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

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Aidinthel

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Apr 3, 2010
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MacNille said:
I thought you would only get good karma when you killed fiends.
You get good karma for killing anyone the game lists as Evil, which includes legionaries. I went into the final NCR quest with Neutral karma from the "Thought You Died" perk and ended the game as Very Good.
 

Berenzen

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Yeah, I've only played the Legion playthrough once, and it was difficult to get through for me. I personally prefer either independent or NCR playthroughs.

That being said, I think that we should choose a latin or greek name, but one that's counter to Ulysses, someone from the Iliad or Odyssey. I'm thinking for female- Circe, Calypso, or Penelope. For males I'm thinking- Pyrrhus, Ajax, Palamedes or Aeolus.
 

AlternatePFG

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I apologize for the extremely short update, I just wanted to have a good jumping off point for the next update.

[HEADING=1]Chapter XLVII - Lethal Radiation? Pfft[/HEADING]​
Well, that was the end of Fallout 3. Kind of an anticlimax, huh? Well, that's it for-


Hrm?


Oh. Guess the game isn't over.


We wake up in the Citadel, quite a bit after us turning on the purifier. Lot's of things happened during the two weeks that we were out.


Just who we wanted to see right when we wake up.


They don't waste any time giving you the hook for the Broken steel questline.

"I was starting to think you might never wake up, despite assurances to the contrary. I've been coming down here every day to see both you and my daughter. It's good that at least one of you has recovered."

If we sent Sarah into the purifier instead of going inside ourselves, Sarah would be dead, rather than simply in a coma.

"Where's Sarah? Is she okay?"

"Yes, yes. She's fine. Or, she will be. I appreciate your concern for her, but really, don't worry. You've been through enough."

"What's going on?"

"It's all right, you're safe now. You're in the Citadel. There was some sort of energy spike as the purifier started."

That was one hell of an energy spike.

"You and Sarah were knocked unconcious, and brought here to the infirmary."

What about all the lethal radiation?

"We've been watching over the two of you for days. I'm glad to see it's paid off."

So, they just drop the whole lethal radiation thing completely. *shrug*

"Did we win? Did we beat the Enclave?"

"Yes, we most certainly did. Between your help in destroying their headquarters, and their subsequent defeat at the purifier, the Enclave was thrown into disarray."

It's not like they should be able to reorganize anytime soon... *Cough*

"Liberty Prime has been assisting our forces in removing any remaining Enclave forces."

If you didn't have Eden blow up, Liberty Prime does that for you in the 2 weeks you were unconcious. So much for that major choice having any meaning.

"What about the purifier? Did it work?"

"Indeed it did. The Tidal Basin is full of fresh, clean water now."

Well, I hope it was worth the GECK it took to make it...

"We've been working to see that it's distributed to as many people as possible across the Wasteland."

One of the effects of completing Broken Steel has caravans walking across the wasteland, giving water to the different towns. There really isn't much to it, aside from a sidequest or two involving the distribution of the water.

"In fact, I'm hopeful that soon we won't be referring to "the Wasteland" any longer. None of this would have been possible without the efforts of both you and your father. I doubt we shall ever be able to truly repay you."

You can start by giving us an actual reward...

"Wow. Well, thanks for taking care of me. I'm out of here."

We're not doing Broken Steel quite just yet. Let's just get out of here and-

"I wonder if you might be willing to aid us a bit further."

Damn.

"While we've had a decisive victory, the Enclave threat hasn't been removed yet."

How? Their base is freaking blown up, and all of their force at Project Purity was wiped out. Not to mention the Enclave was already functioning at reduced numbers...

"Is there any way I can help?"

"Indeed, we can use every able body available to us."

We thank you for all your efforts. As your reward, you get to risk your life some more for us.

"To that end, I am going to circumvent our standard recruitment procedures and declare you a Knight of the Brotherhood of Steel."

Cool?

"Before you do anything else, please speak with Scrible Rothchild. I'm sure he'll be please to see you again."

Nope.

"He can brief you on the details of the last few weeks, as well as where our efforts are focused now. I understand that you've been through quite an ordeal, but the sooner you can talk to him, the sooner we can put an end to all this."


We're not doing Broken Steel however. We're going to do Point Lookout, for variety reasons and because it's my favorite part of the game.


We fast travel to Arlington Library, and get attacked by a Talon Merc.



My framerate takes a dive, and from what I could tell, a vertibird crashed into that building over there. For some reason.

*shrug*


A ton of cars explode nearly at once.


More Talon Mercs.


