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AlternatePFG

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[HEADING=1]Chapter XXXIII - Treasure Hunt[/HEADING]​
After doing Head of State, we return to Rivet City in order to do another side quest. If there's an ongoing theme between these two sidequests, is the focus on history I guess?


It'd be a pain in the ass if the bridge had to be opened every time you went into Rivet City. Why does fast travel take you here though...?


So we need to go to the Capitol Preservation Society in Rivet City. Why would this exist when people have much more important thigns to worry about? I don't know.


For once, this place isn't loaded in a seperate cell.


So apparently this guy has his own museum in Rivet City. I doubt many people actually visit this place, since all it comes down to is some planes hanging from the ceilings and some posters everywhere. (Posters that you could just as easily find littering the ruins of DC.)

But he isn't here now. Damn it.


There he is. He almost has the same exact face as Zimmer. Eerie.


What kind of name is Abraham Washington?

"Abraham Washington's the name... curator of this little slice of American History."

"Yes, it's an interesting collection indeed."

"Ah, a fellow scholar I see!"

How many scholars could there be in the Capital Wasteland?

"Each of the documents in this room tells a small but important story about the history of the United States of America. Unfortunately, the greatest prize of all is missing from the collection."

"All right, I'll bite. Which document is missing?"

It's like your character is aware of all the obvious quest hooks.

"In 1776, the Second Judgemental Congress got together and adopted a document drafted by none other than Thomas Jefferson himself."

You know, you'd think there would be more sidequests involving you scouring ruins of famous buildings and finding artifacts, but this is the only one other than Head of State.

"It was the day the United States of America earned its name and secured its place in history. This magnificent achievement took form in the Declaration of Independence."

"If you want me to retrieve the Declaration, all you have to do is ask."

"Oh, would you? It would mean so much to me and the Society's collection here."

"I'd love to be a part of history, and bring you the Declaration."

You'd think someone would have taken the Declaration by now. I mean, maybe the Enclave would want to retrieve it for some reason, they're weird like that.

"Excellent! You won't regret it, I promise you! Imagine, you are taking part in another chapter of American History. I envy you."

Well, he's the one who doesn't have to fight through a horde of super mutants to get to the declaration.

"You can find the Declaration of Independence in the ruins of the National Archives."

I think using the word "ruins" is redundant in this game.

"Can you show me how to get to the National Archives on my map?"

"In the D.C. Ruins you'll find the National Archives. Or what's left of it anyway. The building should contain the document in a protective glass case. Be careful, the place is swarming with Super Mutants."

Of course it'd be swarming with Super Mutants. What part of DC isn't infested with them.

"Here, let me pinpoint it's location for you."

So we're off to the warzone that is the Mall. And since it's been awhile, the Super Mutants respawned. Awesome.



So now we fast travel to the Museum of History, we'll be checking Underworld out next update.


And we'll visit the Capitol Building too. Eventually. (Not part of a quest though.)


Lots of super mutants respawn, and fighting them feels like a waste of ammo.

No matter how much ammo I have, it's never enough. I'm sure you don't want to see the multiple repetitive encounters we had with super mutants along the way.


The National Archives are further back into the Mall. Not quite so close to the Capitol (Is it Capital or Capitol, I can never get it right.) Building.


The building looks rather ominous on the outside...


Like with all the buildings in the Mall, it's got an interesting layout. I still standby my opinion of the areas in The Mall being the best designed ones in the game. It helps that they don't overuse the tileset...


And like all of the buildings in the Mall, it's filled with Super Mutants. They're like rats.


Super Sledges aren't very useful for us right now, but the super mutants can destroy us with one.


Dogmeat continues to be very useful to us.


Dying like that would suck...


We should probably put points into sneak...


The Chinese Assault rifle is pretty effective at close range, not the most sneaky of weapons of course.


Eventually, we wander into the main part of the building. Someone is already there, they call us over and tell us to hurry.


She isn't very happy about the little fight we got into with the super mutants as we entered. It isn't our fault, they attacked us first.


A bunch of super mutants come stumbling out the door. Dogmeat runs over all the mines on his way over to fight the super mutants, but it hardly puts a dent in his health.


You more have to worry about Sydney getting killed.


You fight a couple of waves of them...


"Thanks, you're not so bad yourself."

"Well, with what I do for a living, you need to be."

I never would have thought scouring old ruins for artifacts would require much combat. I mean, why would anyone be in these ruins anyways?

"Sorry, I'm being a complete asshole. I'm Sydney. It's good to meet a fellow relic hunter."

"What do you mean "follow relic hunter"?

These lines of dialogue don't really make much sense if you accidentally find Sydney here before even going to Rivet City. (In my first playthrough, I came in here right after the Museum of Technology and I thought Sydney was a permanent companion.)

"Come on... you and I both know this is wehre the Declaration of Independence is stashed... no need to be coy about it."

But you see, treasure hunter is but one of our many professions and skills.

"Good old Abraham Washington sent you on the same suicide mission he sent me on."

Now that you think of it, that guy is kind of a dick.

"Only problem is, you're not going to get it without my help."

"Who's stupid enough to shell out of a bunch of caps for a scrap of paper?"

"Like I said, Abraham Washington, that's who. He's got plenty of caps and all kinds of valuables for trade."

How has he gotten all of these caps? The economy in this world is utterly bizarre.

"The guy lives over in Rivet City: runs some sort of museum there. He buys all sorts of junk like this."

Again, we already know this.

"Bring the Declaration back with me and we split the reward right down the middle. How's that grab ya?"

Now we can do one of three things here:

-Agree to help her (Sane option)
-Tell her you'll find it on your own (Stupid option)
-Kill her (Psychotic option)

Sense we aren't stupid or psychotic, let's help her out. (She does a ton of damage but has very little health compared to other companions.)

"Sure, let's team up."

"Smart move."

This is probably the first companion character you'll run into if you're just following the main story arc, but surprisingly she isn't a permanent companion. Once you get the Declaration, she retires.

"Okay, the Declaration is secured in the Archive Strongroom underground. There's a concealed cargo lift right here in the center of the rotunda. I've spent a few days hacking the lock with my remote terminal."

I didn't realize that you have to use her computer to access it, so it took me a good 10 minutes of aimlessly searching this room to find out. >>

"When you're ready, punch in the password and let's get going."



This room has a hole in the wall that looks down over where we just were.


After searching around aimlessly for about 10 minutes, I finally realize you're supposed to use the terminal to open up the passageway.


The passageway is just a slightly elevated tile on the floor. I assume it's an elevator? Whats it's purpose for being here...


So now we go down to the lower levels of the building, which are pretty much the same tunnels used in the side areas in the metro tunnels. It's boring down here.


There's a voice going over the intercom talking. Interesting...


There are a ton of sentry bots in this area, and they gun down Sydney almost instantly if they attack here, so you have to have Dogmeat tank for you.


They have missles too...


After many, many, many encounters with robots, we come to this room.


Oh look, we find the Bill of Rights... This should get us some extra cash. (100 caps.)


The turrets can ambush you if you go into the little room with the safe in it. They can be really annoying because they kill Sydney really quickly. In fact, Sydney is really frail and she's worth keeping alive. (Later she sells weapons and ammo.)


There is a shit ton of energy weapons ammo in here.


We find the Magna Carta in here too. For some reason. I get that it's an important document and all, but what is it doing in an American museum?


Eventually we come across a robot in a powdered wig...


As if the endless streams of annoying, damage spongy robots wasn't enough.

"But I have not yet begun to fight! I cannot allow you to steal our freedom!"

Oh come on, you're one of those junk robots that I can kill in two shots.

"The Declaration must remain here! It is our symbol of hope, the one thing that cries out "We are a free nation"!"

"[Intellgience] You must be Button Gwinnett, second signer of the Declaration!"

Wait, what?! I know I complained before about the higher INT speech options being stupid, but this is the complete opposite. I assume the education system in Vault 101 was quite detailed?

"Then my reputation precedes me. Good. That should make you well aware that I am not to be trifled with and that my loyalty to the States is leendary. I know your fighting prowess far exceeds my own, but I will still duel you to the death if I must!"

Can't we just tip him over?

"What will it be then? Rapiers? Pistols at dawn? Out with it!"

"That's quite brave of you. To potentially sacrifice your life over a document."

"This is no mere document, madam. This is the doctrine laid down by my fellow members of the Second Continental Congress."

I assume the robot is some tour guide robot gone horribly, horribly wrong?

"It absolves us of the tyranny of King George the Third of Great Britain. It is perhaps the greatest symbol of this free nation."

"You do realize that it's about 500 years later, don't you?"

"Petty lies and deceit may be the way of Great Britain's crown, but I will not succumb to such tomfoolery. Since it appears you wish to resolve this without bloodshed, may I suggest you stand down and surrdender? I can promise that you will be treated well; in a manner accustomed to any member of the Royal Army."

I'm sure Bethesda's cliff notes version of the Revolutionary War is facsinating and all, but this is wearing thin.

