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

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AlternatePFG

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[HEADING=1]Chapter XXXVI - Boom, Headshot[/HEADING]​
Believe it or not, we only have a few major sidequests left in this game. I was originally planning on doing "Tenpenny Tower" for today's update, but then I remembered that I didn't ask for your guys input on the outcome of that quest before I started the update. (Just so it's clear, most updates are made in advanced.) So, instead, we will be doing "You Gotta Shoot Em' in the Head".


I bet you're wondering where I got the Railway Rifle? In between updates I crafted both the Railway Rifle and the Dart Gun. Both of them are pretty fun to use weapons, though I do wish Bethesda did a little bit more with the homemade weapons. There is potential for a lot of cool gameplay mechanics there, but it's really just find the ingredients and make the weapon.


So now we're back in Underworld. Let's get the other quest that we can get in this area.


First however, let's talk to the Sydney.


We can give Sydney the audio log we found in the hotel.

"Now that we're done working together, could you tell me about yourself?"

"Ha, I'm suprised that you care. Usually everyone looks out for themselves nowadays. What is it you wanna know?"

"How did you get into the relic hunting business?"

You have to ask Sydney some questions before you can bring up the holotape.

"I dunno, I gew up pretty much like every other girl in this crappy world. Spent most of my life just trying to keep away from Slavers. One day out in the Wastes, I stumbled across some poor bastards body. On the body I found info leading to some famous document."

Wouldn't the Enclave be interested in this documents, considering their all about "restoring" America in this game?

"I had heard that Abraham Washington was looking for these scraps of paper, so I went after the thing thing. Turned out to be the Consitution."

Huh, I was wondering why we didn't find that in the Archives.

"After he loaded me up with craps, I got piss drunk, got laid and was happy for the first time in a while. I haven't looked back since."

"Nice gun. I've never seen one like that."

"Yeah, it is nice. I don't even sleep without it under my pillow."

It's one of the best guns weapons in the game.

"My father made gun ammunition for a living. Taught me everything about how firearms work. So, I've spent my downtime tinkering with guns like my 10mm Ultra SMG here. It's like a hobby I guess."

Sydney is apparently really good at her hobby, considering she runs an ammo shop now.

"So, whatever happened to your father?"

"I thought he was the best. My mom was long gone, so all we had was each other. He used to call me his "little moonbeam." How sappy is that? But when I was 14, he vanished and left me all alone. Never even said goodbye. I cried for a week."

What's it with this game and daddy issues? It's not quite as bad as Mass Effect 2's loyalty missions when it comes to that though.

"I don't know where he went, and I don't care. I just hope he got what he deserved, the son-of-a-*****!"

I don't know how you're supposed to find this note without knowing ahead of time.

"Sydney, I found a note from your father. He didn't abandon you."

"What?! Oh...my god. That's his voice. It's really him! I can't believe you brought this to me. I don't know what to say but thank you. Wait! Here, take my 10mm Ultra SMG. It's never let me down. Besides, I won't really need it anymore."

Nice, we got the Ultra SMG now. It's funny, Sydney, a temporary companion has more personality and backstory than pretty much any other companion in this game. (Except for Fawkes. I like Fawkes.)


We can recruit Charon by paying like 2,000 caps for him, but I don't feel like it right now. I tried to recruit him, but then I realize after Charon "talks" with his boss, you can't loot your 2,000 caps back. It's bullshit.


So we come across a ghoul NPC by the name of Mister Crowly. He is a very unhappy person it seems.


"Easy now. I've got nothing against Ghouls."

"Is that so? Even if I call you a milk-sucking, mutant-loving, water-stealing whore?"

"All true, except for the part about the mutants, the water and the whore."

Some of the player responses are pretty funny from time to time.

"Ha, ha! I like a human that knows his place. Too many of you think we're all just zombies."

Well the feral ghouls, who are effectively zombies, don't help with that image.

"They don't know, or don't care, that we're just as human as they are inside."

Maybe you should stop referring to them as "human" then.

"We bleed! We hurt! We regret! And you know what really pisses me off? They think the only way to kill us is to shoot us in the head, like in the old zombie stories, and that will put us out of our misery. Hey, I know! Maybe you could help even the score."

Hired hitman? Well, I guess that's another job we could add to our resume.

"Okay. What's the plan?"

"Not everyone is as sympathetic to Ghouls as you are. In fact some humans are downright bigots. They treat us like zombies, calling us brain eaters and shufflers. Well, I'm going to make them pay. Uh...before I get into the details, you don't have anything against killing do you?"

I think we killed like a dozen raiders in the past day alone, so nope.

"Not for the right cause."

Crowley's really just tricking us here, but let's just play along with his little game for now.

"Or the right money, heh? I've got this list of people. Ghoul bigots. Real scum. I've only got four guys left on the list. Started with eleven. All of them hate Ghouls and treat us like we're zombies."

Okay, I get that they're assholes, but is it really reasonable to kill them for it? (Of course, that's not really why he wants them dead.)

"They all deserve to die. But it has to be done with a head shot. Just like the old stories where zombies can only be killed that way."

So this is our quest gimmick, we have to kill them with a headshot. Of course, if we're diplomatic about it, we don't have to kill anyone. That's what we're going to do.

"I'll give you 100 caps for each of them. If they die some other way, I'm only paying 25 though."

100 caps is a ridiculously small amount considering what you miss out on if you collect the bounty. (Unless you don't loot the keys before collecting, I've never tried that before.)

"Sure. People like that don't deserve to live."

"Excellent! Take this sniper rifle. You'll need it."

Pfft, we already have like 3 of those.

Now it's time to leave Underworld, and find the first person. Dukov is the closest one to our current location.


Before we enter, we get attacked...


By a deathclaw and an enclave officer. The Railway Rifle won't do us much good here, so let's switch to something a bit more damaging.


Apparently the deathclaw is being controlled by the enclave. Dogmeat seems to have no problems with charging the giant creature.


Aside from the deathclaw, the enclave officer is on his own.


I wonder what went through his head in order for him to think charging the heavily armed wastelander was a good idea.


There's a deathclaw cage and some medical supplies over here. Did they know Dukov lived across the street.