The reason I put off Point Lookout for so long is because I wanted to a be a decent level we got there. The enemies in Point Lookout have some bullshit stat boosts that make it pretty damn difficult for a lower leveled character. Instead of Old World Blues, where at higher levels enemies get extremely bullet spongy, the enemies in Point Lookout get a sizable damage bonus no matter what level you are.


There's also a sentry bot to fight too.


The mercs have some decent loot in their base. Lots of flamer fuel, which might be used for us if we ever put points in Big Guns.


I'm going to come out and say it right now: Aside from the bullshit damage bonus enemies get, I absolutely love Point Lookout. It's my favorite part of Fallout 3 by far.


The boats kind of in a weird place. You'd think it would be in Wilhelm's Wharf or something.


There it is. The Duchess Gambit, apparently the only working boat in the Capital Wasteland. Or at least they only working boat we've seen so far.


Welp, there's our quest hook. It would have made more sense if this woman was in place that wasn't just outside the boat to Point Lookout.

"My daughter stowed away on the Duchess Gambit a few weeks ago, and I've been worried sick ever since. I haven't heard anything from her, but if you're going there, could you look for her? Please, I'll do anything to help!"

"I can't promise anything, but I'll look for her."

Why not?

"Oh, bless you! Her name is Nadine, and she left a couple weeks ago. Said she wanted to see the world, silly little thing that she is. That Tobar said he dropped her off at Point Lookout, but who knows what's happened to her since then? I don't know if you can convince my little Nadine to come back, but just give her this note from me, would you?"

That's assuming that finding Nadine would be easy to do. Point Lookout is a fairly big area.


The boat is only a little bit of a swim from the memorial.


Aesthetically, the boat seems kind of out of place.

"We're just back from Point Lookout, but it won't be long before we set off again. Interested?"

Nope, I'm just going decline and ignore the piece of DLC that would have costed me 10$ to buy.

"I might be. What's so special about Point Lookout?"

"You look like a woman who's been around the wastes, so I'll cut right to it. In Point Lookout, you'll find fresh-grown food, mysterious locales, and treasures as-of-yet un-looted."

Ironically, I'd say Point Lookout is the least loot-fest heavy of all the DLCs in this game.

"But keep your wits about you, because there's more than a few exotic critters and inhospitable locals."

Inhospitable locals is kind of an understatement.

"So stay here if you're too dainty to rough it!"

"Nice boat. You must have seen a lot of places with it."

"You should have seen her back in her heyday! Why, we traveled up and down the coast, from the Commonwealth to the Broken Banks. Good times, but these days she's not fit to take out to the coast. Too many spouts ready to drown her, and too many critters looking for lunch. But the Point Lookout run is good enough for now. We've got a sweet deal ferrying cargo and the occasional traveler."

"I'd like to buy a ticket."

"Whenever you're ready, just take a rest on the cot in the cabin. We'll be at Point Lookout in no time!"


The ticket's are 400 caps each, I do believe that your barter skill effects the price, and you can somehow pickpocket one from him and still use it.


The door to the engine room is locked. Hmm, mysterious...


Speaking of games I like, does this little room in the boat remind you of the boat you start out in Penumbra: Overture? (Made by the same guys who made Amnesia: The Dark Descent)


So, we go to sleep and begin the long journey to Point Lookout...


We see the abandoned boardwalk and amusement park. I love the atmosphere of the whole area.



We see a burning building in the distance. Wonder what's going on over there?


"The trip was fine, the weather's nice and damp, and everything out there looks pleasant as ever!"

This is your definition of pleasant?

"Looks like nothing's changed since my last visit... except all that smoke I saw on the way in."

"Should I be worried? What's over there?"

"Oh, nothing much. Just old Calvert Mansion. Just a huge, abandoned estate teaming with who knows what opportunities for profitable scavenging. Y'know, nothing much."

If anything, Bethesda sure does know their audience.

"I know I said Point Lookout was perfect for treasure hunters, but it's a rare day when you get a beacon like that!"



What wonders/horrors/loot does Point Lookout have in store for us?
We're back on track. Kind of related to this update, did you think the ending of this game was rather... abrupt? I know I keep on using that Neverwinter Nights 2 comparison, but the games endings are similar in so many ways...
 

CM156_v1legacy

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AlternatePFG said:
We're back on track. Kind of related to this update, did you think the ending of this game was rather... abrupt? I know I keep on using that Neverwinter Nights 2 comparison, but the games endings are similar in so many ways...
I thought the same thing my first time through.

I will say that Mask of the Betrayer is a better game than Broken Steel was. Not that Broken Steel was bad, mind you. MotB is just better in most every way.

Also, they both start with level caps of 20, but are raised to 30. coincidence? I think not!
 