"There's more to this than you realize, Button."

"Please explain, but I warn you, I am well versed on the tactics of the underhanded Redcoat spy. You'd do well to remember that."

"[Speech, 87%] I'm Thomas Jefferson and I've returned to liberate the Declaration."

That's why I murdered all the guards outside to get in here.

"[SUCCESS] Saints alive! It is both an honor and a privilege, sir. I was hoping this day would arrive. I hope these fortifications are up to your high standards, sir. All of my men await your command to push and retake the Capital!"

Retake the Capital? Hmm, I suppose it would be too awesome for this game to have an option of letting you take your robot army onto the streets and wipe out all the super mutants?

"May I ask where you intend to bring the document?"

"It will be carried to our new President, Abraham Washington."

Oh I get it, ha ha ha...

...

"A new president? So, the Stars and Stripes truly are forever. All hail the red, white and blue! Does... does this mean the War is over? Have we won?"

"Yes, Button. We won!"

You can keep "in character" or you can just break it off right here. I don't know what happens if you break character here.

"It's over? Amen to that. Then I suppose my posting here at the fort is complete. I think you said it best when you said: "We in America do not have government by the majority. We have government by the majority who participate. It has been both an honor and a privilege to serve in the army of the United States. What are your final orders?"

"Stand down, and honorably relinquish your post. You've earned a rest."

"Coming from you, that means all the world to me. It's been an honor and a privilege to serve my country."

Okay, this is just getting silly now. I can bear with the androids with emotions, but this is just a regular museum robot. I really don't get robots in Fallout in general though.

"It's time for me to take a long-needed rest. I think you'll find that the rest of my men are long-due for the same."

Uhh... His "men" were all killed by us. Let's not mention that.

"I hereby relinquish command and control of this fortification to you."

This means absolutely nothing by the way, just that we can get the Declaration.

"Good luck to you, Mr. Jefferson... and give Sally my regards."

Christ that was a long conversation for such an inconsequential character.


You get to get your own powdered wig if you'd like. There is a ton of energy weapons ammo in the drawers in the room.


There we go, the Declaration of Independance.


For a quick way out, you can go through this room. It implies that there were different predessecors to this robot.


And now we come back out over here. Back to Rivet City!


Let's wake up the old guy and get our reward.


We sell him The Bill of Rights and the Magna Carta for about 100 caps each. Oh the irony...

"Sydney and I have the Declaration of Independance."

"Oh my lord, I never expected... I mean, I am utterly shocked!"

You actually came back alive! Well, 20th times the charm.

"You two have earned your places in the annals of American History, yes indeed. You will be remembered for this great day! I will award Sydney's promised bounty to her personally. No need to worry yourself about that. Enjoy your reward, my friend. You've earned it."

That reward specifically being a Railway Rifle schematic, and nothing else. If Sydney dies or you refuse to help her, you get 400 caps too, big deal.

The Railway Rifle is awesome, I'm definitely making that once I get a chance.

Let's talk to Sydney before finishing the update...


Woah, what is wrong with her eyes!?


"You know, I think I've had my fill of Wasteland roaming and picking through ruined buildings for a while. I'm just gonna kick back and spend my caps... but thanks for asking. Look me up in Underworld if you ever need me. I usually hang there since the Ghouls don't hit on me all the time."

Underworld, eh? I think that's where we are going next...

By the way, Sydney has an unmarked sidequest that lets you get her SMG. It's a good SMG, but there isn't much to the quest anyway, and we'll probably pick up what need for it on our way through another sidequest.

So, that's it for Stealing Independance. Next time, let's check out that Underworld place everyone is talking about.
So, what did you guys think of this quest?

What did you guys think of Lonesome Road, for those who played it?

Edit: Also, are you guys going to get the Gun Runners Arsenal and Courier's Stash DLC's that are coming out next week?
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
"Good luck to you, Mr. Jefferson... and give Sally my regards."
Am I the only one who was weirded out by this? I mean, you know who ?Sally? [http://en.wikipedia.org/wiki/Sally_Hemings] was, right? I mean, think about it.

AlternatePFG said:
So, what did you guys think of this quest?
S'ok. I learned a bit about 'Merican history through it.

AlternatePFG said:
"
What did you guys think of Lonesome Road, for those who played it?
Haven't played it yet. What did you think of it?
 

AlternatePFG

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CM156 said:
Am I the only one who was weirded out by this? I mean, you know who ?Sally? [http://en.wikipedia.org/wiki/Sally_Hemings] was, right? I mean, think about it.
Woah, I did not notice that. That's a bit odd that Bethesda threw that in there.

Haven't played it yet. What did you think of it?
I thought it was pretty good, but the whole Ulysses thing didn't really pan out that well, in my opinion. The actual content and weapons was pretty damn good though, so I could forgive that. Plus, they gave ED-E an interesting backstory, and an actual personality.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
CM156 said:
Am I the only one who was weirded out by this? I mean, you know who ?Sally? [http://en.wikipedia.org/wiki/Sally_Hemings] was, right? I mean, think about it.
Woah, I did not notice that. That's a bit odd that Bethesda threw that in there.
.
I find it odd that a robot would make a passing refference to that fact. I mean, it's not something that is brough up by people who really like Jefferson. It's just.... eecccahhhhh
 

ChupathingyX

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AlternatePFG said:
I thought it was pretty good, but the whole Ulysses thing didn't really pan out that well, in my opinion. The actual content and weapons was pretty damn good though, so I could forgive that. Plus, they gave ED-E an interesting backstory, and an actual personality.
Yeah, that's pretty much how I felt.

Ulysses wasn't expanded upon enough, however, that's really the only problem I had.

The weapons were great (flare gun!), the apparel, the logs you could find throughout the Divide, the new areas in the Mojave and of course the best part...ED-E.

I love the reference to the Fallout: New Vegas trailer in one of ED-E's recordings, that was awesome.
 

AlternatePFG

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ChupathingyX said:
The weapons were great (flare gun!), the apparel, the logs you could find throughout the Divide, the new areas in the Mojave and of course the best part...ED-E.
The Flare Gun was indeed a pretty cool weapon, it's very useful against the Deathclaws in Courier's Mile.
 

AlternatePFG

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[HEADING=1]Chapter XXXIV - Finding the Rangers[/HEADING]​
This is only the first part of the Reilly's Rangers questline, if you do the optional parts of the quest, it goes on for quite long. This update is just really us getting the quest hook, checking out the ranger compound and getting to where we need to go, so if you want to see the actual quest, you can pretty much safely ignore this update. The reason this isn't a mini-update is because the quest hook is actually in this update, but the rest is pretty much exploring.


So, now it's time to return to the Museum of History, and check out the settlement of Underworld that Sydney pointed us to.


So this is the entrance to Underworld. Hard to miss, huh? Well, let's go inside.


Well, technically Sydney could have been here long before you.

"Smoothskin? What does that mean?"

I swear, we've had this conversation like 3 times before in this game.

"Smoothskin? You know, because your skin is so smooth... and tasty... Relax! I'm just kidding! But I had you going, didn't it?"

I wouldn't joke like that with the extremely armed wastelander who you've never met before...

"Where am I?"

"You're in the Underworld, smoothskin. It's the only safe place for we Ghouls in D.C. We're out of sight and out of mind."

So basically a city of ghouls. So, it's pretty much like Necropolis and Gecko, but less impressive. It isn't even original on the whole "City of the Dead" thing, considering that was Necropolis. Meh, I'm just complaining here, I do like Underworld. One of the few places in the wasteland where most people are actually pretty friendly towards you.

"The mutants leave us alone and the Slavers usually don't come this far into the city, so it's not bad."

Um, there were slavers right down the street. And again, there's a bit of a plot hole between what this guy says, and what other ghouls say about the super mutants attacking ghouls. Just a minor thing that annoys me.

"Really, the Brotherhood of Steel is the only thing we have to worry about... so long as we don't leave Underworld, that is."

Wow, that seems rather out of character for the knight in shining armor Brotherhood in this game. I'd say it was actually trying to make them seem less good if it wasn't for the fact that they're portrayed as the unambiguous good guys.

"The Brotherhood of Steel? What's your beef with them?"

"Bastards. They don't seem to be able to tell us apart from the Super Mutants. Or, maybe they just don't care. They see us and shoot on sight. At least they have the common courtesy to miss most of the time. Still... bigots.'

Maybe they're referring to the Outcasts?

"A city full of Ghouls, huh?"

"That's right. And so long as you don't bother us, we won't bother you. Feel free to come and go, trade, sleep, whatever. Just make sure that you leave whatever trouble is following you at the door, because we don't want it. So, enjoy your stay, smoothskin."

So yeah, they have a settlement in this exhibit right here. I don't really buy it. I could perhaps buy it if it was the entire museum but this is actually a pretty small area, and there are a lot of people in here.

Anyways, let's find the next quest hook.


