building. While I was concerned that they would not last out in the wasteland, it was their choice. The ghouls were let into Tenpenny Tower, and it seemed like everyone would get along. I went upstairs to talk to Tenpenny, but I found Roy instead. There were blood stains all over Tenpenny's room, and Roy wasn't being so subtle about murdering him. I shot Roy right then, and left Tenpenny Tower. I had hoped the residents of tower would people able to coexist peacefully, but then I returned a week later.

The tower was empty except for a few ghouls. I couldn't find any of the prior residents. No guards, it was completely empty except for two of the ghouls insde. I checked the basement of the tower, and found all of the inhabitants, dead. When I went upstairs, the ghouls who lived in the tower attacked me. They were no match for me, and before leaving, I took all the tower's supplies. It's not like they would need it. I knew I shouldn't have gotten involved, if I simply walked away and didn't do anything, they would all still be alive.

This is probably a sign. I've decided that I've had enough of meddling with the problems that people have around here. As much as I want to help, perhaps I shouldn't involve myself with every little squabble, and I should let people work things out themselves. In any case, I'm off to find the GECK.
 

AlternatePFG

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[HEADING=1]Chapter XLIII - Anger Management[/HEADING]​
So, we've finished off every sidequest in the game. There's really not much I can do to stall this out any longer, maybe except for starting Point Lookout, but I have plans for that.

So, I guess it's time for Little Lamplight.


Our closest fast travel point is the garage in which Vault 112 is built under. As soon as we get there, we get into a fight with a sentry bot, and it blows up a car.


We're attacked by a random named NPC. Apparently, he's a random encounter. You find him hunting down a wastelander, and then he attacks you. I did not catch him shooting a random wastelander, but he did attack us. Apparently, early on in the game he's extremely difficult to kill on low levels, but we take him out in three shots with the plasma rifle.


A random Yao Guai attacks us out of nowhere.



Oh god, we're here...

The outside of Lamplight actually looks pretty interesting, but it's really just a trap. Is it too late to turn back?


Nope, nope. We're going around. I'm not going through Lamplight for this quest. There's still a normal vault entrance, right? Let's check that out.


Very high radiation levels? I don't care, damn it.


Maybe this wasn't such a-


Augh.

I REGRET NOTHING.

So the entrance of the Vault is the most irradiated area of the game. Eventually you get past 1000 rads per second, but it is possible to reach the door.

It doesn't open of course. At that point, you've probably spent dozens of radiation chem to just be able to skip Little Lamplight. Couldn't the game be merciful and let you in.


*shiver*

I'd prefer horribly irradiated death myself.


What horrors await us further in the cavern.


See that door? That door is the source of all that I loathe in this game.


I can barely constraint my rage. An angered, choking noise is all I can utter when talking to this kid...

"You're kidding me, right?"

"I ain't kidding. You're not supposed to be here, so you better leave."

Yes, threaten the heavily armed wastelander, I'm sure it will work out perfectly well for you-

Oh wait, we can't even pull our gun out here...

"Can I come in?"

"Hell no! No mungos allowed!"

"How can I get you to trust me?"

We can speech check our way through, but we're not for two reasons:

1) I'm not going to skip major parts of quests.
2) Going to Paradise Falls to save those kids still is less annoying than being in Lamplight itself.

"Why should I trust you? I got no reason to. You mungos are nothing but trouble, I ain't gonna let what happened to Sammy and Squirrel happen to anyone else."

Insert clunky quest hook here.

"Why, what happened to Sammy and Squirrel?"

"Them and Penny got themselves caught... By mungos, just like you. Slavers from Paradise Falls."

I wonder, who decides who becomes leader here in Little Lamplight? That's just one of many questions that will never satisfactorily answered.

"I told them to watch out, but the stupid kids didn't listen."

"What if I go and help Sammy and the others? Then will you trust me?"

"You'd do that? Maybe... If you can bring them back, I might let you in."

It's not like we have a choice. This will be said a lot for the rest of the Lamplight parts of the game. The game railroads you completely through Lamplight, you have no other choice but to help these stupid kids. It's the most egregious example of railroading in a game that already has terrible amounts of railroading.


We could punch through this fucking gate.

Or no-clip... Hmm...


All the kids refer to the adults as mungos. No idea why. Out of all the asshole NPC's, surprisingly the kids are the worst.


Well, now we're off to Paradise Falls.


So, we fast travel to the closest point we have to Paradise Falls.



There's Paradise Falls. It's the ruins of a shopping mall. In the middle of nowhere.

It's pretty much the main evil NPC city in the game. Tenpenny Tower is considered the rick, stuck up sort of evil, while Paradise Falls is pretty the big leagues of evil.


It's really got that 50's retro theme going on, even moreso than the rest of the game.


There's a guard outpost here. You can't sneak into the city, this is the only way to enter it.


You have to be an evil character to be able to join their club, basically.

"So, can I head on up?"

"You? I don't think so. You're not really... let's just say that you wouldn't fit in up there."

We're not evil enough to join their special club. It doesn't matter what you actually want to do there, what your allegiance is, you just have to be a big enough asshole for them to let you through the doors.