ChupathingyX

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Jun 8, 2010
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CM156 said:
I agree, they aren't puppy eating evil, but they still are rather evil. The fact that you get good Karma for killing them undermines the whole "Grey morality" side of things.
Like I said, it could've been done better.

They should have just gotten rid of the karma meter completely and left the reputation system by itself.

AlternatePFG said:
I'm going to come out and say it right now: Aside from the bullshit damage bonus enemies get, I absolutely love Point Lookout. It's my favorite part of Fallout 3 by far.
I enjoyed it too, and coming from someone who didn't like Fallout 3, that's saying a lot.


We see the abandoned boardwalk and amusement park. I love the atmosphere of the whole area.
Let's play "Spot the Swampfolk!"

If anything, Bethesda sure does know their audience.
It's a shame they don't seem to quite know the Fallout audience.

Kind of related to this update, did you think the ending of this game was rather... abrupt? I know I keep on using that Neverwinter Nights 2 comparison, but the games endings are similar in so many ways...
I'm just going to outright say that Fallout 3's ending had no redeeming value at all, including the epilogue.
 

ChupathingyX

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MacNille said:
What i have heard of point lookout, (never got ny of the dlc for fallout 3) it is kinda like Old world blues.
Yes it is similar to Old World Blues in the sense that it offers an open world (smaller than the original wasteland of course, but bigger than any other DLC) that you can explore freely. Also similar to Old World Blues is that it is generally considered to be the best DLC, and coming from someone who didn't even like Fallout 3, Point Lookout was pretty damn good.

However, while OWB had a more 1950's, wacky sci-fi feel, PL is more swampy, 1950's horror style.
 

AlternatePFG

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Jan 22, 2010
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[HEADING=1]Lily's Log - Back From the Dead[/HEADING]​
So much has happened over such a short amount of time. I don't really know where to begin...

I found the GECK. It was much more difficult to find it than I thought it would, however. The entrance to Vault 87 was filled with lethal radiation, so I had to go through Lamplight Caverns to get inside. Little did I realize, that there was an entire city of children down there.

I really had no idea how these kids were able to survive down and create their own little society, but then again, I was too busy with trying to find the GECK. Their leader told me if I freed their friends from Paradise Falls, they would let me in. I agreed, and made the journey to Paradise Falls. As soon as was done speaking with their guard, I shot him.

Paradise Falls was the headquarters of slavers in the Capital Wasteland. My intention from the start was to wipe them all out. It was a difficult battle, and I got hit many times, but I managed to wipe out all of the slavers from the city. It was like a ghost town afterwards. I freed the slaves from their captivity, and left, walking back towards Lamplight Caverns.

I was let into Little Lamplight, and immediately made my way into Murder Pass, the only way I could access Vault 87. I didn't realize that it was filled with super mutants until it was too late. This brought up the question of how the kids would have survived, but I was too busy fighting for my life against the super mutants to think about that. Vault 87 was the origin of all of the super mutants in the wasteland. This is where they were being created. If only I had destroyed that goddamn Vault before I left, but I wasn't able to. I found a super mutant named Fawkes, who unlike the rest of the super mutants, was intelligent. He asked me to let him out in order for him to retrieve the GECK. I let Fawkes out to be safe, if Fawkes ran off on me, I would't be in any worse shape than I would be if I didn't let him out.

Fawkes retrieved the GECK and I was leaving the Vault. On my way out, I was ambushed by the Enclave. Before I could react, they set off a flash bang, and I was out cold. When I came to, I was in the Enclaves' base. Colonel Autumn was still alive, somehow. I'm wasn't sure how he survived the lethal radiation blast from the purifier, but as of now, I don't think I'm really one to talk. He asked me for the codes to the purifier, and of course I refused. Before he could shoot me, he was interrupted by a voice of the intercom. It was President Eden, who told him to leave the room. Eden told me to find him at the top floor of the base. I didn't have much of a choice in the matter, as I was being held against my will. I decided I might as well hear this Eden person out. As soon as I left my cell however, Autumn ordered all the Enclave troops to fire on me. I didn't trust those bastards anyways, so I had no issue with fighting all of them if I had to.