That's quite the creepy, ominous statue they have right there...


This is the Underworld's hospital area. You can see a dead feral ghoul on an operating table to the right. I wonder what they were doing to it?


And they have some Glowing Ones locked behind a door in the back over here.


"Don't worry though, I'm sure the rest of Reilly's Rangers will show up soon and take her home."

"Reilly's Rangers?"

"Oh, you must be new around here."

Pretty much.

"They're a mercenary company that bases itself out of the D.C. Ruins. I'm assuming she's their leader, Reilly. What was left of her armor had her name stenciled on it. She was in a pretty bad way when they found her outside Underworld."

"[Speech, 100%] I'd really like to speak to this woman. Please, wake her now."

Yes, let's forcibly wake up the woman in a coma for absolutely no reason. This isn't the only way to pick up the quest, but why would you wake her up?

"[SUCCESS] Oh very well. I will do what I can. I just hope her body can withstand the strain. Humans are so fragile."


So we ask the doctor to revive her. I have a feeling this will end badly...


Did I mention it sometimes feels like they reuse face models? Cause Reilly looks an awful lot like Sydney and Amata...

"How long have I been out?"

"Not long, fortunately."

"Right... can't remember what I was doing. Wait! Oh shit! My men... my team! What happened to them?"

"[Medicine] I don't think you're in any condition to be up and about."

Then why did we wake her up in the first place?

"That's not the way I do things. Do you have any idea what it would do to my reputation if word got around that Reilly of Reilly's Rangers was laid up in a hospital bed?"

"My apologies. I didn't know who you were."

Are they supposed to be famous around here?

"That's okay, kid. Don't sweat it. The Wasteland's a big place. We're guns for hire: the best merc group in the Capital Wasteland. If you need something done in there, you seek us out."

"So what's this about needing help? Tell me the whole story."

"We were mapping the Vernon Square part of the downtown ruins and got jumped by a Super Mutant ambush party. Usually it isn't a problem, but this group was bigger than usual. We fought our way into Our Lady of Hope Hospital, hoping to find cover."

You think they would have figured out that all the buildings in the city are filled with super mutants by now.

"Let me guess, more Super Mutants inside?"

"You got it. More of the ugly bastards just kept coming. We fought our way to the roof and found a way across to the Statesman Hotel next door. The Super Mutants seemed driven... like they smelled blood. They kept following us."

Well, they're stupid like that.

"Once in the hotel, the only way to go was up."

"Bad move, I'm guessing."

"Very bad move, but we have no choice. On the way we lost Theo, one of my guys. We were unable to get the ammo case off of his body as we were pushed onwards."

It's actually just a small ammo box. They probably could have taken it with them.

"So, guns almost dry, we hit the roof of the Statesman."

"Last stand?"

"Last stand? Well, we hoped not. We figured we'd get up there and get a better signal to radio the Brotherhood of Steel for help."

That's fair enough, there is a small group of Brotherhood soldiers like a block away from the hotel.

"Problem is, help never arrived. Vernon Square is so thick with the Super Mutants, I don't think they could slip through."

You can hardly sneak through some place with Power Armor.

"So that leaves them up there. How come you're here?"

"My bad idea I'm afraid. I had a Stealth Boy which allowed me to slip off the roof unnoticed. The plan was to get back to get some help. I was almost at the street when a Super Mutant jumped me. Damn near ripped my arm off in the process. Last thing I remember was falling into a culvert. Now I'm here. Some rescue attempt, huh?"

Leave the rescuing to the protagonist.

"What did you need from me?"

"Get the Rangers home. Please. That's all I want. I don't care how you do it."

That's a lot to ask just a random stranger.

"All right. I'll do it."

"Whew, I was holding my breath on that one I think. I wasn't sure what you were going to say."

Only an idiot would turn down an oppurtunity for XP.

"All I ask is that you hurry. I don't know how much longer they will be able to survive up there. I also recommend you try and find the body of Theo, one of my men. He was carrying our main ammo supply. Here, let me punch the ammo box code and some better directions into your Pip-Boy there."

"Can you think of anything that will help me get there?"

"We have a headquarters not far from here. If you cna make it there, you are welcome to anything you need inside."

And by that, she means everything of course.

"Just punch in Reilly0247 at the gate. We have ammo, supplies, you name it."

Alright, after that really long conversation, we're off towards Rivet City? Why? It's the quickest way for us to get to the Ranger Compound. It was a nightmare getting there on my first playthrough.


Off to the right you see the guard for the city. Obviously the mutants must not attack them, considering this place would be crawling with them if we hadn't cleared out the Mall.


Getting the Compound is a lot harder than you'd think if you didn't know where you were going.


We have to go through the Metro tunnel that's right by Rivet City. Some Talon Mercs are waiting there to ambush us.


The Perforator works pretty well as a sniper with sneak attack crits.


You know, I completely forgot to re-recruit Star Paladin Cross. Oh well, we'll probably get that other good companion soon anyway.


Talon Mercs drop such expensive loot.


Into the metro once again. (Thankfully, this is a really short trip through it, as we only need to exit out the door on the other side.)


We hear some raiders set up down there, let's try to be somewhat sneaky here...



Yeah, in situations like these, the Perforator is really overpowered. Mostly because it's one of the most damaging guns in the game and one of the very few silenced weapons you can get.


Not quite as broken as some of the others though.



So there is another raider base down in these particular sections of the tunnels. I never understood what was up with the raiders in this game. Are they one big faction of assholes, or smaller groups fighting amongst themselves? Are they affilated with the Slavers at all?


So we're already out of the metro. This isn't our last time going into one this update, but it is also extremely brief.


Now we're in a residential area of the city. Aesthetically, it looks quite nice. Too bad it's overrun with super mutants, just like every other goddamn place in the city.


Before we even take two steps up the stairs, a grenade is throw and explodes right in front of us. Let's leave this fight to Dogmeat...



I decided that charging at the mutant with a sledgehammer that I was no good at using was a good idea. No idea why.


I haven't really touched upon it, but I think Fallout 3's atompshere is top notch. While it certainly doesn't feel like a Fallout type atmosphere, the game is really creepy at times, especially when the game decides not send a million enemies your way all the time. You wouldn't get the impression through the story, but the game world, in the DC area especially, is rather haunting. That's my theory as to why some people who really liked 3 disliked New Vegas, they thought it'd be more like Fallout 3 in that sense. New Vegas is much less grimdark. (Though, I wouldn't say it's any less dark, it's just that the darknesss is offset by the more funny/lighthearted moments.)



After exploring the streets in this area for awhile, you hear this guy yelling some insane gibberish.


Apparently he has a hostage...


We trigger the trap and almost get overselves blown up. 3 mini-nukes go off in that alleyway. Apparently the crazy NPC who does this is called The Preacher [http://fallout.wikia.com/wiki/The_Preacher], according to the wiki. He blows himself up, along with anyone who walks into that alleyway, so you can't actually talk to him. He says some crazy things, including stuff about Oasis of all places.


Well, after that strange encounter, we continue down that alley. We're close to the compound now.


Yup, that's their emblem. This took a relatively short amount of time because I near the fastest way to get there. But in my very first playthrough of the game (The one I did on the 360 and never finished.) it took me hours to get to this place. I had to fight my way all the way through Georgetown (which is probably one of the areas in the game most populated with super mutants.) at a relatively low level, so when I got here, I was kind of pissed off.


The Ranger's have their hideout in a really dangerous area in the ruins.


You use the password Reilly gave you in order to get into their base.


They also have a security camera...? I guess it still works?


Reilly seems happy to just let a complete stranger go through and take all their stuff. It'd be funny if there was an evil option for this quest that just had you take the stuff from the compound, and not save the Rangers. Of course, you technically do that, but it's more fun when the game gives you the option to do so.


Seems rather cramped for a base.


There's a good amount of ammo and medical supplies here...


Dogmeat is really glitchy at times.


There's some stuff about the Rangers on the computer terminal [http://fallout.wikia.com/wiki/Ranger_compound_terminal_entries] over there.


You also pick up a repair skillbook. This skillbook has a tendency to glitch out and fall behind the generator.


Now it's time to actually get to the main part of the quest. There isn't a time limit for this quest surprisingly, you can go the entire game and Reilly's Rangers would still be fine.


Why are we back at the National Archives, you ask? Well, going around it is kind of a shortcut.


I tend to sneak around a lot in the DC area, mostly because I want to get sneak crits in order to conserve ammo.


It works out in our favor in this particular situation, even though our sneak skill is rather shit.


Due to that trip to the Archives last update we have a surplus of energy weapons ammo.


Back to the metro.


Instead of raiders in this tunnel, it's ghouls.



Once again, we don't have to go through the actual tunnels, just go across the walkway into the next entrance.


As soon as we exit, we hear some gunshots and firing. Must be some mutants and Brotherhood fighting...


Yup, with some super mutants with rocket launchers.


Yup, there's some Brotherhood of Steel soldiers out here fighting the super mutants.