I really hate the karma system in this game.

"So why don't you just turn around and head back the way you came?"

Here's an alternative: Fuck. You.

"I don't have time to chit chat with the help. Let me in already."

"Yeah, okay. Be a smart ass. See where that gets ya..."

Try me. I'm pissed off that this game is making me go through Lamplight, and as far as I see it, you're just a way of dealing with stress.

"[Speech, 100%] Everyone has a price. What's yours?"

The game doesn't give you an option of shooting him right now.

"[SUCCESS] We might be able to work something out. But it won't be cheap. If I vouch for you and you go mess up our groove, it's my ass on the line."

His ass is already on the line.

"I think 500 caps should cover it. What do you say?"

I'll give you one cap. You decide where.

"Yeah, I'm not going to pay you that much."

"Fine. I didn't think you would anyway. You done bothering me yet? Piss off!"

That's it.

"You looking for a fight, asshole? Just say the word."

I would just say goodbye and shot him right afterwards, but we don't get an option to do so. We can't even exit conversation.

"Hmm. Maybe I could use someone like you. Think you can round up some assests for Eulogy Jones? Might get you into Paradise."

Wait, what? How does this even match what we said?

...

Unless he's saying that we're like them, the stupid chaotic evil raiders.

"I'm not going to do your dirty work."

"Oh no? I'm crushed. Heart broken. Here I thought we could be best friends for life. Quit wasting my time! Now, piss off before I start shooting!"

No, let me do you a favor and start first.


Yup, we're shooting our way through here. Just think of it as a bit of anger management, plus this is really our only opportunity to wipe out an entire town as a good karma character.

Plus tons of loot. That's always a bonus.



Things get really confusing as a guy random runs past us (Not hostile) and this guy starts shooting at us. Okay, him shooting at us is not entirely unexpected, but still.


I love energy weapons.


This kid hides from the fight.


I think it's a bit too late for that.

"Listen, you gotta help us. Me and my friends... We gotta get home. Can you help? Can you get us out of here?"

"Sure, what can I do to help, kid?"

"This collar. It's gotta get turned off, or else I can't get out of here. You saw what happened to that other guy."

It was all kind of fuzzy and confusing, considering we were in the middle of a gun fight.

"And then Squirrel and Penny... They're still inside, locked in the cage. You gotta get them out too. No way the slavers are gonna let them walk out, so you're gonna have to bust them out. Think you can handle it?"

Well, it's not like we have a choice.

"I'll get you kids out of here."

"You're okay for a mungo. Squirrel and Penny are still stuck inside. You need to get the key to the slave pen to get 'em out."

Like this key?

"That Forty asshole has one, and so does the boss guy, Eulogy. Go get 'em!"

Well, Forty was that pile of ash on the ground, so we got the key already. Let's just wipe out Paradise Falls anyway.


As soon as you step out the door, don't surprised if all you see is something like this. About a dozen of raiders immediately start firing on you.



This place is a gold mine for good karma characters. Hell, if you want to play an especially chaotic evil character, you can wipe out this place too.


We get attacked by Clover. Clover is a possible companion for an evil character, you can buy her for 1000 caps or 500 if you pass a barter check. Apparently she's a brainwashed slave used by Eulogy Jones. I wouldn't know that. I never recruited her.

In fact, I never played through Paradise Falls without wiping out everyone.


We almost get blown up by a car, that manages to take out Clover and about 4 other raiders.


The Peforator helps us out with taking out the raiders at a long range.


We kill a ton of named NPC's that we would have never talked to.


Eventually, we clean out all of Paradise Falls. Let's go steal some stuff.


At least it looks nice, especially at night.


First we go into the gun shot and kill the owner.


You get tons of good karma for all this, by the way.


This guy gets his head blown off, and leg bitten off by Dogmeat at the same time. That sucks for him.

This guy is glitched out, you steal stuff, he berates you for it, even though he's very definitely dead.


Wouldn't that decaying body smell horrible?


Let's check out the barracks.


They're completely empty of course.


Really, these guys are so evil, they have a skeleton next to their coffee machine.



More loot!


She has the same glitch as the guy who sells guns.


I get that they're slavers and all, but they're pretty much comically evil.


There's one last thingwe must do before saving the kids...


There's Eulogy Jones, the leader of the slavers. He has a snazzy pimp suit. Let's take it.


The Blackhawk pretty much insta-kills him.



They just aren't evil enough. How are we going to show that these guys are truly evil?

Let's have their leader have a skeleton hanging from the ceiling, showcased on his wall.


This is where we could have gotten a good amount of Quantum, but went to The Pitt instead. Speaking of The Pitt, you think Ashur will be pissed off that we destroyed the only source of his slaves?


Huh. One of Eulogy's bodyguards is dead up here. I don't remember shooting her...



So we save the kids from their pens. They don't say much. Apparently this kid shorted out the fence system so that the slave collars wouldn't blow.

I just have one thing to say: How? How the fuck did this kid, by locked in a pen by himself with nothing else, manage to hack the fence system to stop their collars from blowing up? That's definitely an asspull right there.



Well, there isn't anyone left to bother us.