I made my way up to the top of the Enclave base and spoke with Eden. It was obvious from the moment I walked into the room that Eden was not human. He was an AI, a broken one at that. He said he wanted me to put the modified FEv virus into the purifier. Eden said it would kill anything with a mutation that drank the water. Eden was a fool. There were almost absolutely no humans left in the Wasteland that weren't affected by radiation and mutation. Only those from the Vaults were affected by that, and as far as I know, the only surviving Vault inhabitants are those from Vault 101. I refused, but Eden would not let me leave until I took the FEV vial. I could have just lied to him and took it, but I convinced Eden that what he was doing was wrong. His reaction was to blow up the entire base, he didn't even have the courtesy to let me leave before then. This thankfully had the effect of taking down the majority of the Enclaves army, but Autumn and a chunk of his force still escaped, and were obviously off to the purifier. Fawkes was outside, apparently there to rescue me. He offered to accompany me, and I agreed to let him come with. It's not like there's any situation where having a huge super mutant as a body guard wouldn't come in handy.

We quickly travelled to The Citadel, to warn the Brotherhood. The Brotherhood was already preparing an assault on the purifier. We had no time to waste. They activated a weapon that they were saving, a giant robot named Liberty Prime. Sarah Lyons made me an honorary member of the Lyons' Pride, her squad of soldiers. I was grateful for the offer, but there was not any time for me to thank her. The Brotherhood fought their way towards the purifier, the Enclave did not stand a chance against the might of Liberty Prime. We made to the purifier very quickly, and just in the nick of time too. Autumn was waiting for us in the purifier room. I convinced him that fighting over the purifier was a lost cause, and the Enclave was already destroyed. He did not argue with me, and stood aside. Just as things seemed to be going our way, Dr. Li said over an intercom that the purifier was going to explode and someone had to go inside the room and type in the code in order to save the purifier.

The room was flooded with radiation, and the chances were that whoever went inside would not come back out. I offered to go inside the purifier, instead of sending Sarah in. This was my father's work, and I was going to finish it, even if it had killed me. I said goodbye to Dogmeat, and walked into the purifier. The room was filled with radiation, and could already feel myself getting weaker by the moment. I knew the password by heart, James always reminded me of that particular bible passage. I punched the code in, and tried to make my way back to the door, but a blast of energy was released from the purifier and I was knocked to the ground. I was sure that was it, that I was dead. I lost conciousness soon after...

I woke up two weeks later in the Citadel. Elder Lyons congratulated me on turning on the purifier. He said that Sarah Lyons was still unconcious from the blast. I had no idea how I survived that. That radiation levels in the purifier would be nearly instantly lethal to anyone that walked in there.

Lyons wanted me to do help them some more against the Enclave, but I decided not to. I may help them in the future, but I'm tired of this nonsense. I'm taking a boat to Point Lookout.
 

AlternatePFG

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[HEADING=1]Chapter XLVIII - Tribal Trouble[/HEADING]​
Now, we're finally in Point Lookout. Unlike the main game, I have very few major complaints about Point Lookout. It is by far the best of this game's DLC, and probably tied with Dead Money (I really liked Dead Money) for my favorite Fallout DLC. I like them both for completely different reasons.


While it certainly doesn't seem like it, Point Lookout isn't completely dead. There are a few NPC's scattered around the area.


The pier is a rather creepy area, there aren't any enemies to interrupt exploration, and the whole area feels geniunely dead.


There is this random NPC shopkeeper in the Pier for some reason. She has a protectron to protect her. She is kind of... weird.


Sadly, the bumper cars are not usable...


There's an abandoned motel up ahead.


A wild pack of dogs runs out from the motel to attack us. I'm glad I packed so many of our powerful weapons for this DLC, because the enemies here do a ridiculous amount of damage.


Feral dogs are the least of our worries...


I love the Kneecapper...


This is the office of the motel. The first time through, I thought the motel had an owner without even checking the entrance. But nope, the place is entirely abandoned.



Oh look, a new weapon! It's a double barreled shotgun, it's pretty much just the unsawed-off version of the shotgun we already have. Instead of firing one shot at a time however, it shoots both shotgun shells at once. Personally, I don't like the fact that it does that, but it's still a good weapon.


Only one of the rooms is accessible - the rest arer boarded up. The lantern sure has been on for awhile.


This is one of the starting points for "The Velvet Curtain". It's my favorite quest in the entire game, but we're not going to be doing that now. We're going straight towards the mansion.


The trees look significantly different from their Capital Wasteland couterpart. They still don't have any leaves, however.


We're getting close to the mansion now. On the right, you can see a big greenhouse.


Point Lookout was not directly hit by nukes in the Great War, so that's why the few buildings that are in Point Lookout, are mostly intact. The place was still affected by the fallout from the nukes.


Over the loudspeakers, a voice tells us to come into the mansion and help them.


There are turrets shooting at the intruders, but the stairwell conviniently blocks us from seeing exactly who it's fighting.


Apparently the mansion is being attacked by crazed Tribals. Apparently, they're evil too, as they drop fingers for the Lawbringer perk.