We find a nice Scoped .44 Magnum. I know we already had one, but I pretty much stash everything we find after every update except for the 10mm pistol, combat shotgun, Perforator and hunting rifle.



One more trip through the metro should do it.


This trip through the tunnels is a bit longer than the previous too, but still thankfully brief.


The place is filled with bear traps as well. Lovely.


On the bright side, ghouls go down with one headshot from the .44 magnum.


We run into a scavenger who set up shop down here. Wait a minute, why isn't he, or all the ghouls dead? They would have fought each other by now...


Now it's literally becoming a sewer level.



Alright, now we're done shooting ghouls for awhile. I hope you like fighting tons of super mutants though, because that's pretty much all the quest is.


We exit out of the metro, and are immediately shot at by a super mutant on a bridge.


We make short work of the mutant of course, but let's get over to that bridge to get to a better vantage point.



So, accoridng to Reilly, the Rangers are trapped on top of the Statesman Hotel. (One of the buildings connected to that makeshift bridge.)

We can't go straight through the hotel to get through them, so we'll have to go through the hospital to get to them.


I'm sure there will be no difficulty getting to them whatsoever...

Fallout 3 related question: Did you guys have any difficulty reaching the Hotel/Hospital? Or the Ranger Compound?
 

CM156_v1legacy

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AlternatePFG said:
[Fallout 3 related question: Did you guys have any difficulty reaching the Hotel/Hospital? Or the Ranger Compound?
Not really. However, this was the last quest I did, and I gave up about half way through. So I'm looking forward to seeing how it ends.
 
Mar 9, 2010
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AlternatePFG said:
Fallout 3 related question: Did you guys have any difficulty reaching the Hotel/Hospital? Or the Ranger Compound?
A little, I always get lost in the metro tunnels and I have no idea why. It happens a lot and I always remember that Scavenger being there, but never if I'm going in the right or wrong direction.
 

AlternatePFG

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[HEADING=1]Chapter XXXV - Big Damn Hero(es)[/HEADING]​
So, we spent last update getting the quest hook for "Reilly's Rangers". Now it's time to actually do the quest. Here's a bit of foreshadowing for you guys: One of the Rangers doesn't make it out alive. I beat you're on the edge of your seats already. (No, not counting Theo.)


I really like the areas in this particular quest. While I think it's really just an extended combat sequence that drags on for a bit too long, the hospital and the hotel are some of my favorite locations in the game. That being said, I'm probably going to use this update to just talk about some aspects of the game in general, as it will get repetitive with all the combat in this area.


I hope you like fighting super mutants here. While you do fight some centaurs, I think this area really just kind of shows off the rather poor enemy variety in the game. While I don't think it's bad as some games (Like Borderlands. I hope you like spending 20 hours of fighting psychos and skags. Don't get me wrong, I like me some Borderlands, but it certainly had very little enemy variety.) but I do wish there was a bit more variety to the enemies, just so that it makes you think tactically about your fights.


Really, Bethesda could have just added floaters to fight when fighting groups of super mutants and it would help liven things up a little. Then again, I don't know if I'd want to see Floaters in 3D. Seriously what the fuck are those things?


Dogmeat proves to be a major help in this area. He fights off super mutants while we can sit back and provide some covering fire.


I love this room right here. The light coming in from the windows really adds to the mood. A shame the engine can't actually handle real windows. Seriously, number one complaint. Please fix that for Skyrim, please?



The Scoped .44 is really useful here. It's hard to mess up a revolver, but Bethesda somehow did it with the piss poor .32 pistol. Seriously, is that thing ever useful?


That's a whole lot of super mutant corpses. If you conserve your ammo a bit, you can come out of this sidequest with a ton of ammo.


Those gore bags have a ton of ammo, caps and other loot in them.



We officially now have over 1000 rounds of 5.56mm ammo. Also, you can enter the building another way through this door. I would check it out, but let's stay on course here.


Again, the game can be really creepy at times. Especially with the radio off. (Or if it's glitching like it is doing for me and not playing anything.)


There are many small rooms in the hospital's bottom floor. The only notable contents of the room is usually one or two first aid kits. You can get a few dozen stimpaks here, and some blood packs for easy money from selling them to Vance.



I think some points in Sneak would do us some good.


There are a few of these safes scattered across the hospital. They give a decent amount of caps, stimpaks and other chems. One thing that Bethesda avoided in this area is having other chems like Jet all over the place.


An ominous shadow can be seen from the other side of the hall. We try to sneak attack it, but I miss...


Thankfully the mutant doesn't notice the bullet whizzing past his face, and we get another shot at a sneak attack.


There are an absolute ton of skeletons in this hospital.


I wonder what happened here anyway...

No background lore of anything, you just have to make guesses off of what you see.


Oh look, a crutch. We're going to need that for the Railway Rifle. It's not like the skeletons are going to need it.


Four first aid kits right next to each other, why not have them in one big box?


We level up upon picking the lock on the door.


I primarily put points into Energy Weapons and Medicine. It supports my stimpak hoarding habit by making them more potent, so we don't have to use as many to heal up.


Again, not many interesting perks to be had, unfortunately, so another point in Intense Training will do. I decide to put another point into Agility, because more AP is good.

This is the problem of having a perk every level. Not to mention for many of the perks, require a large amount of a points into a single SPECIAL stat.


Alright, we went all the way around, so let's go back to that big room.


Alright, let's go to floor 2...


I failed another sneak headshot. Instead of just going with it, I reloaded a save to do it properly. I'm such a save scumming bastard.


Again, another interesting room that would have been cooler with actual windows.


The super mutants ignite the gas in the kitchen area and set themselves on fire.



I never really noticed it until this playthrough, but the combat shotgun's condition decays really fast.


Huh... This door leads back outside. Let's take it.


Woah. It leads us out to that bridge between the hotel and the hospital. That's rather convinient. Was there originally a bridge being built there, or did some large debris form a bridge?


So we drop down into the Statesman Hotel through using this bridge.


When walking through the door, you hear the sound of exploding limbs. What's odd sometimes is that when the game wants to have a body that is missing a limb or the like, it has to load it when you enter the cell. So if the body is in close proximity to you, you can hear the splat sound distinctly. The most obvious is in New Vegas, when you enter a house in Primm, you find the decapitated body of the sheriff and his wife. You can literally see it explode from the door. (I better stop with the NV references if I ever want to LP it.)


This part has a few traps in here, mostly in the form of grenade bouquets. They can be annoying on stairwells.


So now we go through a quite a few corridors of pretty much the same hotel room, over and over again.


It's really where the quest starts to drag.


So in order to liven things up, I'm going to foreshadow the death of one of the Ranger's a bit more: The character is well known and beloved by all true Fallout 3 fans.


That blood seems awfully flesh.


There doesn't seem to be much left of Theo.


That's a ton of ammo. Seriously, remember at the beginning of the game where it seemed like you'd have to scavenge ammo just to get by? Yeah, that's not here anymore, usually you're fine after 2 hours, tops. I really wouldn't say it's a bad thing, but I do like how careful you have to be at the beginning of the game as far as spending ammo goes.


We almost get blown up by some grenades.


I make sure to check every nuka-cola machine for an elusive quantum.


There's a ton of super mutant bodies littering the corridor, obviously left over from the battle with Reilly's Rangers. Those guys aren't to be messed with.


The ragdoll physics can get ridiculous with the super mutants from time to time.


I wonder what's behind this door...


Another dreary, but less rubbley hallway.


This skeleton with the holotape has some significance to Sydney, if we give it here, we get her unique (and awesome) 10mm SMG.



There's an elevator here but it can't be used. What's odd, is that when you repair it when saving the Rangers, it doesn't take you here, it takes you to the bottom floor.


This room has caved in on itself, but in convinient way so that we can climb it.


The cracks in the ceiling give off some light, it's a pretty nice effect.


I've maybe shown you a quarter of the super mutant encounters, because they've all played out the same exact way.

We walk down a barely lit hallway. A super mutant comes stumbling into view. He shouts "There you a-" but before he could finish, he gets his head blown off. Repeat that ad nauseum.


So now we're getting into the resturant. There's a ton of resturants in this game, now that I think about it...


Oh look, a centaur. It's been awhile since we fought one of those.


I decide to take the missle launcher for a spin, but we rather suck at it. I'm afraid the missle will somehow boomerang around from our target and hit us instead.

We walk into the resturant and nearly get decimated by a huge group of super mutants.



They all focus their fire on Dogmeat, but his bones are made of adamantium so he is pretty much indestructible.


Woah, that super mutant has a Gatling Laser-


Oh god it's an overlord. I hug the pillar in order to avoid the devastating laser fire. It doesn't help that Dogmeat's AI glitches out and he gets stuck on a wall...


It's like the hunting rifle bullets are BB gun pellets.


While desperately trying to survive the Overlord, there's still an onslaught of super mutants fighting us...