So we managed to sort of stave off Lamplight for one more update. We got a ton of loot out of it at least, right? Right?

*sob*
So, did you wipe out Paradise Falls? What exactly does the "peaceful" solution entail, I'm curious.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
So, did you wipe out Paradise Falls? What exactly does the "peaceful" solution entail, I'm curious.
Just gonna answer this before my class starts

I was level 19. Star Paladin Cross was with me. I wiped out everythign with a minigun. Slaughtered every evil thing that moved. It was fun. I felt like a true badass.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
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AlternatePFG said:
Really, these guys are so evil, they have a skeleton next to their coffee machine
Now that?s just silly

Also, are you going to get Ghoul Ecology [http://fallout.wikia.com/wiki/Ghoul_Ecology] when you do Point Lookout?
 

JamesStone

If it ain't broken, get to work
Jun 9, 2010
887
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AlternatePFG said:
[HEADING=1]Chapter XLIII - Anger Management[/HEADING]​
So, we've finished off every sidequest in the game. There's really not much I can do to stall this out any longer, maybe except for starting Point Lookout, but I have plans for that.

So, I guess it's time for Little Lamplight.


Our closest fast travel point is the garage in which Vault 112 is built under. As soon as we get there, we get into a fight with a sentry bot, and it blows up a car.


We're attacked by a random named NPC. Apparently, he's a random encounter. You find him hunting down a wastelander, and then he attacks you. I did not catch him shooting a random wastelander, but he did attack us. Apparently, early on in the game he's extremely difficult to kill on low levels, but we take him out in three shots with the plasma rifle.


A random Yao Guai attacks us out of nowhere.



Oh god, we're here...

The outside of Lamplight actually looks pretty interesting, but it's really just a trap. Is it too late to turn back?


Nope, nope. We're going around. I'm not going through Lamplight for this quest. There's still a normal vault entrance, right? Let's check that out.


Very high radiation levels? I don't care, damn it.


Maybe this wasn't such a-


Augh.

I REGRET NOTHING.

So the entrance of the Vault is the most irradiated area of the game. Eventually you get past 1000 rads per second, but it is possible to reach the door.

It doesn't open of course. At that point, you've probably spent dozens of radiation chem to just be able to skip Little Lamplight. Couldn't the game be merciful and let you in.


*shiver*

I'd prefer horribly irradiated death myself.


What horrors await us further in the cavern.


See that door? That door is the source of all that I loathe in this game.


I can barely constraint my rage. An angered, choking noise is all I can utter when talking to this kid...

"You're kidding me, right?"

"I ain't kidding. You're not supposed to be here, so you better leave."

Yes, threaten the heavily armed wastelander, I'm sure it will work out perfectly well for you-

Oh wait, we can't even pull our gun out here...

"Can I come in?"

"Hell no! No mungos allowed!"

"How can I get you to trust me?"

We can speech check our way through, but we're not for two reasons:

1) I'm not going to skip major parts of quests.
2) Going to Paradise Falls to save those kids still is less annoying than being in Lamplight itself.

"Why should I trust you? I got no reason to. You mungos are nothing but trouble, I ain't gonna let what happened to Sammy and Squirrel happen to anyone else."

Insert clunky quest hook here.

"Why, what happened to Sammy and Squirrel?"

"Them and Penny got themselves caught... By mungos, just like you. Slavers from Paradise Falls."

I wonder, who decides who becomes leader here in Little Lamplight? That's just one of many questions that will never satisfactorily answered.

"I told them to watch out, but the stupid kids didn't listen."

"What if I go and help Sammy and the others? Then will you trust me?"

"You'd do that? Maybe... If you can bring them back, I might let you in."

It's not like we have a choice. This will be said a lot for the rest of the Lamplight parts of the game. The game railroads you completely through Lamplight, you have no other choice but to help these stupid kids. It's the most egregious example of railroading in a game that already has terrible amounts of railroading.


We could punch through this fucking gate.

Or no-clip... Hmm...


All the kids refer to the adults as mungos. No idea why. Out of all the asshole NPC's, surprisingly the kids are the worst.


Well, now we're off to Paradise Falls.


So, we fast travel to the closest point we have to Paradise Falls.



There's Paradise Falls. It's the ruins of a shopping mall. In the middle of nowhere.

It's pretty much the main evil NPC city in the game. Tenpenny Tower is considered the rick, stuck up sort of evil, while Paradise Falls is pretty the big leagues of evil.


It's really got that 50's retro theme going on, even moreso than the rest of the game.


There's a guard outpost here. You can't sneak into the city, this is the only way to enter it.


You have to be an evil character to be able to join their club, basically.

"So, can I head on up?"

"You? I don't think so. You're not really... let's just say that you wouldn't fit in up there."

We're not evil enough to join their special club. It doesn't matter what you actually want to do there, what your allegiance is, you just have to be a big enough asshole for them to let you through the doors.

I really hate the karma system in this game.

"So why don't you just turn around and head back the way you came?"

Here's an alternative: Fuck. You.

"I don't have time to chit chat with the help. Let me in already."

"Yeah, okay. Be a smart ass. See where that gets ya..."