There's Dukov. Let's wake him up, but first let's steal that quantum right next to his bed.


Oh great, it's Dukov again.

"Nevermind. You need a drink. Cherry! Need some fucking booze over here!"

"Someone said you might know a Mister Crowley. Care to comment?"

"He's fucking dead, that's what I can tell you. Feral Ghouls ripped his nuts off and ate them for dinner."

"Where did he die?"

"A little shithole called Fort Constantine. It fucked us up but good."

"[Speech, 100%] Where is this Fort Constantine?"

One thing I like about this quest, is that if you talk to NPCs around Underworld, they'll talk about how something seems fishy about Mr. Crowley. While we didn't do that here, basically you get Crowley to come out and say he really just wants the keys. Why you would give him the keys for a small fee instead of going for the extremely valuable power armor is beyond me.

"[SUCCESS] It's northwest of here, numb nuts. A long fucking walk too."

It is, it's just a little south of the Train Tunnel we take to The Pitt.

"Wankers like you can't get in though. You need a special set of keys."

"Actually, Crowley is alive. I'm supposed to kill you and bring him proof."

"So the meatbag is alive, huh? And I bet I know what he wants."

What would he want so badly with the T-51b power armor anyway?

We really have no need for it either, the suit we got from Operation Anchorage is pretty much better in every way, especially considering it doesn't decay.

"But I don't know what you want. What's your angle, clown shoes?"

"What's the key for?"

"You need all the keys to get through that fucking fort. Since I've only got the one, no point in my going back there. If you want that key, I need to see your caps on the table, clown shoes. Ha, ha!"

We can simply kill him and take the key, but I want to get through this quest without killing any of these guys.

"[Speech, 54%] Give me something I can use as proof that I killed you. Or else."

"[FAILED] That dog ain't gonna hunt. You're going to have to do better than that."

We failed a speech check, for like the first time in the game.

"Here's 200 caps. Give me something to "prove' I killed you."

"Now that's what I'm talking about! You don't even know what's going on, do you clown shoes? Ha! You just bought yourself a motherfucking key. Now take it and get the hell out of here."

Yeah, I was thinking the same thing. Let's get out of here.

"Here's a list of the guys and their last known locations. Word will get around if Tenpenny is killed, but I'll need proof for the others. Bring me back something personal from each of them as proof. Like a key or ring or something."


Dukov is the epitome of class.


So now we have to go Rivet City for the next key.


Alright, this is the guy. Hopefully he is less of an ass than Dukov.


No thanks.

"Sounds like a plan, man."

"All right! You and me, just hangin'."

This guy doesn't get out much.

"Do you know a Mister Crowley?"

"Whoa! That's a blast from the past. My dad knew a dude named Crowley. I never met him though."

So, another sign that Crowley is screwing us over.

"I think Dad said he died when they were checking out some old fort."

"Do you know what they were doing at the fort?"

"Nah. He said that old man Tenpenny hired him and some other guys to go in there, but he never said why. My dad made enough caps off it to set him up good though."

"Can you think of any reason he might want you dead?"

"No shit! That dude wants me dead?"

"If you give me something personal of yours as proof, I'll lie to Crowley."

"Whoa! Is this, like, worth caps? Cause I got needs, man."

Ugh, we have to throw around more caps.

"I'll give you 25 caps for something I can bring to Crowley, to "prove" you died."

I would Speech check him, but all the speech check is a threat, and 25 caps is like nothing. Let's be nice to this guy.

"Oh, yeah! I'm gonna be flying high tonight."

Now I think we did more harm in buying the key from him instead of stealing it. Oh well, not our problem.

2 keys down, 1 more to go. We still need to talk to Tenpenny as well, though he doesn't actually have a key.


Now, it's time to take a trip to Tenpenny Tower.


There's Tenpenny Tower. In the middle of nowhere, apparently they just built this huge tower in the middle of nowhere, and there's no buildings close to it.


At least you can say it's well protected at least.


We run into this ghoul arguing with a man over the intercom.


After awhile he gets pissed off and walks away. I'm sure that this will never come up again at any point in the game.


"For the last time... Get your rotting, ugly, goddamn Ghoul ass off Mister Tenpenny's prive property!"

Yeah, the people in Tenpenny Tower really don't like ghouls, but that's another story for another day.

"I don't think you're talking to the person you think you are."

"Oh? Thought you were that damn Ghoul. Well then. Back to business as usual. Ahem..."

No apology?

"You are trespassing on Allistair Tenppeny's private property. Renters and offical businses only."

"I'm here to see Tenpenny."

"Hahaha! THat's rich. What would a man like Tenpenny want to do with a Waste-rat like you?"

Well, he would invite you over to the tower if decided to blow up Megaton.

"[Speech, 100%] I have a lucrative offer for Tenpenny. Let me in, or you'll come to regret it."

"[SUCCESS] Just a minute. Let's not be hasty. If Tenpenny is interested in what you have to say, I suppose you should get your chance. Though, he normally conducts all his business through Mister Burke."

Mister Burke, eh? Well, let's not mention anything about us killing him back in Megaton.

"If Tenpenny doesn't want to talk to you, then you best leave him alone. If you bother Mister Tenpenny, or any of his residents, I will be very glad to forcibly show you out."

Well, it's better than the constant death threats we get from people in the "good" settlements. Seriously, the game portrays the people of Tenpenny Tower as kind of evil assholes. You even get good karma for killing Tenpenny, who honestly doesn't seem like that bad a guy, except for the whole stupid "Blow up Megaton because it looks ugly" thing.

"Do we understand each other? Good."


They open the gate for us. We're not doing the Tenpenny Tower quest right now, but now we get easy access to the place again.


Their intercom is right at the other side of the wall. Why do they even bother having an intercom then?


Opposed to all the other settlements in the wasteland, it's rather clean and there aren't skeletons littering the place. Apparently, that's what makes them evil. More on that once we actually get to the quest, but I'm just going foreshadow it by saying Tenpenny Tower is just nonsensical and stupid.


I wonder how they got the elevator working. You can't take the stairs to the top of the tower.