The Missile Launcher is absolutely useless against it.


We shoot the laser out of it's hands. This should reduce it's threat quite a bit.


He runs off to find a new gun, and while he has his back turned, we chip town his health with our shotgun.


Eventually, he goes down. Dogmeat was absolutely useless here, he was still glitching out. We've foughten all the Broken Steel super enemies now, except for the Albino Radscorpion.



Another door. Hrm.


Finally, we made it to the roof. Now, it's time for a bit more foreshadowing: The circumstances following their death are not entirely clear.


There's a pile of super mutant corpses at the base of the stairway.


So there's the rangers who just finished off another group of mutants.



Finally, some dialogue is this quest.

"Okay, now who the heck are you and when are reinforcements coming?"

"I'm afraid this is it."

"Hmm, and you made it all the way up here alive?"

To be fair, we just went through an entire army of super mutants.

"Ok, I'm impressed. Reilly must have sent the right person for the job... as usual."

We're the right person for every job.

"Hey, is she okay?"

"Yeah, she's fine. They patched her up and she's resting in Underworld."

"That's a relief. I told her she was nuts when she decided to try and sneak out of here. Guess I was wrong. Now, let's talk about getting out of here. I would have proposed going back the way you came, but apparently it's impossible now."

Wait, why? If anything, it should be safer.

"So, the express elevator is our only solution."

"Doesn't look like the elevator works anymore."

"You're right. What we need is something to power the elevator up here and get the thing going."

Like this fission battery I picked up on the way up here?

"On the way up here, I'm pretty certain we passed a maintenance room. Inside was a wrecked Protectron. If you can get me its fission battery, I can have Donovan jury-rig the elevator."

I picked up the fission battery if only to save some time.

"I have a Fission Battery that will fix that express elevator."

"Fantastic! Get that over to Donovan right away. As soon as he gets it up and running make a break for it. Remember our rally point is our H.Q., Ranger Compound. Don't stop for anything!"


"I have a Fission Battery that will fix that express elevator."

"Let me have that thing. Give me a few minutes, and I'll have the elevator up and running. As soon as I get it online, we'll get out of here."


He fixes the lift, and from here, things get a bit sketchy.


We get into a large fight with some super mutants right after leaving the elevator.


I was kind of keeping an eye on the Rangers, but they were kind of scattered.


After all the carnage, apparently we lost Butcher. What? Stop looking at me like that? Of course Butcher isn't the most well liked character in the game, and in fact is a complete cardboard cut out. So what?

The game still expects you to care.

We head back to the Ranger Compound.


"Yeah. That was a tough run."

"I bet it was. Frankly, I'm amazed you made it."

Oh, that gives me confidence.

"Can you give me a full debriefing on what happened out there with my men?"

"I'm sorry we lost Butcher."

By lost, I mean we couldn't find him. I'm not even sure he actually died, for all we know he's stranded up on the roof.

"Yeah, Butcher was a good man. Ah well, at least the others made it."

I wonder if you fail the quest if all the rangers die.

"I'm sure you're more interested in your reward than listening to me talk, so let me get right to it."

"No, please continue... Your men are more important than my reward."

"Losing a bit of the merc edge, eh? Don't get soft on me now!"

I find that funny considering the Ranger's are the only nice merc group in this game. (Unless you count the Regulators as mercs.)

"Well, I've said it once but I'll say it again. You have my thanks, I'd be pretty lost without my guys."


So, either a useful piece of armor, or a minigun we will never use.

Yeah, we take the armor.

"I'll go for the armor."

"The armor it is. Wear it with pride, kid. We do."

The Rangers are another group in this game that treats you decently if you help them, which is nice.

"Consider this place your home away from home. If you're ever in the neighborhood again, you're more than welcome to take shelter here. I guess that does it. See you 'round, kid."

You can do an unmarked sidequest that gives you a ridiculous amount of caps for Reilly, which basically gives you caps for every waypoint on your map, but I don't particularly feel like showing that off right now. I might have an update completely dedicated to the multitude of game-breakers in this game.


Well, that about does it for Reilly's Rangers. I like this quest quite a bit, but sometimes the combat just drags on way too long.

So, what did you think about this particular quest?

Also, related to an upcoming update:

How are we going to resolve the quest?

Kill the ghouls.
Convince everyone in the tower to let the ghouls in.
Flood the tower with feral ghouls and kill all the residents.

I really don't know how I could justify the 3rd one in character, but if that's what people what I'm sure I can think of something if that's what people really want. I don't particularly like this quest at all, why can't you just kill Roy, or convince the ghouls that living outside the tower isn't so bad? Or just letting the other ghouls into the tower, but not Roy. It's obvious that Roy is a psychopath. But I'll get into that when we actually do the quest.
 

ChupathingyX

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AlternatePFG said:
Really, Bethesda could have just added floaters to fight when fighting groups of super mutants and it would help liven things up a little. Then again, I don't know if I'd want to see Floaters in 3D. Seriously what the fuck are those things?
What do you mean? Why wouldn't you want to see giant, floating vaginas with teeth and long, fleshy tails moving towards you while spitting...whatever the hell they spit...at you?

Actually come to think about, yeah better not to see them in high-def glory.

This is the problem of having a perk every level. Not to mention for many of the perks, require a large amount of a points into a single SPECIAL stat.
Plus the perks themselves are mostly just skill increases. I preferred the perks in New Vegas, not only because they gave you some kind of an advantage but also defined an aspect of your character's personality ina more varied way (Terrifying Presence, Confirmed Bachelor/Cherchez La Femme, Sneering Imperialist, Grunt etc.). Also there were traits, and I really have no idea why Bethesda took traits out of Fallout 3, they were another great way of defining your character.

I failed another sneak headshot. Instead of just going with it, I reloaded a save to do it properly. I'm such a save scumming bastard.
Just out of curiosity, but what is your opinion on save scumming? I've seen J. E. Sawyer get asked about it quite a lot on his formspring and I'm just curious what your take is.

We walk down a barely lit hallway. A super mutant comes stumbling into view. He shouts "There you a-" but before he could finish, he gets his blown off. Repeat that ad nauseum.
Yeah, there was some dialogue with enemies that was really annoying, and companions had some really annoying lines as well (all ten or so of them).

Of course, people tend to ignore this because New Vegas had this problem too, but as we all know when New Vegas does something wrong ,that Fallout 3 did wrong also, it gets punished for it while Fallout 3 uses its "Get out of jail free" card.

After all the carnage, apparently we lost Butcher. What? Stop looking at me like that? Of course Butcher isn't the most well liked character in the game, and in fact is a complete cardboard cut out. So what?

The game still expects you to care.
Well it's better than killing off a well known character...

So, what did you think about this particular quest?
Meh, I found it kinda boring, nothing special.

How are we going to resolve the quest?

Kill the ghouls.
Convince everyone in the tower to let the ghouls in.
Flood the tower with feral ghouls and kill all the residents.
b, the ghouls kill the residents anyway though.
 

AlternatePFG

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ChupathingyX said:
I failed another sneak headshot. Instead of just going with it, I reloaded a save to do it properly. I'm such a save scumming bastard.
Just out of curiosity, but what is your opinion on save scumming? I've seen J. E. Sawyer get asked about it quite a lot on his formspring and I'm just curious what your take is.
I usually don't save scum a whole lot, but my paranoia with saving in these games gets to pretty ridiculous degrees. Personally, I think it's fine if the player likes to play the games like that. Still, for the gambling mini-games in New Vegas, I understand why they have the cooldown time in order to prevent save scumming.
 

DustyDrB

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Jan 19, 2010
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AlternatePFG said:
ChupathingyX said:
I failed another sneak headshot. Instead of just going with it, I reloaded a save to do it properly. I'm such a save scumming bastard.
Just out of curiosity, but what is your opinion on save scumming? I've seen J. E. Sawyer get asked about it quite a lot on his formspring and I'm just curious what your take is.
I usually don't save scum a whole lot, but my paranoia with saving in these games gets to pretty ridiculous degrees. Personally, I think it's fine if the player likes to play the games like that. Still, for the gambling mini-games in New Vegas, I understand why they have the cooldown time in order to prevent save scumming.
They could go the Demon's Souls route, in which the game autosaves after pretty much everything. You can just go and check out a different weapon (not even switcing) and it saves. Of course, I don't think I'd want a buggy Gamebryo game doing that.

Question:

Because I like the way it looks. I didn't use many guns in my playthrough of Fallout 3. I know I found the Terrible Shotgun when I went into the wrong area carelessly (I thought I was headed to a Vault in the main story). I didn't really need anything else after that (the hunting rifle worked for long range).

Judging from this, Reilly's Rangers remind me of New Vegas' First Recon team. I liked those guys. That's the thing about the NCR in New Vegas. I like the grunts, but start to dislike the faction when you meet some people higher up in the chain-of-command. Even Hanlon (as awesome a voice as Kris Kristofferson was for him. Seriously, I could listen to him forever) was completely irresponsible and something of a coward.
 