Desmond, the ghoul who called us in here, wastes no time explaining to us what's going on. He then tells us to follow him and runs off to another part of the mansion. The mansion here is rather large, but thankfully you probably won't get lost.


He has a huge stockpile of weapons on the tables over here. Taking them isn't considered stealing.


A tribal bursts through the wall on the other side of the room, and a ton of them follows him through. The tribals are equipped with various weapons. Knifes and axes for melee.


Hunting rifles, double barreled shotguns and occasionally lever-action rifles. (More on that later.)


I'm not going to badmouth the double barreled shotgun, as it really can do a ton of damage. However, it decays really fast because each shot decays it by a significant amount.

Also, if enemies have one, make sure you keep your fucking distance. Due to some weird coding, the weapon does an extra 35 damage to the player. However, it does this per pellet, with a maximum of 315 extra damage if all pellets hit. (And that's not even counting the base damage) It also ignores your DR resistance too, making your armor entirely useless against it. So, in the hands of swampfolk or tribals, they can kill you with about two good hits if you give them the chance. Don't give them the chance.


The tore a hole through the top of the ceiling.


Of course he has us do all the work while he sits down here and watches the show...


The mansion looks very nice. While it's very obvious dilapidated, it still looks very pretty.


Another tribal falls through the ceiling and onto the dining room table. They do a lot of things to change up the combat in the whole mansion battle. Tribals break through walls, fall through the ceiling, etc.


That flamer we picked up kind of sucks... This guy has an axe, which is one of the new melee weapons added in Point Lookout.

Unlike The Pitt or Operation Anchorage, the new weapons added are all pretty mundane and not completely overpowered. The only energy weapon in the entire DLC is the Microwave Emitter, which you get at the very end and that one is pretty overpowered.


The tribals are actually somewhat smart in that they take cover in those doorways and stay a decent distance away from us. All of the enemy weapons in this DLC do extra damage to you, for some reason, so you can get killed very fast if you aren't careful.



Ol' Painless is pretty useful here, as the tribals drop a ton of hunting rifles and .32 ammo, so we can keep the thing repaired and have plenty of ammo for it as well.


We move further into the mansion.


Lots of the areas are blocked off, so it forces you to go into side rooms and fight tribals...


A tribal crashes through the wall in here, while he's on the ground we shoot him so he doesn't get back up.



Probably should have picked up the Terrible Shotgun at some point, but we can do that when we return to the Capital Wasteland.


To the left is a toybox filled with ammo crates.


Lots of skeletons in this building. They never really explain the backstory of the place.


We get a lever action rifle. What is it? Well, think of Lincoln's Repeater, but having it use 10mm ammo. It's identical to Lincoln's Repeater, but cannot be used to repair it.


All in all, it's a pretty good weapon, but it's use in Point Lookout is kind of limited due to it's slow rate of fire. You want to kill enemies here as fast as possible before they do a lot of damage to you.


The unique version is much better in that regard.



Some tribals flee back in the direction we came from, so we head back to take care of them.


Desmond filled the whole building with cameras...


Oh look, an exploding canister. Let's see if that will be enough to close the hole.


Yup. The only explosive barrel in the entire game. Well, there's one more.


That sealed things up nicely. Now time to get to the east wing.


Desmond opens a door for us. Couldn't we have taken that first to seal the roof, and then take care of all the tribals.


As soon as we get here, he warns us that they're breaking in from the east wing of the building. Wonderful. Surprisingly, the building isn't broken up into loading screens...



More tribals to fight. I sure hope this ends soo-


What the-


Ow.


We fell through the floor and into a lower section of the building. It comes out of nowhere, I completely forgot that this happens. It's been awhile since I last played Point Lookout.


More supplies down here.


Tribals are trying to knock down the door to get in here. They're persistant, I'll give them that.


When they get in, it doesn't go well for them.


Sydney's SMG mops up the rest of them.


Aww, someone drank all the wine.


Now we're back on track. Hopefully we're at a convinient distance to the next explosive canister.


Why would you even need a mansion of this size? This has to be like the second kitchen we've run into.


Further up the stairs...



And there's goes the second one. Let's go back to Desmond, see what he's doing.


Of course, there are even more tribals headed our way. Don't they ever give up?


I put mines on the bottom of both stairwells. This is the only time I've ever had the chance to effectively use them in this game.


Now it's time to fight them off.


Yes, I brought pretty much every useful weapon that we had here. Better safe than sorry.


They break through the doors on the bottom floor, and the ones on the top.



Sometimes instead of melting, enemy heads explode.