Again, Tenpenny Tower looks pretty nice. Those fiends.


So we manage to speech check our past this particular guard too.


This is where we would live if we were psychopaths and blew up Megaton.


So there's Tenpenny sitting out here, doing nothing. I wonder if it's possible to snipe him from far away.


"Do you remember a Mister Crowley?"

"The Ghoul? He's dead. Died twenty years ago. Good riddance too. I hate those shufflers."

"Mister Crowley is alive. I'm here to kill you because you hate ghouls."

These conversation options are way too direct. Calling out your attack is not the smartest idea, and when you choose this option, you really don't know if they'll go hostile instantly or the conversation will continue.

"He's alive? I should have known. It's hard to kill those zombies. You gotta shoot 'em in the head."

Yes, we get the zombie allusions, continue with the conversation.

"Whatever he's paying you, I'll double it."

"[Speech, 100%] I want more than that to spare your miserable life. 300 caps."

We aren't going to kill Tenpenny anyway and we might actually kill Crowley to get those extra 200 caps. I dunno. If I feel like it.

"[SUCCESS] You mercenaries are so reliably predictable."

You know what would be unpredictable? Me flinging you over that balcony to the concrete below.

"100 now, 200 when the job is done."


Next up is the Republic of Dave. Canterbury Commons is the closest location we have to there, so let's fast travel.


Time for another quick trek across the wasteland.


We come upon an interesting location, the Grisly Diner. Huh, wonder why it's call-


Ew. Isn't that a bit excessive?


There's quite a bit of ammo in the back, but it's a trap. Some raiders ambush us right after looting it.


Let's take Sydney's SMG for a test run.


It's awesome. I always make it a point in my playthroughs to get the unique weapons. They're so broken in this game.


We find a Keller family transcript. I'm not sure if we want to get the MIRV this playthrough. Do you want to get it?


So eventually we make it to the Republic of Dave. I like the Republic of Dave, it's one of the silly locations that I actually like in this game.


"I'm not here to hurt anyone. What is this place?"

"This is the Republic of Dave, duh! It's named for President Daddy! But you have to talk to him if you want to stay here."

I hope this isn't another crazy cultist group...

"I think I'd like to meet Dave."

"Okay, I'll take you, but President Daddy doesn't always like new people. Okay, come with me."

There's an awful lot of kids here... At least it isn't Little Lamplight...



Yup, another crazy cult.

"Now, are you applying for citizenship, asylum, or just vacationing in the Republic of Dave?"

"[Speech, 100%] Most exalted President Dave. I am an ambassador from the Wasteland."

I do find the Republic of Dave pretty funny. Dave is so full of himself. (But again, this is another settlement that could be easily raided.)

"[SUCCESS] You are? Excellent. It's good to see that the Wasteland has finally recognized the sovereign Republic of Dave. If the people of the Wasteland are generous and respectful, I might deign to annex them."

That will probably just get you shot.

"Mister President, do you know a Ghoul named Mister Crowley?"

"There's a name I haven't heard in a long time. Before the people elected me President, I worked with a mercenary named Mister Crowley. We were part of an expedition to Fort Constantine."

We're so close now. We just need Dave's key.

"[Speech, 100%] Crowley is alive, Mr. President. I'm supposed to bring back proof of your death."

"[SUCCESS] Alive? I always wondered. He was locked in with a bunch of Feral Ghouls. They won't attack Ghouls, you see. Would you consider taking him a personal item, like this key, and just tell him you killed me?"

"[Speech, 100%] Mr. President, what's so special about this key?"

"[SUCCESS] You need all the keys to get through Fort Constantine. With only one key, there's no point in my going back."

"[Speech, 100%] A gift of the key would be a strategic diplomatic move, Mister President."

Wait, you have to pass a speech check to accept the key? What?

"[SUCCESS] Hmm. Of course it would. I knew that. I was just testing you to see if you would realize it. Here, take the key. It is a gift from the Republic of Dave to the Wasteland."

Let's get the heck out of here, but not before stealing Ol' Painless. Will we ever return to the Republic of Dave? Probably not.


So, there's Fort Constantine just to the south of the tunnel to The Pitt. You're probably wondering why I used a stealth boy. Well, I had to steal Ol' Painless somehow.


This is Fort Constantine. You'd think that big building is where we need to go? Nope, it's that small house on the bottom.


Ol' Painless is incredibly useful.


So let's enter this unsuspecting little house.


This house is really just hiding what's really here in the fort.


We need some more darts for our dart gun. The dart gun is actually a really good weapon.


In the basement there is a Big Guns bobblehead, and a keycard that apparently holds missile launch codes.


Apparently, someone was already in here. Right next to this dead wastelander we found a stealth boy and sneak skillbook.


So we use this key in order unlock the door to the bunker.


There are a ton of sentry bots down here. Thankfully I found some pulse grenades and mines that absolutely destroy them.



The pulse mines really do some damage against the sentry bots. I just throw them at close range, you don't take almost any damage from the pulse damage.



Launch ICBM?! What the hell? Why would you ever do this?

...

Let's try it.


Oh shit. The lights turn red, and the door behind you locks. It opens up 5 seconds later but still, that's crazy. I wonder where the ICBM was aimed at anyways...


Now we go even further down into the Fort. Whatever we're looking for should be close.


This part is somehow in even worse shape.


Apparently, Tara was one of the mercs that Tenpenny sent down here. She didn't make it, and she has one of the keys on her body.


So we use the keys and this is the big armory of weapons we've been after.


There's a Fat Man and a few mini nukes on the table over there. There's also a medicine skillbook.


Oh look, a set of power armor. It's another one of the T-51b models.


Is the armor any good? Well it depends: Do you own Operation Anchorage?

If you don't, yeah, it's one of the best armors in the game by a long shot.

If you do, it's absolutely worthless. It decays pretty quickly, unlike the near invincible Winterized Power Armor, and while it has a little bit more of damage resistance, that will wear off quickly after some wear and tear. That's one of the problems with Fallout 3's DLC, the new weapons completely outclass already existing weapons in the game. In that sense, I think New Vegas was a little better. There were some geniunely good and useful weapons from the DLC's but the main game still had some of the most effective weapons (Anti-Material Rifle is a prime example.)