AlternatePFG

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DustyDrB said:
Question:

Because I like the way it looks. I didn't use many guns in my playthrough of Fallout 3. I know I found the Terrible Shotgun when I went into the wrong area carelessly (I thought I was headed to a Vault in the main story). I didn't really need anything else after that (the hunting rifle worked for long range).
That gun is the Chinese Assault Rifle. It's pretty much a stronger, less accurate assault rifle. It's somewhat more rare than the normal assault rifle.

I've never found the Terrible Shotgun before, I do think we'll be visiting Evergreen Mills in this LP though.
 

DustyDrB

Made of ticky tacky
Jan 19, 2010
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AlternatePFG said:
DustyDrB said:
Question:

Because I like the way it looks. I didn't use many guns in my playthrough of Fallout 3. I know I found the Terrible Shotgun when I went into the wrong area carelessly (I thought I was headed to a Vault in the main story). I didn't really need anything else after that (the hunting rifle worked for long range).
That gun is the Chinese Assault Rifle. It's pretty much a stronger, less accurate assault rifle. It's somewhat more rare than the normal assault rifle.

I've never found the Terrible Shotgun before, I do think we'll be visiting Evergreen Mills in this LP though.
According to The Vault, The Terrible Shotgun can have a higher damage output than the Fat Man.
"Critical hit damage with this weapon is actually applied individually on each pellet the weapon fires in a shot outside of V.A.T.S. If all nine pellets critical hit at the same time (such as in a point-blank sneak attack critical attack), the weapon's total critical damage is 9 x 40 =360. And with the Better Criticals perk, it can go up to 540. Add in the base 80 power of the weapon, and then double the damage because of the sneak attack bonus, and the weapon's total damage turns 1240, quite close to that of the Fat Man. In fact, if the damage is increased further with a head shot, this weapon's destructive power against a single target becomes even greater than the Fat Man, being able to kill even a super mutant behemoth with a single sneak attack critical head shot. "

That's pretty crazy.
[HEADING=2]>[/HEADING]
 

AlternatePFG

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DustyDrB said:
According to The Vault, The Terrible Shotgun can have a higher damage output than the Fat Man.
"Critical hit damage with this weapon is actually applied individually on each pellet the weapon fires in a shot outside of V.A.T.S. If all nine pellets critical hit at the same time (such as in a point-blank sneak attack critical attack), the weapon's total critical damage is 9 x 40 =360. And with the Better Criticals perk, it can go up to 540. Add in the base 80 power of the weapon, and then double the damage because of the sneak attack bonus, and the weapon's total damage turns 1240, quite close to that of the Fat Man. In fact, if the damage is increased further with a head shot, this weapon's destructive power against a single target becomes even greater than the Fat Man, being able to kill even a super mutant behemoth with a single sneak attack critical head shot. "

That's pretty crazy.
[HEADING=2]>[/HEADING]
Yeah, the Metal Blaster does the same thing. Each laser has it's own Crit Chance and damage, so any sneak attack critical just vaporizes enemies.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
So, what did you think about this particular quest?
Ehhh, not much. It's nice to know now how it finishes.
AlternatePFG said:
Also, related to an upcoming update:

How are we going to resolve the quest?

Kill the ghouls.
Convince everyone in the tower to let the ghouls in.
Flood the tower with feral ghouls and kill all the residents.

I really don't know how I could justify the 3rd one in character, but if that's what people what I'm sure I can think of something if that's what people really want. I don't particularly like this quest at all, why can't you just kill Roy, or convince the ghouls that living outside the tower isn't so bad? Or just letting the other ghouls into the tower, but not Roy. It's obvious that Roy is a psychopath. But I'll get into that when we actually do the quest.
My vote
Not bother with the quest. However, since this is a LP,the only "good" option is to let the ghouls in
 
Mar 9, 2010
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AlternatePFG said:
So, what did you think about this particular quest?

Also, related to an upcoming update:

How are we going to resolve the quest?

Kill the ghouls.
Convince everyone in the tower to let the ghouls in.
Flood the tower with feral ghouls and kill all the residents.

I really don't know how I could justify the 3rd one in character, but if that's what people what I'm sure I can think of something if that's what people really want. I don't particularly like this quest at all, why can't you just kill Roy, or convince the ghouls that living outside the tower isn't so bad? Or just letting the other ghouls into the tower, but not Roy. It's obvious that Roy is a psychopath. But I'll get into that when we actually do the quest.
I love the Reilly's Ranger's quest. The quest itself get's a little boring, but Reilly and her rangers are great, I wish I could have joined them rather than just get the armour. But damn, the armour is awesome - it's pretty much power armour with less weight.

I suggest you kill Roy too, he's an asshole. Whichever way the quest is done people are going to die and the Ghouls could travel to Underworld if they really wanted a better place to stay. They're just trying to get into Tenpenny Tower because they aren't allowed; they're the kid that isn't allowed it's toy. It's Tenpenny's tower, the ghouls can't just demand to go in.
 

AlternatePFG

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I'm going to try something a little bit different with this update. This has no actual gameplay from the game, instead I'm going to be talking about Van Buren, what happened after Black Isle collapsed and how it relates to Fallout 3. I'm somewhat knowledgeable on the topic, but the majority of this update of the info from this update is from the wiki and other easily found sources, so you can safely skip this update and google it yourself if you're so inclined. I will throw in my own opinion of course.

[HEADING=1]Mini-Update - Van Buren (The Other Fallout 3)[/HEADING]​
Now, I'm pretty sure this topic is pretty well known to people who have been fans of the first two games, but I'm not really sure how well known it is to fans of the newer games.

So, you know the Fallout 3 that I've spent the past month or so playing through and commenting on? Well, that game could have been very, very different.

For me, when Fallout 3 was announced (This was before I played any of games in the series.) At first I thought it was a new IP, as I never heard of the series before that. When I actually researched it, I was really surprised that they brought back a series that hadn't had a numbered release since 1998 (When Fallout 3 came out, it was over 10 years since Fallout 2 and 5 years since Brotherhood of Steel.)

So what happened to the series to cause this? Well, Interplay was plagued with finanical troubles near the end of the 90's with Freespace 2 and Descent 3 (Both very good space shooters if you haven't played them before. They're on GoG, buy them) flopped, despite being pretty damn good games. (Freespace 2 has became somewhat of a cult classic since then.) In 2000, they were acquired by the publisher Titus Interactive.

The face of quality.
If you don't know anything about Titus, their impressive library of games includes Superman 64, possibly one of the worst games ever created. I can't vouch for the quality of the rest of their games, but their names do not inspire confidence. [http://en.wikipedia.org/wiki/Titus_Software] During this time, Interplay began to focus more on consoles.

During all of this, Black Isle was working on Fallout 3 (Which will be referred to as Van Buren for the rest of this update. Black Isle codenamed their projects based on US presidents and vice-presidents. For example, the cancelled Baldur's Gate 3 was called Project Jefferson.).

The Van Buren logo.
Van Buren would have been the first Fallout game with 3D graphics (If it came out before Brotherhood of Steel). However, unlike Fallout 3, it would have stayed with the series' turn based roots. (There would be a real-time mode, akin to Fallout Tactics however.) From the design documents [http://fallout.wikia.com/wiki/Van_Buren_design_documents#Van_Buren] (There's a lot of them.) the game seemed to be pretty damn ambitious. These documents are a long read however.

Like such a long read that it would take me a very, very long time go over all the interesting parts. I think the most interesting part to me, is the ending. The basic idea is that the villain would launch ICBM's at the various locations that the player has visited over the course of the game. You can get there fast enough so that you can stop some of the nukes (Depending on how fast you are) but you can't redirect all of them. The idea is that no matter what, you can't stop all of the nukes from going off. [http://fallout.wikia.com/wiki/Van_Buren_endings]

Frankly, that would have been an awesome ending for the game. Of course, things always sound better on paper.

So, it sounds like a promising game, what happened? Well, Interplay's financial situation progressively got worse. In December of 2003, Interplay laid off the entire Black Isle studio staff. [http://www.gamespot.com/pc/rpg/fallout3/news_6085243.html] During that year, Interplay lost over 20 million dollars. So, as a result of Black Isle's closure, Van Buren and Baldur's Gate III were cancelled.

Yes, this is an NMA video. Don't listen to what many people say about them, they're pretty reasonable as long as the topic isn't related to Fallout 3, or BoS for that matter.
The kicker is, Van Buren was almost finished. According to the Fallout wiki (Which admittedly isn't the most reliable of sources) the game's engine was about 95% done. They finished 75% of the dialogue and at least 50% of the maps. The game was pretty much functional. Much of the character/creature models were done. Despite that, Van Buren was cancelled. Fallout: Brotherhood of Steel was delayed to January of 2004, but it's doubtful that any sales of the game would have saved Van Buren, because it sold poorly.