One of the tribals has a minigun. He's a priority target.


After that, the rest of the tribals go down pretty easy.


This is Desmond.

"Not hardly. Had it all well in hand, and I didn't even need to use the failsafe."

He's kind of a dick.

"But that would've done a real number on some of the paintings, so just as well you were here."

I dunno, we made quite a mess of the tribals.

"Anyway, name's Desmond."

"What kind of failsafe are you talking about?"

"The type that kills everyone outside of my saferoom and leaves a hell of a mess to clean up."

Yeah, we did the same thing...

"Standard type. Not worth wasting on ignorant savages like them, honestly. Just as well you came along when you did. So, tell you what I'll do. I'll share a few tips for the next time you're a dramatic final stand."

We get the Superior Defender perk. It increases your damage and defense while you're standing still.

"Do you know why the Tribals were attacking?"

"Not a fuckin' clue. It'd be easy to chalk it up to their crazy religion, but if I'm right, and I always am, there's something else going on. That's the third attack in a month, so somebody's got a grudge with me. Whether it's a man or a god, I intend to set them straight."

By that he means, shoot them in the face, right?

"Have you seen a woman named Nadine?"

"I've been around for a long goddamn time. The last time I knew a bird named Nadine, I still had skin. There was some girl who came nosing around here a few weeks back, but she ran off before I could... introduce myself."

"Why would they want to attack the mansion?"

"Damned if I know. It was abandoned when I got here."

This mansion is filled to the brim with valuable weapons and ammo. It's not the only mansion in the area, believe it or not.

"There's plenty of hidden away here, none of it would be useful to a bunch of crazed inbreds."

Um, weapons?

"I have to go."

"Now, hold on there. Not so fuckin' fast. You can be useful to me. I need someone willing to get their hands dirty."

Sure, why not?

"So, here's the deal: I help you get in with those Tribals, you help me get what I want, and I'll make you fuckin' rich. Just try not to sprain a lobe while you're thinking about it. My time is short."

"What do you want me to do about the Tribals?"

"You need to learn to pay attention when I speak. Those mud-lovers want me dead, and haven't extended the common fucking courtesy of telling me why. So I need you to find a way into their commune and figure out what's going through their addled little heads."

I'm sure everything will go off without a hitch.

"Be a good pup, and Ol' Desmond will give you a treat. And, of course, who knows what riches they have for you to steal?"

Again, Bethesda really knows their audience, but this DLC has probably the smallest amount of loot. (Make cept for Broken Steel, if you count it.)

"Okay, but how can I infiltrate them?"

"Easy-peasy, right about now they'll be wondering what happened to their hunting party."

"You really think they'll just let me in like that?"

"These are people who think cutting a hole in their skull can expand their mind. They're not exactly scholars over there. Just head up to the Cathedral and ask real nice. When you're in, you find the bastard in charge and find out what they're up to."

Easier said than done.

"I just need information. No need for violence... yet."


We level up.


We max out sneak, and put some points into Big Guns. We have a Heavy Incinerator waiting for us at home.


No Weakness gives you 5 in all SPECIAL stats that are below 5. It's pretty damn ridiculous. Not quite as bad as Almost Perfect though.



We get Tag! for big guns.


Now it's time to leave the mansion and find the tribal hideout.


I'm sure everything will go as planned.
What do you think of the weapons in Point Lookout? Which one is your favorite?
 

Fangv2

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AlternatePFG said:
What do you think of the weapons in Point Lookout? Which one is your favorite?
Lever Action Rifle. I loved that thing, also not a favorite weapon but the "Worker's Overall" that you can find here is amazing! +10 to Repair. Great if you are playing this at a low-level/without Broken Steel.
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
It is by far the best of this game's DLC, and probably tied with Dead Money (I really liked Dead Money) for my favorite Fallout DLC. I like them both for completely different reasons.
You liked Dead Money? I didn?t really like it one way or the other. I thought OWB was far better though.


What do you think of the weapons in Point Lookout? Which one is your favorite?
I didn't spend as much time here as I should have, so I missed out on quite a few cool items. I forget what it was called, but it's that energy weapon at the end
 

AlternatePFG

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CM156 said:
AlternatePFG said:
It is by far the best of this game's DLC, and probably tied with Dead Money (I really liked Dead Money) for my favorite Fallout DLC. I like them both for completely different reasons.
You liked Dead Money? I didn?t really like it one way or the other. I thought OWB was far better though.
Oh yeah, I really liked Dead Money. If I LP New Vegas I'll explain why, but I just really like the companions and the background of the Sierra Madre.
 