Try me. I'm pissed off that this game is making me go through Lamplight, and as far as I see it, you're just a way of dealing with stress.

"[Speech, 100%] Everyone has a price. What's yours?"

The game doesn't give you an option of shooting him right now.

"[SUCCESS] We might be able to work something out. But it won't be cheap. If I vouch for you and you go mess up our groove, it's my ass on the line."

His ass is already on the line.

"I think 500 caps should cover it. What do you say?"

I'll give you one cap. You decide where.

"Yeah, I'm not going to pay you that much."

"Fine. I didn't think you would anyway. You done bothering me yet? Piss off!"

That's it.

"You looking for a fight, asshole? Just say the word."

I would just say goodbye and shot him right afterwards, but we don't get an option to do so. We can't even exit conversation.

"Hmm. Maybe I could use someone like you. Think you can round up some assests for Eulogy Jones? Might get you into Paradise."

Wait, what? How does this even match what we said?

...

Unless he's saying that we're like them, the stupid chaotic evil raiders.

"I'm not going to do your dirty work."

"Oh no? I'm crushed. Heart broken. Here I thought we could be best friends for life. Quit wasting my time! Now, piss off before I start shooting!"

No, let me do you a favor and start first.


Yup, we're shooting our way through here. Just think of it as a bit of anger management, plus this is really our only opportunity to wipe out an entire town as a good karma character.

Plus tons of loot. That's always a bonus.



Things get really confusing as a guy random runs past us (Not hostile) and this guy starts shooting at us. Okay, him shooting at us is not entirely unexpected, but still.


I love energy weapons.


This kid hides from the fight.


I think it's a bit too late for that.

"Listen, you gotta help us. Me and my friends... We gotta get home. Can you help? Can you get us out of here?"

"Sure, what can I do to help, kid?"

"This collar. It's gotta get turned off, or else I can't get out of here. You saw what happened to that other guy."

It was all kind of fuzzy and confusing, considering we were in the middle of a gun fight.

"And then Squirrel and Penny... They're still inside, locked in the cage. You gotta get them out too. No way the slavers are gonna let them walk out, so you're gonna have to bust them out. Think you can handle it?"

Well, it's not like we have a choice.

"I'll get you kids out of here."

"You're okay for a mungo. Squirrel and Penny are still stuck inside. You need to get the key to the slave pen to get 'em out."

Like this key?

"That Forty asshole has one, and so does the boss guy, Eulogy. Go get 'em!"

Well, Forty was that pile of ash on the ground, so we got the key already. Let's just wipe out Paradise Falls anyway.


As soon as you step out the door, don't surprised if all you see is something like this. About a dozen of raiders immediately start firing on you.



This place is a gold mine for good karma characters. Hell, if you want to play an especially chaotic evil character, you can wipe out this place too.


We get attacked by Clover. Clover is a possible companion for an evil character, you can buy her for 1000 caps or 500 if you pass a barter check. Apparently she's a brainwashed slave used by Eulogy Jones. I wouldn't know that. I never recruited her.

In fact, I never played through Paradise Falls without wiping out everyone.


We almost get blown up by a car, that manages to take out Clover and about 4 other raiders.


The Peforator helps us out with taking out the raiders at a long range.


We kill a ton of named NPC's that we would have never talked to.


Eventually, we clean out all of Paradise Falls. Let's go steal some stuff.


At least it looks nice, especially at night.


First we go into the gun shot and kill the owner.


You get tons of good karma for all this, by the way.


This guy gets his head blown off, and leg bitten off by Dogmeat at the same time. That sucks for him.

This guy is glitched out, you steal stuff, he berates you for it, even though he's very definitely dead.


Wouldn't that decaying body smell horrible?


Let's check out the barracks.


They're completely empty of course.


Really, these guys are so evil, they have a skeleton next to their coffee machine.



More loot!


She has the same glitch as the guy who sells guns.


I get that they're slavers and all, but they're pretty much comically evil.


There's one last thingwe must do before saving the kids...


There's Eulogy Jones, the leader of the slavers. He has a snazzy pimp suit. Let's take it.


The Blackhawk pretty much insta-kills him.



They just aren't evil enough. How are we going to show that these guys are truly evil?

Let's have their leader have a skeleton hanging from the ceiling, showcased on his wall.


This is where we could have gotten a good amount of Quantum, but went to The Pitt instead. Speaking of The Pitt, you think Ashur will be pissed off that we destroyed the only source of his slaves?


Huh. One of Eulogy's bodyguards is dead up here. I don't remember shooting her...



So we save the kids from their pens. They don't say much. Apparently this kid shorted out the fence system so that the slave collars wouldn't blow.

I just have one thing to say: How? How the fuck did this kid, by locked in a pen by himself with nothing else, manage to hack the fence system to stop their collars from blowing up? That's definitely an asspull right there.



Well, there isn't anyone left to bother us.


So we managed to sort of stave off Lamplight for one more update. We got a ton of loot out of it at least, right? Right?