When people complain that Fallout 3 ruined the series, I remind them that this was the legacy of the series for almost 5 years.
Many of the people who worked at Black Isle moved on to form Obsidian Entertainment. (Who would, as we all know, eventually get to make another Fallout game with New Vegas.)

You would think this would be the death of Interplay, but if you've payed any attention to Fallout related news lately, you'd be wrong. Interplay wanted the funds to make a Fallout MMO, however they were so deep in debt they could not afford to develop it. So, Interplay sold the rights to the Fallout IP under the condition that they could develop a Fallout MMO. (More on the legal issues with that later.)

So who did they sell it to? Bethesda of course. This is where things get a bit sketchy, cause honestly I can't find anything related to a direct auction of the Fallout IP but apparently other potential buyers of the Fallout IP included BioWare.

Would I want to see a BioWare Fallout? Well, no. Maybe Baldur's Gate/NWN/KOTOR era BioWare, but this is 2007 around the time whe Mass Effect came out Dragon Age was in production. Don't get me wrong, I love Mass Effect, but the problem with BioWare is that after a certain point, many of their games gave an illusion of choice, and were rather linear. I don't know how clear I've made this but even though the main plot of Fallout 3 is terribly railroady, the sidequests give you a rather large amount of choice and different outcomes. I just couldn't see that in a modern BioWare game, personally. Origins was pretty good about this, but the game was marred by other issues that held it back. It was a step in a good direction, though it seems to be something that BioWare ignored. (Notice how I say good and not right, I still think ME1/ME2/DA2 are great games, but they certainly aren't great as RPG's)

If Fallout 3 was made by BioWare, it would certianly be better written at the very least.

Another potential buyer of the Fallout IP was the now defunct Troika, formed by some of the major developers of Fallout 1. This one is really just pure speculation that is talked about from time to time. Around '05 (Before Troika's death and before the sale of the Fallout IP) Troika announced an untitled post-apocalyptic RPG they were working on.

This video is a tech demo. As you can see, it looks Fallout 1-esque.
Due to the similarities in art style, obviously comparisions were made to the Fallout series, and that's how I believe the rumor started. I don't really know what to make of it honestly, but if Troika made a Fallout game, would I play it?

Absolutely. I love Fallout 2, but it did a lot of frankly strange things with the series. Maybe it leaned a bit too much on the silly side at times. From the design docs of Van Buren, I think it's obvious that Black Isle learned from that, but since Van Buren was never made, we'll never find out. Fallout 3's world was way too inconsistant and New Vegas, while outside Vegas feels closer to the original, New Vegas is much like New Reno from Fallout 2. Seeing another game in the style of Fallout 1 would be great, and Troika has made some amazing (if extremely buggy) games.

Troika went defunct in 2005 sadly, so they were long gone by the time the Fallout IP was being tossed around. There's also some articles about Obsidian showing interesting making a Fallout game at the time, but at this time they were months away from releasing Neverwinter Nights 2: Mask of the Betrayer. Besides, they did end up making their Fallout game after all. (You know what I'd like to see? A 2D Fallout game on the DS/3DS/PSP/Whatever. Get on it, Bethesda.)

What is about the Brotherhood of Steel that makes them so advertisable? I like the Brotherhood and all, but I really wish they would downplay them a bit for now. I mean both spin-off games focused on the BoS, and they were the main faction in Fallout 3.
So ultimately, the IP fell into the hands of Bethesda, who at the time were known for The Elder Scrolls franchise and pretty much nothing else. (Except for a mediocre Star Trek game being release a year before they acquisitioned the rights of Fallout.) Bethesda's Fallout 3 was announced, with extremely mixed reactions from fans of the first two games (Mostly of the "ruined forever" variety, but it's been that way since Fallout 2)

Interplay benefited a ton from the deal at the time, they pretty much settled all of their debt with that one sale. They still hold the rights to quite a few classic series such as Descent and Earthworm Jim, and they've been using every chance they can get to re-release them. I wouldn't be too surprised if they somehow make a comeback to be honest.

And the rest is pretty much history, Bethesda released Fallout 3, it was a huge success, gained massive critical acclaim and pretty much successfully revived the series. It won many, many game of the year awards, with people utterly ignoring the games major flaws and Bethesda gained a whole new crowd of people who may have not been interested in the traditional fantasy Elder Scrolls fare. To be fair, 2008 wasn't a good year for games, and Fallout 3 is still a really good game, I just wanted to ***** a bit there. Whatever you think about the game, you have to admit that them getting the rights to Fallout has helped them a lot. Over the past few years alone, they've supported new many new IPs. Though these new IPs have had varying levels of success (Rogue Warrior for example. That game was shit.) you can't argue that new IPs are a bad thing for the industry. (For the record, I liked Brink.)

So, what became of Van Buren? Well, a Van Buren tech demo popped up in 2007 [http://www.nma-fallout.com/forum/dload.php?action=file&file_id=892] but that's pretty much it. It's not all sad news however. Since Fallout: New Vegas was made by Obsidian, they put in quite a few ideas they had from Van Buren in it. So much so, that a lot of Van Buren is effectively canon in some areas now. Caesar's Legion were to appear in Van Buren, and they ended playing a prominient role in New Veags. The Hoover Dam was a location in Van Buren, though it plays a different role.

The DLC of New Vegas especially uses some of the more interesting ideas from Van Buren. The Burned Man, Joshua Graham, was originally called the Hanged Man in Van Buren. To be fair, aside from the burnt all over the body and worked for the Legion things, they played extremely different roles. He was an evil NPC and made many other NPC's hostile towards you for simply having him in your party. Big Mountain from Old World Blues is vaguely based of the Tibbet's Prison facility from Van Buren.

Lonesome Roads ending vaguely resembles the finale of Van Buren as well.

So, even though Van Buren never saw the light of day, many interesting elements from the game appeared in later titles in the series.

As for Interplay, they're still kicking. Despite legal troubles with Bethesda, they're dead set on making their Fallout MMO. Personally, I doubt it'll ever see the light of day and if it does, I doubt even more that it will be any good. They simply don't have the money to make an MMO, let alone keep one running. Good luck to them though.

That's really all I have left to say on the matter. I hope you enjoyed this not so brief history on the Fallout franchise.

Just to get as many votes as possible, I'm going to keep on pasting this into the updates.

How are we going to resolve the quest?

Kill the ghouls.
Convince everyone in the tower to let the ghouls in.
Flood the tower with feral ghouls and kill all the residents.

I really don't know how I could justify the 3rd one in character, but if that's what people what I'm sure I can think of something if that's what people really want. I don't particularly like this quest at all, why can't you just kill Roy, or convince the ghouls that living outside the tower isn't so bad? Or just letting the other ghouls into the tower, but not Roy. It's obvious that Roy is a psychopath. But I'll get into that when we actually do the quest.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
0
0
AlternatePFG said:
I'm going to try something a little bit different with this update. This has no actual gameplay from the game, instead I'm going to be talking about Van Buren, what happened after Black Isle collapsed and how it relates to Fallout 3. I'm somewhat knowledgeable on the topic, but the majority of this update of the info from this update is from the wiki and other easily found sources, so you can safely skip this update and google it yourself if you're so inclined. I will throw in my own opinion of course.

[HEADING=1]Mini-Update - Van Buren (The Other Fallout 3)[/HEADING]​
Now, I'm pretty sure this topic is pretty well known to people who have been fans of the first two games, but I'm not really sure how well known it is to fans of the newer games.

So, you know the Fallout 3 that I've spent the past month or so playing through and commenting on? Well, that game could have been very, very different.

For me, when Fallout 3 was announced (This was before I played any of games in the series.) At first I thought it was a new IP, as I never heard of the series before that. When I actually researched it, I was really surprised that they brought back a series that hadn't had a numbered release since 1998 (When Fallout 3 came out, it was over 10 years since Fallout 2 and 5 years since Brotherhood of Steel.)

So what happened to the series to cause this? Well, Interplay was plagued with finanical troubles near the end of the 90's with Freespace 2 and Descent 3 (Both very good space shooters if you haven't played them before. They're on GoG, buy them) flopped, despite being pretty damn good games. (Freespace 2 has became somewhat of a cult classic since then.) In 2000, they were acquired by the publisher Titus Interactive.

The face of quality.
If you don't know anything about Titus, their impressive library of games includes Superman 64, possibly one of the worst games ever created. I can't vouch for the quality of the rest of their games, but their names do not inspire confidence. [http://en.wikipedia.org/wiki/Titus_Software] During this time, Interplay began to focus more on consoles.

During all of this, Black Isle was working on Fallout 3 (Which will be referred to as Van Buren for the rest of this update. Black Isle codenamed their projects based on US presidents and vice-presidents. For example, the cancelled Baldur's Gate 3 was called Project Jefferson.).