CM156_v1legacy

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AlternatePFG said:
CM156 said:
AlternatePFG said:
It is by far the best of this game's DLC, and probably tied with Dead Money (I really liked Dead Money) for my favorite Fallout DLC. I like them both for completely different reasons.
You liked Dead Money? I didn?t really like it one way or the other. I thought OWB was far better though.
Oh yeah, I really liked Dead Money. If I LP New Vegas I'll explain why, but I just really like the companions and the background of the Sierra Madre.
We came up with a few name ideas if you LP New Vegas and side with Caesar's Legion. Personally, I like Augustus.

I've also notaced something: When I play a RPG that lets you decide, my first time through, I always play a male. And my second time through, I always play a female. This is the case for Neverwinter Nights 2, MotB, Mass Effect 1/2, Dragon Age 1/2, Fallout 3, Fallout New Vegas, Ect. Funny, I think.
 

AlternatePFG

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Unrelated to Fallout 3 at all, but I rented Dark Souls for the PS3 yesterday. It's awesome, but I'm terrible at it. I never had this much trouble with Demon's Souls...

[HEADING=1]Chapter XLIX - Tripping Out[/HEADING]​
Last update, we did the opening segment of the main quest in Point Lookout. We will be continuing that today. We will be going through the entire main quest before doing all the other stuff in Point Lookout.


So now, we have to infiltrate the group of tribals. You'd think that maybe you'd be able to diguises yourself and sneak in that way but you can't.


I didn't realize that until later, of course.


We can see the Cathedral where all the tribals are located from over here. It's not that far of a walk, in total, Point Lookout is around 1/5th the size of the Capital Wasteland.



So, we make it in front of the Catedral. An impressive gates keep us from entertain though, it functions pretty much identically to the one in Tenpenny Tower back in the Capital Wasteland.


With the same silly usage of an intercom.


Another crazy cult. Lovely. How many does that make now?

"I seek the wisdom of your people. May I join your tribe?"

"What's this? A humble traveler, seeking the guidance of our awakened minds? Truly, this is a glorious day! You are from far away, and must be strong indeed to have traveled this far! But strength is nothing without the guidance of the enlightened mind."

Just point me in the direction of the next quest marker, please.

"If you seek entry, you must be prepared to expand your consciousness. You must prove yourself worthy to transcend!"

"I have no fear. I will take your test, and I will be victorious!"

"You may not be so brave when you face the Ritual of the Mother Seed. Stronger souls than you have attempted it and lost their minds. Ventuer west to the great bog, and within you shall find the mother of all Punga Fruit. She stands taller than a man, and her vines guide our future. Collect her seeds, and kneel before her wisdom. Only then will you be ready to enter these sacred halls."

We have to do this. There isn't an option that involves us shooting down their stupid gate.

You probably already have guess, but the majority of Point Lookout is a swamp. To get to the Great Bog, we have to go right through the bulk of the swamp.



A new variant of ghoul. Would this really count this as a new enemy?


Unlike the Capital Wasteland, there's plenty of leaves on some of these trees. There are some trees that are dead, but the further you go into the swamp, it gets heavier.


There are also some NPC's called Smuggler's here. What are they smuggling? Punga fruit? For some reason, they're hostile by default. I don't really know why they attack you on sight, but then again, that could be said for a lot of NPC's in this game.


They're pretty much bog standard (No pun intended) raiders, nothing else really special about them.


The lever-action is very useful against them, at least.


They have a nice camp set up over here. I wonder if they have an issues with the "locals".


The swamp is very atmospheric. While I find that the ambient music can be really repetitive at times, but I think it helps here. There's a thin layer of fog shrouding the whole swamp, and the amount of enemies in most areas is somewhat sparse.


There are some graves over here with some decent loot in them, including Confederate Hat. You don't need to use a shovel to access the graves.


These are the new types of enemies in this DLC. They're horribly inbred and mutation swampfolk that live in the area, and they are incredibly hostile.


You can see more of them deeper in the fog. They can take quite a bit of punishment, and like the tribals, they get that annoying +35 damage boost.



They also have some incredibly derpy faces.


They were fishing, apparently.


This is the entrance to the Great Bog. It's in a seperate cell from the rest of the swamp. You'll find out why soon.


You have to go through the cave in order to get to the Great Bog.


It looks pretty cool in here. The terrible interior sky effects are blocked out by trees, unlike the few areas in Operation Anchorage.



So, we're back out into the swamp. It's pretty much identical to the rest, except that it's closed off from everywhere else.


Except it's filled with mirelurks, thankfully they don't get the ridiculous 35 damage bonus that the swampfolk and the tribals do.