*sob*
So, did you wipe out Paradise Falls? What exactly does the "peaceful" solution entail, I'm curious.
I did wipe out paradise falls, but only after sneaking in with the chinese stealth armor and saving the kids and some teen stuck in one of those mini-vaults one man chambers. Apparently, if you come in guns blazing, he dies of an heart attack or something, because you open, and bam, he´s dead.
On my first playthrough, I did this quest independently, and speeched my way into lamplight. So I had Fawkes. At first it was fun, but then I was screaming like: "WILL YOU JUST LET ME KILL SOMEONE YOU ************!".
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
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Oakay, I thought that the smugness coming from most of the kids in lamplight was annoying, but even for comedic hyperbole I think you are over exaggerating.
 

AlternatePFG

New member
Jan 22, 2010
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CM156 said:
AlternatePFG said:
Really, these guys are so evil, they have a skeleton next to their coffee machine
Now that?s just silly

Also, are you going to get Ghoul Ecology [http://fallout.wikia.com/wiki/Ghoul_Ecology] when you do Point Lookout?
Yeah, I'll probably end up getting that perk. I don't see any reason not for Point Lookout.

Viking Incognito said:
Oakay, I thought that the smugness coming from most of the kids in lamplight was annoying, but even for comedic hyperbole I think you are over exaggerating.
I admit I'm over exaggerating, but I just really irrationally hate Lamplight. Not just because of the kids, but because it's the absolute nadir of the game, and really represents all the problems I have with the main quest rolled into one.

Related to the next update: It's just my luck that I run into what seems to be a game breaking bug right in the middle of Lamplight.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
0
0
AlternatePFG said:
CM156 said:
AlternatePFG said:
Really, these guys are so evil, they have a skeleton next to their coffee machine
Now that?s just silly

Also, are you going to get Ghoul Ecology [http://fallout.wikia.com/wiki/Ghoul_Ecology] when you do Point Lookout?
Yeah, I'll probably end up getting that perk. I don't see any reason not for Point Lookout.

Viking Incognito said:
Oakay, I thought that the smugness coming from most of the kids in lamplight was annoying, but even for comedic hyperbole I think you are over exaggerating.
I admit I'm over exaggerating, but I just really irrationally hate Lamplight. Not just because of the kids, but because it's the absolute nadir of the game, and really represents all the problems I have with the main quest rolled into one.

Related to the next update: It's just my luck that I run into what seems to be a game breaking bug right in the middle of Lamplight.
Is it serious? Like, will you have to reload an old save or something?

And perhaps this is the game's way of getting back at you, eh?
 

AlternatePFG

New member
Jan 22, 2010
2,857
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CM156 said:
Is it serious? Like, will you have to reload an old save or something?

And perhaps this is the game's way of getting back at you, eh?
There's no dialogue option to ask the kids about Vault 87 so they can open the door to Vault 87, and I've exhausted every single option. It wouldn't be a big deal if I knew what was going on, but I don't. I could no-clip through the door, but I don't know if that will cause another bug later in the game, or if there's some scripting that I will mess up by doing so.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
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0
AlternatePFG said:
CM156 said:
Is it serious? Like, will you have to reload an old save or something?

And perhaps this is the game's way of getting back at you, eh?
There's no dialogue option to ask the kids about Vault 87 so they can open the door to Vault 87, and I've exhausted every single option. It wouldn't be a big deal if I knew what was going on, but I don't. I could no-clip through the door, but I don't know if that will cause another bug later in the game, or if there's some scripting that I will mess up by doing so.
I had a similar problem. Try waiting for 2 days and then talking to the mayor again. For some reason, that worked for me.
 

Dr_Horrible

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Oct 24, 2010
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I don't think I've ever NOT wiped out paradise falls, huh.

Also, I always get Child at Heart just to skip little lamplight, I admire your self control.
 
Aug 1, 2010
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I was playing a VERY evil character on my first playthrough, so I went ahead and did the Slave quest for Paradise Falls. Once you get in, it's a pretty sweet town.

Enjoying the LP so far, but I wish you would whine a little bit less...

Oh well, you can't win em all. :D
 

AlternatePFG

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[HEADING=1]Chapter XLIV - There's More Than One Way to Get Past a Plot Door...[/HEADING]​
Well, I guess now it's time enter Lamplight proper. They should be nice to us after saving three of their friends, right?



Remember, we could have simply used the Child at Heart perk or Speech checked our way past this door. For the sake of the LP however, we went to Paradise Falls. It's always a lot of fun wiping out the place for me though, as a good karma area it's the only city in the main game that you can wipe out without getting bad karma.


"Can I come in?"

"I already told you no. Stop asking!"

"I'm the one who saved the kids from Paradise Falls."

"Oh yeah? Well why didn't you say so, you stupid mungo?"

They should have told him we were the people who saved them.


And that piece of plywood unimpressively lifts up to give us entrance to Lamplight.



Oh god, it's this poor bastard. Let's try to avoid him while we're here, I can only take so much annoyance.


Well, let's go through the back end of Little Lamplight into the appropriately named "Muder Pass" to make it to Vault 87.


It's not like we would have gone out of our way to help those kids if we were planning on making trouble anyway.

"I'm not planning on starting any trouble."

"Good. Better stay that way, mungo."

Alright let's find out about Vault 87...

"Can you give me directions?"

"What do I look like, your tour guide?"