Regardless, let's wear it for awhile.


I don't think using a pulse grenade here is such a good-


Huh. Another thing about New Vegas, is that pulse grenades absolutely destroyed people in power armor.


There is an absolute ton of ammo down here though, so it makes the quest worthwhile for us solely for that.


I do like the design of the T-51b power armor in this game. It's mostly pretty true to the old Fallout power armor.


We level up.


Again, putting some more points into energy weapons. We want to max that skill next.


We take Concentrated Fire because there is really no other option. We could take Chem Resistant, but the problem is that I don't use chems much at all.


So that's it for the quest, but we're not quite finished yet.


Let's make a visit to Mister Crowley.


He's not happy with us, for obvious reasons. Let's politely tell him we quit.

With a poison dart. To the face.


Yeah I know it makes people in Underworld hostile, but we can just leave and come back a few days later and they'll be fine. Besides, we have no reason to return here, as far as I remember.


They're already hostile, so let's book it before Dogmeat actually starts killing people.


Well, that ties up a loose end. That's what he gets for trying to trick us.

Obligatory question: What did you think of this particular quest?
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
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The comment about Chief Hanlon on page 11 made me think about the moral ambiguity of New Vegas and it's messages about war and politics; it actually surprised me how deep it goes. Enjoy my overly analytical but very interesting in-depth look into the characters and philosophy of Fallout: New Vegas

Exhibit A that the NCR might not be the unambiguous good guys like some people say: Comm. Chief Hanlon. The first time I did the quest about him I got a very distinct impression: He was just a selfish coward. His long spiel about "Good men and women dying trying to hold this good-for nothin' dam" or whatever is total bullshit he uses to justify his true selfish motives. We can see in the ending where he lives that he wants to retire, which led me to conclude this: He was messing with the communications, not to save lives like he says, but so that he will get fired for not fixing the problem, at which point he can retire back to California. The thing is, he never suspected he would get caught. When he realizes he is going to jail rather than cozy retirement, his BS justifications crash around him and he kills himself like the coward he is rather than face appropriate punishment in jail. Then you have Major Daughtri: He is a high ranking officer due to his heroics in Bitter Springs (we'll get to that); and he is clearly crazier than a rat in a tin shit house. Come on, you can't tell me you didn't get bad vibes from him when he started talking to the severed heads. And yet no-one removes him from command even thought he has apparently been offering bounties for a while so there are bound to be people that know, like his freaking son for example who happens to be under his command. Which brings me to my next point: 1st recon is supposed to be their elite unit that tackles the problems other units can't, but they are more dysfunctional then the Jackson 5. Every member of the group (including Boone) with the exception of the CO and possibly Manny Vargas has some kind of issue, physical disability, rape-trauma, guilt complex, clearly present emotional detachment stemming from childhood trauma. I mean Christ, it is a wonder they haven't all killed each other or themselves. It is clear that the NCR values their reputation above the well being or functionality, or even trustworthiness of their own troops. Perhaps it is a message about the awful ways that war affects people.

When you talk to Caesar in his tent about his ideas and motives and past, he actually sounds like a very intelligent, educated, fully capable head of state as opposed to the slavery-loving, crusification-happy lunatic that other people in the Mojave portray him as. It is completely true that he is arrogant and some-what ruthless, but in general I would describe him as the ideal realization of Machiavelli's The Prince (with a bit more ancient Rome in the mix). His ideals are actually perfectly suited and appropriate for establishing something like an empire in the savage American Wasteland. The problem comes from his followers. When you combine the information he gives you about Vulpes Inca and Legate Lanius, with the info you get from actually talking to them, you see the epitome of the problems that have formed within his Empire (and it seems too good to be a coincidence that these icons are his heads of Knowledge and Power respectively). From what we can gather about Vulpes, he personifies the first kind of follower that makes the legion into the nightmare that it is: The just-below-the-surface killer that now has an excuse to let it out. Based on the way Caesar describes them, these people seem to make up the Fumentarrii. It is essentially a whole group of people like Dexter, but without any morals. They don't so much care for the Empire as having an arguably justified outlet for their sick talents/hobbies. Then their is Lanius. He represents all the "rehabilitated" tribals that the legion has conquered. They have always been primitive men of war and survival, as they had to be to survive in the uncivilized wastes. Now however, they are worse. Despite the arguable civility provided by the legion, they are more violent than ever because now they have the security that they can afford to be creative, and/or they are worse because they are overzealous in their desire to serve the Legion for finally giving them a greater purpose to their lives rather than gather food for the one guy in the tribe who is the biggest and scariest. Caesar's mind is in the right place, but their aren't enough people like him to fulfill his ideas the way he would like them, so he is left with these people that turn the Legion into a violent, unfeeling army of slavers, either out of excessive loyalty, or their own dark desire.

I'll give my opinions on Mr. House and Yes Man later if I have time.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
(Except for Fawkes. I like Fawkes.)
Me too! High five!
Still, I can?t commend him for his name choice. Guy Fawkes wanted to put the Catholics in power by blowing up parliament, right?

AlternatePFG said:
Okay, I get that their assholes, but is it really reasonable to kill them for it?
?
*Snickers to self*

Am I immature for laughing at that?

Regardless. Go on

AlternatePFG said:
Dukov is the epitome of class.
Just think. Someone took the time to program that in the game.

AlternatePFG said:
Opposed to all the other settlements in the wasteland, it's rather clean and there aren't skeletons littering the place. Apparently, that's what makes them evil. More on that once we actually get to the quest, but I'm just going foreshadow it by saying Tenpenny Tower is just nonsensical and stupid.
I?m with you on that. In regards to this quest, "the only winning move is not to play?

AlternatePFG said:
Again, Tenpenny Tower looks pretty nice. Those fiends.
If I were a Paladin, my Detect Evil would be goin? crazy! Clean floors? Working Lights! EVIL!

AlternatePFG said:
I'm not sure if we want to get the MIRV this playthrough. Do you want to get it?
This is a LP. I think you kinda have to.