The Van Buren logo.
Van Buren would have been the first Fallout game with 3D graphics (If it came out before Brotherhood of Steel). However, unlike Fallout 3, it would have stayed with the series' turn based roots. (There would be a real-time mode, akin to Fallout Tactics however.) From the design documents [http://fallout.wikia.com/wiki/Van_Buren_design_documents#Van_Buren] (There's a lot of them.) the game seemed to be pretty damn ambitious. These documents are a long read however.

Like such a long read that it would take me a very, very long time go over all the interesting parts. I think the most interesting part to me, is the ending. The basic idea is that the villain would launch ICBM's at the various locations that the player has visited over the course of the game. You can get there fast enough so that you can stop some of the nukes (Depending on how fast you are) but you can't redirect all of them. The idea is that no matter what, you can't stop all of the nukes from going off. [http://fallout.wikia.com/wiki/Van_Buren_endings]

Frankly, that would have been an awesome ending for the game. Of course, things always sound better on paper.

So, it sounds like a promising game, what happened? Well, Interplay's financial situation progressively got worse. In December of 2003, Interplay laid off the entire Black Isle studio staff. [http://www.gamespot.com/pc/rpg/fallout3/news_6085243.html] During that year, Interplay lost over 20 million dollars. So, as a result of Black Isle's closure, Van Buren and Baldur's Gate III were cancelled.

Yes, this is an NMA video. Don't listen to what many people say about them, they're pretty reasonable as long as the topic isn't related to Fallout 3, or BoS for that matter.
The kicker is, Van Buren was almost finished. According to the Fallout wiki (Which admittedly isn't the most reliable of sources) the game's engine was about 95% done. They finished 75% of the dialogue and at least 50% of the maps. The game was pretty much functional. Much of the character/creature models were done. Despite that, Van Buren was cancelled. Fallout: Brotherhood of Steel was delayed to January of 2004, but it's doubtful that any sales of the game would have saved Van Buren, because it sold poorly.

When people complain that Fallout 3 ruined the series, I remind them that this was the legacy of the series for almost 5 years.
Many of the people who worked at Black Isle moved on to form Obsidian Entertainment. (Who would, as we all know, eventually get to make another Fallout game with New Vegas.)

You would think this would be the death of Interplay, but if you've payed any attention to Fallout related news lately, you'd be wrong. Interplay wanted the funds to make a Fallout MMO, however they were so deep in debt they could not afford to develop it. So, Interplay sold the rights to the Fallout IP under the condition that they could develop a Fallout MMO. (More on the legal issues with that later.)

So who did they sell it to? Bethesda of course. This is where things get a bit sketchy, cause honestly I can't find anything related to a direct auction of the Fallout IP but apparently other potential buyers of the Fallout IP included BioWare.

Would I want to see a BioWare Fallout? Well, no. Maybe Baldur's Gate/NWN/KOTOR era BioWare, but this is 2007 around the time whe Mass Effect came out Dragon Age was in production. Don't get me wrong, I love Mass Effect, but the problem with BioWare is that after a certain point, many of their games gave an illusion of choice, and were rather linear. I don't know how clear I've made this but even though the main plot of Fallout 3 is terribly railroady, the sidequests give you a rather large amount of choice and different outcomes. I just couldn't see that in a modern BioWare game, personally. Origins was pretty good about this, but the game was marred by other issues that held it back. It was a step in a good direction, though it seems to be something that BioWare ignored. (Notice how I say good and not right, I still think ME1/ME2/DA2 are great games, but they certainly aren't great as RPG's)

If Fallout 3 was made by BioWare, it would certianly be better written at the very least.

Another potential buyer of the Fallout IP was the now defunct Troika, formed by some of the major developers of Fallout 1. This one is really just pure speculation that is talked about from time to time. Around '05 (Before Troika's death and before the sale of the Fallout IP) Troika announced an untitled post-apocalyptic RPG they were working on.

This video is a tech demo. As you can see, it looks Fallout 1-esque.
Due to the similarities in art style, obviously comparisions were made to the Fallout series, and that's how I believe the rumor started. I don't really know what to make of it honestly, but if Troika made a Fallout game, would I play it?

Absolutely. I love Fallout 2, but it did a lot of frankly strange things with the series. Maybe it leaned a bit too much on the silly side at times. From the design docs of Van Buren, I think it's obvious that Black Isle learned from that, but since Van Buren was never made, we'll never find out. Fallout 3's world was way too inconsistant and New Vegas, while outside Vegas feels closer to the original, New Vegas is much like New Reno from Fallout 2. Seeing another game in the style of Fallout 1 would be great, and Troika has made some amazing (if extremely buggy) games.

Troika went defunct in 2005 sadly, so they were long gone by the time the Fallout IP was being tossed around. There's also some articles about Obsidian showing interesting making a Fallout game at the time, but at this time they were months away from releasing Neverwinter Nights 2: Mask of the Betrayer. Besides, they did end up making their Fallout game after all. (You know what I'd like to see? A 2D Fallout game on the DS/3DS/PSP/Whatever. Get on it, Bethesda.)

What is about the Brotherhood of Steel that makes them so advertisable? I like the Brotherhood and all, but I really wish they would downplay them a bit for now. I mean both spin-off games focused on the BoS, and they were the main faction in Fallout 3.
So ultimately, the IP fell into the hands of Bethesda, who at the time were known for The Elder Scrolls franchise and pretty much nothing else. (Except for a mediocre Star Trek game being release a year before they acquisitioned the rights of Fallout.) Bethesda's Fallout 3 was announced, with extremely mixed reactions from fans of the first two games (Mostly of the "ruined forever" variety, but it's been that way since Fallout 2)

Interplay benefited a ton from the deal at the time, they pretty much settled all of their debt with that one sale. They still hold the rights to quite a few classic series such as Descent and Earthworm Jim, and they've been using every chance they can get to re-release them. I wouldn't be too surprised if they somehow make a comeback to be honest.

And the rest is pretty much history, Bethesda released Fallout 3, it was a huge success, gained massive critical acclaim and pretty much successfully revived the series. It won many, many game of the year awards, with people utterly ignoring the games major flaws and Bethesda gained a whole new crowd of people who may have not been interested in the traditional fantasy Elder Scrolls fare. To be fair, 2008 wasn't a good year for games, and Fallout 3 is still a really good game, I just wanted to ***** a bit there. Whatever you think about the game, you have to admit that them getting the rights to Fallout has helped them a lot. Over the past few years alone, they've supported new many new IPs. Though these new IPs have had varying levels of success (Rogue Warrior for example. That game was shit.) you can't argue that new IPs are a bad thing for the industry. (For the record, I liked Brink.)

So, what became of Van Buren? Well, a Van Buren tech demo popped up in 2007 [http://www.nma-fallout.com/forum/dload.php?action=file&file_id=892] but that's pretty much it. It's not all sad news however. Since Fallout: New Vegas was made by Obsidian, they put in quite a few ideas they had from Van Buren in it. So much so, that a lot of Van Buren is effectively canon in some areas now. Caesar's Legion were to appear in Van Buren, and they ended playing a prominient role in New Veags. The Hoover Dam was a location in Van Buren, though it plays a different role.

The DLC of New Vegas especially uses some of the more interesting ideas from Van Buren. The Burned Man, Joshua Graham, was originally called the Hanged Man in Van Buren. To be fair, aside from the burnt all over the body and worked for the Legion things, they played extremely different roles. He was an evil NPC and made many other NPC's hostile towards you for simply having him in your party. Big Mountain from Old World Blues is vaguely based of the Tibbet's Prison facility from Van Buren.

Lonesome Roads ending vaguely resembles the finale of Van Buren as well.

So, even though Van Buren never saw the light of day, many interesting elements from the game appeared in later titles in the series.

As for Interplay, they're still kicking. Despite legal troubles with Bethesda, they're dead set on making their Fallout MMO. Personally, I doubt it'll ever see the light of day and if it does, I doubt even more that it will be any good. They simply don't have the money to make an MMO, let alone keep one running. Good luck to them though.

That's really all I have left to say on the matter. I hope you enjoyed this not so brief history on the Fallout franchise.

Just to get as many votes as possible, I'm going to keep on pasting this into the updates.

How are we going to resolve the quest?

Kill the ghouls.
Convince everyone in the tower to let the ghouls in.
Flood the tower with feral ghouls and kill all the residents.

I really don't know how I could justify the 3rd one in character, but if that's what people what I'm sure I can think of something if that's what people really want. I don't particularly like this quest at all, why can't you just kill Roy, or convince the ghouls that living outside the tower isn't so bad? Or just letting the other ghouls into the tower, but not Roy. It's obvious that Roy is a psychopath. But I'll get into that when we actually do the quest.
I agree. I doubt the Fallout MMO will come to fruition. They have to deal with canon of a series they haven't made the last two games for.

As for the quest
By letting the ghouls in, all the humans die. By letting feral ghouls in, all the humans die. The only way to not have the humans die is to ignore this quest, or kill the ghouls. It's not nice, but as pointed out, there are several other places they could go. They just won't take no for an answer.