Erm...

Let's try someone else.


See what I mean about the kids somehow being the biggest assholes in the game, even after you help them?

"So, who're you working with? Raiders? Slavers? Mutants? Answer up, mungo!"

"The Mayor let me in because I rescued some of your friends."

"Oh, you think Sammy and the rest wouldn't have gotten back on their own eventually? I taught him better than that."

Whatever you say. Those kids seemed to be in a pretty bad spot when we got there. It's not like you can even respond to the kids incessant taunting, aside from making thinly veiled threats which you know you can go through with, since the kids are nigh-invincible.

"Well, if you're sticking around, you ought to know that I'm Princess, and I call the shots around here. And don't forget it, mungo!"

"What's it like, guarding the back gate?"

Hopefully the discussion switches to Vault 87.

"It's so dull!" Practically nothing ever tries to come through the back gate anymore, so I never get to shoot anyone."

It's not like there's fucking molerats behind those doors, believe me. Lamplight should be a graveyard.

"I wish I was at the front gate, but RJ specifically put me back here. Up front, at least there's a chance I can shoot some unwanted visitors. Which could have included you, mungo."

Aren't these kids just so endearing?

"Shooting at me would have been a big mistake, kid."

"Oh, really? That's a cute little imagination you've got. But if you want to play make-believe, maybe you should do it with the younger brats."

...

Moving on. So, she doesn't have any information about Vault 87 either. And this is where I start to realize, that things are horribly, horribly bugged.

"I'm leaving. Get back to guarding."

"Oh, thank goodness you gave me permission. Jerk."

I get why Bethesda made the kids immortal, I really do. Any game with killable kids would cause an outrage. But it's obvious in Lamplight, that Bethesda used this to their advantage to just piss the player off.

It isn't even funny, it's just annoying. You can't do anything to get back at these kids. We can't even bully them back or say anything witty in our defense...


So for awhile I thought it was something I did wrong, I just went walking around to talk to all the NPC's that we can talk to, hoping they give us the next link to the quest.


You know if you got rid of all the stupid kids, Lamplight would be a pretty cool location. (Well, and if you put it somewhere away from Vault 87 to avoid the massive plothole involving Lamplight and the Vault but more on that later.)


She says it in a completely unsarcastic tone too. What the fuck is wrong with these kids?


Oh god. It isn't enough for the game to bug out, it forces us to talk to this guy.

"I'm Sticky. Forget these little kids, I'll take you to Big Town where the mungos - err, I mean, where the grownups live. I'm headed there now."

Yeah, the kids are kind of assholes like that. They pretty much consign anyone past a certain age to their deaths. I'm surprised the super mutants aren't camping right outside of Lamplight and kidnapping anyone who walks out.

"I want to visit Little Lamplight first. Maybe later."

We're not helping this guy.

"Why would you want to visit a bunch of snot-nosed children? Wouldn't you rather go to Big Town?"

Honestly, I'd love to go to Big Town, but we already did everything we want to do at Big Town.

"Of course you would! Come on. Let's go. I can show you the way!"

Mercifully, you can kill this kid. Apparently as soon as you hit 16 years old, their stripped of all their immortality. I guess Bethesda makes the distinction there. The kids in Lamplight don't even care actually, sometimes they'll say "Do it again".

Yeah, they're assholes.

"You're on your own. I'm not interested in babysitting duty."

"I'm not a baby! I'm a grownup!"

This guy reminds me of Butch. That's just another reason why we are not helping him.

"That's why I'm going to Big Town. Because I'm not a little kid anymore."

Good luck going there by yourself. We could take him as a party member, but most likely he's just going to be killed within the first encounter we have with a radroach or something.

"So you see: I don't need you. Good luck with those kids! You're gonna need it."

Likewise.

"Big Town? I've been there before."

"You have? I mean of course you have, it's an awesome place."

It's actually kind of a shithole.

"Well, enough talking, let's get a move on. You ARE taking me to Big Town, right?"

Lolno.

"I have to go now."

"Why won't you just take me to Big Town?"


Again, Lamplight Caverns actually looks pretty nice. We're just kind of wandering around randomly, looking for people to talk to. We get the Wazer Wifle, which is pretty much a slightly stronger Laser Rifle, with more ammo capacity and a lot more durability. Not nearly as broken as the other unique weapons, but still pretty damn useful.


This is another way into Vault 87, but we still can't get into it. For some strange reason, we have to ask a kid to open up the door for us.


Look, I'll be the first to admit that New Vegas was more buggy than Fallout 3, but in the amount of time I've spent playing New Vegas (probably twice as much as Fallout 3) I've never run into any bugs that stopped me from continuing the main quest. And you want to know why? Because they don't railroad you into a single solution for each part of the main quest.


Maybe we can get it now?


Nope. If this LP was played on a console (For some reason) we'd be absolutely screwed here. Thankfully, PC users get console commands...


For some reason Sticky keeps running into the door. We must have seriously fucked something up here.


So, we're done with Lamplight forever now. What? You think we'd have to walk back through to get out? Think again.


Another door we could have just punched through.