AlternatePFG said:
Besides, we have no reason to return here, as far as I remember.
It?s where Fawkes goes, right? And what about Aqua Cura?
AlternatePFG said:
Obligatory question: What did you think of this particular quest?
It?s another one of those I never did. By the time I found it, I killed Mr. Tenpenny and sent Dave out into the wastes. And the armor wasn't all that great. I bought the GotY edition, and already did the DLC.

TIMELY EDIT: Isn't there a Bobblehead at the Republic of Dave? Did you get it?
 

AlternatePFG

New member
Jan 22, 2010
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CM156 said:
TIMELY EDIT: Isn't there a Bobblehead at the Republic of Dave? Did you get it?
If I missed it, I'll probably pick it up later. Might just have a bobblehead hunt mini-update, considering how many of them I missed. Have to make sure to get the energy weapons one though.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
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AlternatePFG said:
CM156 said:
TIMELY EDIT: Isn't there a Bobblehead at the Republic of Dave? Did you get it?
If I missed it, I'll probably pick it up later. Might just have a bobblehead hunt mini-update, considering how many of them I missed. Have to make sure to get the energy weapons one though.
It makes the game a lot easier. The one at the Republic of Dave is perception. Don't know how you're doin' on that stat. I was a bit supprised that there weren't any Bobbleheads in New Vegas though
 

AlternatePFG

New member
Jan 22, 2010
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CM156 said:
It makes the game a lot easier. The one at the Republic of Dave is perception. Don't know how you're doin' on that stat. I was a bit supprised that there weren't any Bobbleheads in New Vegas though
Probably balance reasons. People tended to build their characters around the bobbleheads, so I guess they wanted to avoid them in New Vegas. (You can get SPECIAL boosts, but they're extremely expensive and limited by your endurance stat.)

The same reason why there isn't any Almost Perfect or Well Rounded No Weaknesses (Edited it, got the name confused) perks as well, I assume.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
CM156 said:
It makes the game a lot easier. The one at the Republic of Dave is perception. Don't know how you're doin' on that stat. I was a bit supprised that there weren't any Bobbleheads in New Vegas though
Probably balance reasons. People tended to build their characters around the bobbleheads, so I guess they wanted to avoid them in New Vegas. (You can get SPECIAL boosts, but they're extremely expensive and limited by your endurance stat.)

The same reason why there isn't any Almost Perfect or Well Rounded No Weaknesses (Edited it, got the name confused) perks as well, I assume.
Eh, I wouldn't call the implants expensive. I mean, I have about 40k caps and 3 gold bars left after getting all the S.P.E.C.I.A.L. ones. But then again, in RPGs, I'm very conservative with weapon ammo and health items, and I end up with far to much money to spend.
 

AlternatePFG

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CM156 said:
Eh, I wouldn't call the implants expensive. I mean, I have about 40k caps and 3 gold bars left after getting all the S.P.E.C.I.A.L. ones. But then again, in RPGs, I'm very conservative with weapon ammo and health items, and I end up with far to much money to spend.
Well, they're expensive until you reach the endgame. At least you're not getting stat boosts for free, I guess is the idea. That's why there are way less skill books and skill points in general in New Vegas as well. (Though they do give more skill points)

I never, ever spend money in New Vegas. Every transaction has to have a net profit for me, or it's not worth doing. I wonder what the prices for the GRA weapons are going to be. (Definitely buying both of the new DLC's that are coming out tomorrow, I'm a sucker for new weapons.)
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
CM156 said:
Eh, I wouldn't call the implants expensive. I mean, I have about 40k caps and 3 gold bars left after getting all the S.P.E.C.I.A.L. ones. But then again, in RPGs, I'm very conservative with weapon ammo and health items, and I end up with far to much money to spend.
Well, they're expensive until you reach the endgame. At least you're not getting stat boosts for free, I guess is the idea. That's why there are way less skill books and skill points in general in New Vegas as well. (Though they do give more skill points)

I never, ever spend money in New Vegas. Every transaction has to have a net profit for me, or it's not worth doing. I wonder what the prices for the GRA weapons are going to be. (Definitely buying both of the new DLC's that are coming out tomorrow, I'm a sucker for new weapons.)
I'm pretty much the same way. I make sure I have a net profit every time I make a sale. It's like OCD.
 

ChupathingyX

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CM156 said:
It makes the game a lot easier. The one at the Republic of Dave is perception. Don't know how you're doin' on that stat. I was a bit supprised that there weren't any Bobbleheads in New Vegas though
In Fallout 3 the bobble heads are never really explained very well, they?re just there and they only serve as a way of overpowering your character very easily. Snow globes on the other hand provide decoration and caps, however, a reason is given as to why House even wants them; House loves snow globes because they represent how he enjoys the ability to control something (Vegas) in the palm of his hand and be able to turn it upside down and manipulate it to his will.

Plus, the bobbleheads made it too easy to max out your character.


Viking Incognito said:
Ahhhh, now here's some good thinking!

It's nice to see someone who doesn't blindly hate Caesar based on face value and actually analyse him and his Legion. However, I feel that Lanius should get a little bit more respect than he does, sure he's a pyschopath, but he's an honourable psychopath. Just look at the discussions you have with Moore and Oliver, they're thick-headed individuals who don't see beyond their strengths and realise their faults and can't be convinced otherwise. Compare that to Lanius who can be convinced that what he is doing is wrong and he actually remains honourable about it. I think he might just be one of the only characters in the game who respects the Courier as an enemy and if you convince him to leave he mentions that he looks forward to facing the Courier again.

Also, Manny Vargas used to be a member of the Great Khans and still feels like he belongs there and is tempted to go back, so you could say that is one of his problems.

In terms of reputation preceding the right course, I think Kimball is the epitome of this. All he cares about is increasing the name of the NCR and his own ego with it. When he gives his speech at Hoover Dam, after finishing he accidently says something into the mic (which is still on) that shows he doesn't really care about the soldiers in the Mojave and is too determined to take it without considering the cost.

AlternatePFG said:
Obligatory question: What did you think of this particular quest?
It was alright, although I think the ICBM was wasted potential. They could've used that to open up a new area or something, similar to the ending of Lonesome Road.
 