So, guess what's in Murder Pass? Super mutants of course. As we will soon find out, Vault 87 is pretty much the origin point of all the super mutants in the Capital Wasteland. So, what's stopping the super mutants from coming in and wiping Lamplight out?

*shrug*

And don't tell me that a bunch of kids with assault rifles could hold off the brunt of the super mutant army.



Apparently the super mutants are all camped out in here, for some reason. Guess they were running out of room in the Vault?


If we took that other door (Using the console to unlock it apparently really fucks with the game's coding.) we could skip all the super mutants in Murder Pass entirely. But then we'd miss out on all the loot and XP. And we couldn't have that.



Murder Pass + Vault 87 is another one of those sections that drag on for a bit too long.


The super mutants in this game are surprisingly orky at times. Unlike the orks, they're no fun though.


One of their traps is a bisected brahmin.


Lovely, an overlord. As if this wasn't tedious enough.


Shooting their weapon off and killing them makes the fights much easier.


We see a vault styled door further down in the cavern.



We make it into Vault 87 proper. It's crap brown like the rest of the ruined vaults. Having all of those skeletons piled around the entrance really makes us feel welcome.


I'm sure all of these people died of old age, and didn't die from horrible, super mutant related death.


Vault 87 has about the same ratio of super mutants to level space that the Reilly's Rangers quest has.


Want to know something else interesting about Vault 87? This is the last time super mutants will even have any remote importance to the main plot. After this, nada. Bethesda doesn't really do anything at all with them after this, their involvement in this game is purely to be generic orc enemies for you to fight. Really, they're in here for the same reasons that the Brotherhood, Harold and the Enclave were in here.

They're from the old Fallout games.



I've cut out about 80% of the fighting in this update, because there really isn't anything interesting in this Vault. I wouldn't say the Vaults are copy-pasted, but no matter what, they always feel samey to me in this game. (Except Vault 106. That one is rather cool.)


Apparently some of the Vault dwellers tried to barricade themselves in their rooms.


More excessive and pointless gore bags, with some ridiculously good loot in them.


Can never get a sneak attack with this shotgun.


I never used the Kneecapper much before, but it's turning out to be a very useful weapon.



There's a lot of rooms like these in this Vault, with a ton of useful chems and ammo in them.



The terminal over there has some interesting entries. Bethesda really fills the Vaults up with these. [http://fallout.wikia.com/wiki/Vault_87_terminal_entries#Daniel_Koster.27s_terminal_entries]


More lore. [http://fallout.wikia.com/wiki/Vault_87_terminal_entries#Medical_records]


A level up breaks the monotony.


We max out our medicine skill and we're close to maxing out sneak as well.


Why not?


We're closer the GECK. Man, backtracking is going to be tedious, huh?



The Blackhawk still proves to be invaluble.


This is one of the failed FEV experiments. I'm surprised these guys weren't used as an extra variant of mutants in this game.


Even more lore! [http://fallout.wikia.com/wiki/Vault_87_terminal_entries#Chief_Physician_Dr._Wayne_Merrick_terminal_entries]

This terminal really doesn't tell you anything that you wouldn't already know if you played the first game. They make a reference to mutants being asexual and Mariposa. Apparently Vault-Tec was doing their own research on FEV. Why? I have no fucking clue.

Wait, I know why. Bethesda wanted super mutants in the game, and had to make an excuse for why they would be in the Capital Wasteland in the first place.

Okay, riddle me this: If Super Mutants come from this Vault, how do they make the fucking Behemoths? There's no way they could get them out of this Vault.


We actually hear a voice that isn't a variation of "RRRAGH, I'M GOING TO KILL YOU!" and it gains our curiosity.


Meet Fawkes.


"Either you are quite real, or I am going quite mad. Could you actually be a pure human?"

Well, after doing Moira's sidequest and travelling through The Pitt, I'm sure were pretty damn mutated by this point, but I guess in comparision to other super mutants.

"A friendly Super Mutant. Well, now I've seen everything."

Yes, I picked this option on purpose. I miss the friendly super mutants.

"Ugh. Must you use that vulgar term? Yes, I was born in the F.E.V. Chambers but a Super Mutant I certainly am not. I prefer the term Meta Human. Suits me better don't you think?"

For the record, I like Fawkes. (Who I will be referring to with male pronouns for simplicity's sake.)

"Perhaps I'm getting ahead of myself. The name's Fawkes."

"[Intelligence] How ironic that the others consider you a mutant of their kind."

Fawkes is not only super smart, but even more indestructible than Dogmeat. The super mutants should be worshipping him as their leader.

"Yes, indeed it is ironic. Forgive my astonishment, but I hadn't expected to meet someone with such a learned outlook of these things. It is a pleasant change."

Being able to point out irony makes you super smart apparently. I'll forgive Fawkes for that, as all he's had for company for the past 200 years or so is all of these annoying super mutants.

"I suppose I shouldn't be surprised, it was only a matter of time before someone like you showed up for the G.E.C.K."

So we did beat the Enclave here. Awesome.

"What do you know about the G.E.C.K.?"

"I know what it is, I know where it is and best of all, I know how you can get your hands on it."

"Why would you help me?"

"Because, you can help me. Let me out of this place. I can't take it anymore. I can't even recall how long I've been here. Take me with you, and I'll retrieve the G.E.C.K. for you."

"Why would I have difficulty getting the G.E.C.K?"

"The chamber in which the G.E.C.K. resides is absolutely flooded with radiation. It's unlikely you'd survive very long. Myself, on the other hand, have surprisingly inherited a useful trait from my fellow Meta Humans. I am highly resistant to radiation."

Remember this by the time the end of the game comes. (Well, not as much with Broken Steel but still.)

"Let me out of here, and I will place the G.E.C.K. safely in your hands."

"How do I get you out?"

"At the end of the hallway to your right is a maintenance room. Inside, you'll find the fire control console for the medical area. Trip the alarm on it, and I'll be able to get out. A word of warning though. Tripping the console activates a failsafe and will open ALL of the recovery rooms in the medical area. So, what do you think? Can you do it?"

Well, it's not like we cleared out the entire Vault of super mutants to be stopped by what amounts to a random guy and a couple of centaurs.

"Okay, Fawkes. You've got a deal."

"I'm glad to see you are a sensible person. Now, get me out of this place. I can't stand it anymore!"


By turning on the alarm, we'll be letting out two centaurs. Big deal.


Let's get Fawkes out of there.


There is a hostile human NPC that was trapped in one of those rooms. I don't really know what's up with him, according to the wiki he shows early symptoms of having the FEV virus, but he looks completely normal.


One of my problems with Fawkes, is that his mouth movement looks incredibly clunky and bad.



Another problem is that in combat, Fawkes still acts like the "normal" stupid mutants.


Remember this room.


Huh. I wonder how you open this door.



We're right outside the room with the GECK in it, thankfully.


It doesn't take us a long time to get to the GECK, but there's a ton of mutants in between.


No, nothing really comes of it. You don't have to hold the mutants off or anything.


You can actually get the GECK yourself, but at the expense of a massive amount of radiation. One of the earlier parts of the Vault has an advanced radation suit in case you need to get through.


Fawkes gives us the GECK and pids farewell. I'm sure this won't be the last time we'll be seeing him.


What the-


GAH!


What happened?


We get flashbanged by the Enclave, and they come out that previously locked door. Where did they get the key...? Did they have to go through Lamplight to get here?


Wait, aren't you supposed to be dead?!

I don't think they ever explain it past "He took a magical radiation drug right at the right moment and survived the radiation."

So then you might be asking, what was the point of Dad dying? I have no idea. I don't mind the idea of having a character's death end up being pointless, but Colonel Autumn's survival is a complete asspull.


Well, that could have gone better. Where was Fawke's when you needed him.


Great. Captured against our will. Again.
So, did Little Lamplight annoy you too? What do you think the super mutants and Vault 87?
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
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AlternatePFG said:
So, did Little Lamplight annoy you too?
My friend, not nearly as much as they did to you. It was not somewhere I liked, but I only spent 20 minutes there total over the course of 2 playthroughs. It wasn't all that bad.


AlternatePFG said:
What do you think the super mutants and Vault 87?
I found it to be weird. I didn't really understand what was going on. I do like Fawkes.

I think Fawkes is a pretty cool guy. eh kills enemies and doesn't afraid of anything.

Also, he is male. Like, they've confirmed that the whole mix up about his gender was just that. A mix up.

"No, Fawkes was absolutely a male. This was a mistake. Wes gave an interview and he was mistaken. Trust me, Fawkes is and was male"
 

Iammatt

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Feb 21, 2009
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Little lamplight annoyed me, but once I found Fawkes, it was awesome. I don't know why he just instantly clicked for me as an awesome, I like the idea of an intelligent, "good", super mutant.
 

Aidinthel

Occasional Gentleman
Apr 3, 2010
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AlternatePFG said:
Okay, riddle me this: If Super Mutants come from this Vault, how do they make the fucking Behemoths? There's no way they could get them out of this Vault.
Capital Wasteland super mutants get bigger as they age.

Lamplight didn't bother me much, I dunno why. I was actually much more annoyed by getting lost in its layout than by the kids. And then Vault 87 was a horrible parade of overlords so it kinda overshadowed Lamplight in my mind.
 

AlternatePFG

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Jan 22, 2010
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Aidinthel said:
AlternatePFG said:
Okay, riddle me this: If Super Mutants come from this Vault, how do they make the fucking Behemoths? There's no way they could get them out of this Vault.
Capital Wasteland super mutants get bigger as they age.
I dunno, that just raises even more questions to me.
 

Dr_Horrible

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Oct 24, 2010
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AlternatePFG said:
Aidinthel said:
AlternatePFG said:
Okay, riddle me this: If Super Mutants come from this Vault, how do they make the fucking Behemoths? There's no way they could get them out of this Vault.
Capital Wasteland super mutants get bigger as they age.
I dunno, that just raises even more questions to me.
I suppose that fits with the 1950s logic of 'Radiation Makes things bigger.' It's still somewhat annoying though.

P.S. I will be reviving my let's play soon. I had taken a break because of issues with fraps and a new, super-cool microphone is being delivered to me tomorrow.