ChupathingyX

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AlternatePFG said:
I never, ever spend money in New Vegas. Every transaction has to have a net profit for me, or it's not worth doing. I wonder what the prices for the GRA weapons are going to be. (Definitely buying both of the new DLC's that are coming out tomorrow, I'm a sucker for new weapons.)
J. E. Sawyer said they would be pretty expensive, however, some of them can be crafted. Also, not only does it add new weapons but ammo to go along with them.

Also, Jason Bergman of Bethesda officialy stated that the Fallout: New Vegas studio was being closed, meaning there will be no more DLC or patches and all members have gone onto new projects...:(
 

ChupathingyX

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MacNille said:
What!? Why are they closing them? The game has still a shitload of bugs. MacNille is angry.
For me I can honestly say I have seen a drastic reduction of bugs since the patches, now they barely happen to me, then again I personally never really had any game breaking bugs in the first place since launch except for freezes and enemies getting stuck.
 

CM156_v1legacy

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ChupathingyX said:
Ahhhh, now here's some good thinking!

It's nice to see someone who doesn't blindly hate Caesar based on face value and actually analyse him and his Legion. However, I feel that Lanius should get a little bit more respect than he does, sure he's a pyschopath, but he's an honourable psychopath. Just look at the discussions you have with Moore and Oliver, they're thick-headed individuals who don't see beyond their strengths and realise their faults and can't be convinced otherwise. Compare that to Lanius who can be convinced that what he is doing is wrong and he actually remains honourable about it. I think he might just be one of the only characters in the game who respects the Courier as an enemy and if you convince him to leave he mentions that he looks forward to facing the Courier again.

Also, Manny Vargas used to be a member of the Great Khans and still feels like he belongs there and is tempted to go back, so you could say that is one of his problems.

In terms of reputation preceding the right course, I think Kimball is the epitome of this. All he cares about is increasing the name of the NCR and his own ego with it. When he gives his speech at Hoover Dam, after finishing he accidently says something into the mic (which is still on) that shows he doesn't really care about the soldiers in the Mojave and is too determined to take it without considering the cost.
Ehhh, as we've spoken in the past, I've a bit of a problem with the whole "Caesar's Legion" thing.

It seems like they are trying to crowbar redimible traits into a group to make a choice easier to justify.

I don't hate them at face value, mind you. I do hate what they do, however.

They:
Enslave people against their will
Treat women like dogs. Actualy, I take that back. They treat their dogs better
Nail people to crosses
and kill people for failing them

Sure, the NCR may have a few assholes here and there. Sure, there was Bitter Springs and all that. But I prefer them over people who still practice crucifixion.
 

AlternatePFG

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[HEADING=1]Chapter XXXVII - Screw the Coding, I Have Bullets[/HEADING]​
We could retitle this update (And the last) "Some of the Ghoul NPCs in This Game Are Dicks" but I'd think that'd be too long, and that would apply to pretty much the majority of the other NPC's in the game as well, not just ghouls.

So today, we'll be focusing on the Tenpenny Tower sidequest. There's some cool ideas in here, but it's totally let down by:

1) Poor writing
2) Poor quest design (IE: Not enough options)
3) The fucking karma system

Let's get to it, shall we?


Yes, we're going to have to use the intercom everytime we enter the building. At laugh at those who got the Tenpenny Tower suite as a reward for blowing up Megaton. This is karma right here. Good characters only fast travel and go through one loading screen, evil ones fast travel and go through 3.

Of course, it isn't quite as bad as the Strip.


I mentioned it before with the last update, but the people in Tenpenny Tower are apparently rich. I really don't how you could be rich in the Capital Wasteland, there's no obvious economy to speak of. No mining, no farming, no ranching, none of that. Yet somehow these people are rich. I guess the people who claim the first luxury hotel after the apocalypse get to call the shots as to who is rich.


This is the leader of the guards. We talked to him a bit last update.


This guy is kind of a dick.

"How's that Ghoul situation coming along?"

"That damn Roy Phillips won't take no for an answer. Keeps showing up, looking for a handout. He and his kind aren't wanted. End of story. If I were a betting man, I'd place a stack of caps on him trying something violent soon. And that would make Tenpenny nervous. I don't like it when Tenpenny gets nervous. But I can't spare the manpower to go hunt down Roy Phillips and his band of misfits, or I'd gladly end this thing once and for all."

"Perhaps the residents could be "persuaded" to let the ghouls live here."

"You're out of line. Those filthy bitches can stay living in those metro tunnels. They'll move in here over my dead body."

Yeah, some of the people in the tower are assholes (This guy) but some of them are actually pretty cool. (Dashwood for example.)

"That can be arranged. You don't look like much."

Yeah, I know it's a stupid option, but it's the only non-"Ghouls suck" option.

"Are you threatening me? You're obviously an idiot, so I'll let that one slide. But I'm warning you, I won't hesitate to kill you if I have to."

Likewise. Still, believe it or not, the supposedly evil people of Tenpenny Tower are really the more reasonable side in this sidequest.

"I'm going to find a non-violent solution to your Ghoul problem."

Mostly to avoid Three Dog bitching us out over the radio.

"That's a laugh. Roy Phillips can't be reasoned with. Trust me. But go ahead and try to talk some sense into him. It's your funeral. They've holed up in the nearby metro tunnels."

Why am I not surprised.

"They're living with packs of Feral Ghouls. They've barred the main entrance. Go through the train yard. Good luck, kid. You're gonna need it."

For some reason, picking the non-violent option through dialogue doesn't give us the quest, but we tell him we'll kill the ghouls instead. Don't worry, it doesn't really matter what you say to him. (Speech checking him gives you a free assault rifle.)


So now we're off to another metro station. Are you sensing a pattern here?


There's a trainyard filled with ghouls over here.


I never used SMG's much in this game.


But, Sydney's SMG takes down these ghouls in about one round of attacks in VATS.


This is a cool little location though.


Christ, another reaver. This things are so annoying. I don't mind the idea of having boss enemies, but can you make them more powerful in other ways than making them ridiculously bullet spongy?


Unloading a ton of bullets into it's head at point blank should do some damage.


Some lucky crits and we wear it's health down pretty fast.


There it goes. They never even have any decent stuff on them either.


There's a good amount of supplies to be found here.


Now we're in the metro. We find this skeleton with an assault rifle and some ammo for it. It's not like we need the stuff though, we have a fully repaired Perforator and over 1,700 rounds of ammo for the thing. There are benefits to hoarding you know.


Let's play with the Railway Rifle a bit more. (Love this gun now. Never actually made it before in a playthrough before this LP.)


It's a pretty damaging weapon and it's not too loud too.



This quest has relatively little combat compared to stuff like Reilly's Rangers but it wouldn't hurt if for the next Fallout game Bethesda toned down the constant encounters with ghouls in these tunnels. Give it some time to build up atmosphere perhaps.



The Railway Rifle pins heads and limbs to the wall, it's pretty cool like that.


Now would be a bad time to run into a rea-


God damn it.



Backpedaling and shooting it with a ton of shotgun shells helps.


The Dart Gun was something I forgot to use on the reaver that would have been extremely helpful in that situation. (It cripples limbs, so we could avoid more damage from the ghoul.)


Ugh.


So we run into the lookout for the ghouls down here. He is pretty trusting of us, all things considered.


A bit of a temper is putting it mildly. He is a psychopath.


So another cult-like group of rebels being shunned by humans hiding out in the metro tunnels. That sounds familiar...


Roy's skin is weird looking. It's like blue-ish.


"So what are you doing in the Metro Tunnels?"

"Biding our time, making plans, getting ready. Tenpenny and his pack of elitist wannabees can't keep us out of that tower forever."

At this point, even a good karma character should see that letting Roy into the tower is not the right idea. At all.

"We got rights. And we'll tkae them if they aren't given to us."

"I might be able to get you in there."

"I already got a plan. They think I'm a monster. I'll show them the real monsters!"

By killing everyone in the tower!

That's a great plan.

"We'll unleash our feral brethren on them: all those bigoted sons-of-bitches will get torn apart. Trouble is getting past the damn subway access door!"

Subway access door? You think Tenpenny would have blocked that off a long time ago, considering how many things crawl through those sewers.

"You see, there's some kind of escape door that leads from the Tenpenny basement to the subway tunnels. There must be some way to get that open."

"Let me try talking to Tenpenny. Maybe he wouldn't mind you living there."

"Ha! Those snooty bitches probably can't stand living with each other, let alone with us. But by all means, try talkig to Tenpenny if you like. But it won't work. Then we'll do it my way. You get that escape door in Tenpenny basement open, and I'll unleash those ferals on 'em!"

I guess it really isn't much of a surprise what eventually happens if you actually let the ghouls in peacefully, but you aren't given the option to just kill Roy and leave the other ghouls alone. And because you massacre all of them, you get bad karma, and Three Dog bitches over the radio about how much of an asshole you are.

But, we've found a way to sort of trick the game, you see.


Now it's time to leave. Just like that other particular quest with a settlement in the metro, this is a shortcut that you could use to get here faster without all that fighting. That means we'll have to backtrack back here, doesn't it?


Now we're right near Tenpenny Tower. It looks pretty impressive in this screenshot, doesn't it?


So let's talk to Tenpenny about this plan we propose.


This is all that Tenpenny does, sit out here all day. Must be a boring life.


You know, for an NPC vital to so many quests, there are an awful lot of quests involving you killing him and by doing so, locking you out of others. You'd think they'd give him plot armor like every other major NPC in this game.

"There are some Ghouls who want to live here. What do you think about that?"

"Why - I do believe you've lost your mind! Ghouls, living here? You're serious?"

"What if the residents are okay with Ghoul neighbors?"

"Ha! I don't suppose I'd mind terribly if Ghouls were to live here."

I seriously don't get what's so evil about Tenpenny. Burke was the one who suggested he blow up Megaton, but besides that, he seems like just a snobby rich guy.

"And it'd be a good bit of sport hunting them down if they misbehaved."

Oh... Well, they do that with everyone here, not just ghouls. (Remember the many death threats we received from Gustavo downstairs?)

Apparently money is directly proportionate to how evil you are in Fallout 3's universe.

"I dare say though, you'll have a bit of trouble convincing certain residents to go along with your novel proposition. Tell you waht. If you can convince Mr. and Mrs. Wellington, Mr. Ling, Ms. Montenegro, and Ms. Lancaster, those Ghouls can live here. Have you seen me shoot? I'm quite proficient, if I do say so myself."

Tenpenny has some interesting stories. I suppose we'll talk to him about them later if we get the chance.

And now we commence the part of the quest I like to call "Speech check NPC's and get pretty much the same dialogue and dialogue options for each of them."

Maybe I should shorten the name. I'm not showing you all of the conversations because they play out the exact same way, but I'll show you one of them.


You have to talk to 5 different NPCs and convince them that to allow the ghouls to stay (Every time it just ends up with them leaving though, so I don't know.)


They basically have the same dialogue, calling you a ghoul lover and all sorts of terrible names. This makes them out to be bigoted assholes, but here's the thing: They're partially right. In Fallout 3, ghouls can become feral over time, meaning they might literally turn on them. Of course, the other ghouls seem fine, but Roy? He threatened to murder his way in here multiple times, of course these people are going to be absolutely terrified of the ghouls.


And then every single person you convince to leave, leaves Tenpenny Tower and most of them time ends up dead out in the wasteland because they have no way to defend themselves.

You see, apparently the majority of the people in Tenpenny Tower are considered evil by the game, through the GECK or through characterization. (Tenpenny is considered very evil and you get a sizeable amount of good karma for killing him.) But there's nothing that really says why they're evil. They aren't tied in with slaving or anything, they just have the gall to keep their tower clean and tidy, while the rest of the settlements in the wasteland are still filled with skeletons. I get that they're supposed to be uptight, rich snobs who don't really care about the common folk of the wasteland, but at least they aren't actively trying to kill them. The Power of the Atom quest is ridiculous in and of itself, I almost consider it non-canon for this games already poor written universe. And even then, that's just Mr. Burke and Tenpenny.


Eventually we get all dissenting opinions to leave the tower and probably die out in the wasteland or something.


"The bigots have all been taken care of. So the Ghouls can move in now. Right?"

"Well, if my tenants want Ghoul neighbors, they can have them! Though the Ghouls must pay and follow the rules like everyone else."

Completely reasonable. Aside from Megaton, why is Tenpenny labeled very evil again? I can think of way more eviler NPC's than Tenpenny who are labeled just evil.

"You're a clever one aren't you? I'm glad this situation has been resolved! It's a bit crass, but here's a little something for your troubles."

500 caps for a few speech checks? Don't mind if I do.


So now back into the metro to talk to Roy.


So Roy gives us a ghoul mask for our troubles. This quest isn't quite over yet. There's a catch.

Letting the ghouls in gives you good karma right? Well, come back a few days later, and everyone who isn't a ghoul in the tower is killed. By Roy, of course.

Even Dashwood, who is totally in support of the ghouls. In fact, as soon as he enters the tower, Roy kills Tenpenny.

So, as far as I am guessing, we kill Roy, we save the people living in the tower, and the can coexist with the current residents.

Fuck the games programming, we really should have been able to kill only Roy as a solution from the start.


There's now a ton of ghoul residents in Tenpenny Tower. They seem to be getting along quite nicely, surprisingly.

Let's make sure that doesn't change.


You can see the blood stains all over Tenpenny's Suite.


So yeah, Roy kills Tenpenny no matter what. I hope you didn't do this quest before You Gotta Shoot Em in the Head or evil Power of the Atom.


Roy gets what's coming to him though, don't worry.


So, I assume this outcome works but we won't know that for a few day in game time. I'll get back to you on that.


The worst thing about this quest, is how the karma system plays into it. You kill the ghouls at the start of the quest? Quite a bit of evil karma, and you get Three Dog bitching at you over the radio, despite Roy actually threatning the tower. You peacefully bring the ghouls in, you get good karma (That makes sense) but when Roy betrays everyone, you still get bad karma for killing him. This was a reasonably grey moral choice, but they ruined it with the karma system and not giving you enough choice. It's great that you can speech check the people of the tower to let the ghouls in, but you can't do other, more reasonable options, such as pointing the ghouls in the direction of Underworld or convincing Roy to back down.

So, in order for us to get a satisfactory outcome, we kind of have to play the game a bit. In the end, I think the best option is to simply not choose to get involved in the quest, but that's not really an option that the game recognizes. At least Roy didn't have plot armor.

So, what did you think of the Tenpenny Tower quest?

(On a side note, I saw the conversation a page or so back about what location do you want the next Fallout game to be in. Personally, I'd like to see the Midwest (Chicago specifically) but that's just me.)

(On another side note, I do think Obsidian really tried to make the conflict between NCR and Legion ambiguous, but they didn't completely pulled it off. If I ever LP New Vegas, I'll get into it.)
 

Aidinthel

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AlternatePFG said:
On another side note, I do think Obsidian really tried to make the conflict between NCR and Legion ambiguous, but they didn't completely pulled it off. If I ever LP New Vegas, I'll get into it.
Yeah I was really hoping for some nice moral ambiguity in New Vegas. The player's first contact with the Legion effectively kills that, though...

Also your plan won't work. I killed Roy when I realized what he'd done to Tenpenny and all the human residents still died on schedule. The only difference is that now you don't have anyone to ***** about it to.
 

Immortal_Engines

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ChupathingyX said:
In Fallout 3 the bobble heads are never really explained very well, they?re just there and they only serve as a way of overpowering your character very easily. Snow globes on the other hand provide decoration and caps, however, a reason is given as to why House even wants them; House loves snow globes because they represent how he enjoys the ability to control something (Vegas) in the palm of his hand and be able to turn it upside down and manipulate it to his will.
It's still not excusable that they will just rot in your inventory, unable to sell, if you side with anyone but House during the main quest :mad:
 

AlternatePFG

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Completely random, but I just wiped out everything on The Strip (Upgraded Securitrons included) with the new Bozar gun from the GRA. It's amazing. Downside? It costs 20,000 caps.


The things a fucking beast though. Best part? It uses 5.56mm ammo.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
So, what did you think of the Tenpenny Tower quest?
AlternatePFG said:
(On a side note, I saw the conversation a page or so back about what location do you want the next Fallout game to be in. Personally, I'd like to see the Midwest (Chicago specifically) but that's just me.)
As a midwesterner, I think it would work well. I wonder if they would use the faction system.
AlternatePFG said:
(On another side note, I do think Obsidian really tried to make the conflict between NCR and Legion ambiguous, but they didn't completely pulled it off. If I ever LP New Vegas, I'll get into it.)
I agree.
AlternatePFG said:
Completely random, but I just wiped out everything on The Strip (Upgraded Securitrons included) with the new Bozar gun from the GRA. It's amazing. Downside? It costs 20,000 caps.


The things a fucking beast though. Best part? It uses 5.56mm ammo.
Is there a unique Silenced .22 yet? If not, that maks me sad :(
 

Plinglebob

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First of all, I'm really enjoying this LP and should you ever manage to finish it, another of New Vegas would be awesome. I admit I don't really enjoy playing these games (along with the Eldar Scrolls) as I just find them to be time sinks where I feel compelled to do quests to get it off my journal then because I want too to advance the plot.

AlternatePFG said:
So, what did you think of the Tenpenny Tower quest?
I think its a quest where the designer was either very good or just stupid. The way it plays out (re-enforced by the Karma system) is the same as pretty much any "Lawful Good" quest in RPGs (as well as other games/TV shows and ilms). You have 2 groups fighting and it can be stopped by either getting them to like each other and get together or by blowing 1 side away. Normally in the 1st situation the protagonist gets them together, leaves and everyone lives happily ever after and if its your 1st playthrough and you never go back there (really, what reason would you have?) its how you would expect the quest to end. This is why Three Dog has a go at you/you get bad Karma if you kill one side as this sort of action is generally seen as evil when people think being good means everyone should get along.

I think that made sense.