There's also new enemies called Swamplurks. They're just slightly palette swapped mirelurk kings.



The bog is filled with all these creepy dolls.


So the idea is that all of the tribals go through the Great Bog at one point or another, but then why is filled with so many monsters?


There's a mix of normal mirelurks and mirelurk hunters. The normal mirelurks look different though, more appropriate for a swamp.


We get charged by about 2 mirelurk hunters. The lever action rifle is pretty perfect for fighting these guys. Even if it doesn't hit their weak spot, they still take a good chunk of damage from each shot.


Then a Mirelurk King. I switch to the plasma rifle.



We get attacked by some more mirelurks, 3 at a time this time. At least this is the last of them....



You can see the moons reflection gleaming off the water. The moon is absolutely huge for some reason.


Finally. We made it to the Great Punga or whatever it's called. Now, let's get whatever we need and get the hell out of here.



Uh oh.



And we just get back up like nothing has happened. Okay...?


What the hell?


Where did this come from? This bobblehead is huge.


...


Another bobblehead further into the bog.


Obviously getting gassed by that Punga Fruit was not the smartest idea. Damn you, railroading!


The colors of the swamp start to change. As far as strange hallucinations go, you've seen nothing yet.



There's blood splatters on the ground...


There is a giant saw cutting into the ground, for some reason. Once you find out what's happened it makes sense.


What the...? Where did all these Nuka-Cola Quantum's come from? We could have came here for te Well, let's pick it up-


Never mind... The nukes can't actually hurt you.


And more quantums fall from the trees... They make baby sound effects when they explode. (The same laughing baby sounds your character makes in the first part of the tutorial.)



If you thought things were getting weird, it's going to get worse.


Swamp ghouls appear out of nowhere...


And disappear just as quickly.


The dolls are pointing towards the right direction.


And everything is upside down now. Great.


I'm never doing punga fruit again...



It's floating upside down on a string that coming from the ground. Or ceiling, as it is.


You see a needle and string going through the ground. Whatever could it mean?



Ouch. These bobbleheads are assholes.



Oh god, somehow it's getting worse. What's that floating in the water?!


Elder Lyons? NOOOOO!


Random nameless NPC? NOOOOO!


Amata? NOOOOO!


Moira?

...

I'm not to bothered by that, honestly.


We can see the Megaton bomb in the middle of the bog. Things can't get any weirder...


And the luck bobblehead. And Mr. Burke apparently...



And then the bomb explodes and you wake up. That was... different.

I found the whole hallucination in the bog to be quite funny. Apparently, some people found it to be creepy. Don't know why, really.


Oh yeah, we're now sporting a big fucking scar on the side of our head. While we were unconcious, someone cut out a chunk of our brain, hence the saw and needles in the hallucination.

What's with the DLC's of these games and brains?


Now they'll let us in.



Drugs seem to have the opposite of that effect, but you're all crazy tribals anyway, so who cares.

"What happened to me? Why does my head hurt so much?"

I guess we aren't aware of the giant scar on the top of my head. You can clearly see his scar though.

"This is merely the sensation of your consciousness rushing to embrace its true potential. It is the feeling of having no boundaries. No limits! Yea, though your body will bear the scars of the ritual, your soul shall be forever strengthened by the experience! You are now welcomed in our cathedral. Enter, enlightened sister!"


This is the Catedral. All the tribals are growing punga fruit... For some reason.


So this is where Nadine was. Sure didn't take much effort to find her.


So apparently the other tribals are lobotmized or something.

"Nice to meet someone else who isn't crazy."

I think we're speaking a bit too soon.

"Hey, now! I might still be ten kinds of crazy! You don't even kow me, and you can't tell just from looking!"

Point taken.

"I could be the "friendly 'til she stabs you in the neck" kinda crazy. Then where'd you be, smart-aleck? All surprised and stabbed, that's where!"

She's the Moira of Point Lookout.

"But I'm not a vegetable, so I'm sane enough. The rest weren't so lucky when they got their heads cut open."

"Heads cut open? What are you talking about?"

"You sure you're feeling okay in there? You might want to check your head for a scar. We all get 'em after going to that bog."

It all makes sense now, oddly enough...

"Y'know, the last part of the ritual. After you pass out, they get a guy to bring you back, cut open your skull, and "free your mind." As in, he rips out a bit of your brain. It's supposed to be the part that "holds you back," but that doesn't always work out so good..."

So that's why some of the tribals are all hostile and stuff.

"Anyway, you look like a lively one, so welcome to the tribe! My name's Nadine!"

"Nadine, your mother asked me to find you."

"Look, it's not that I don't want to go home, or anything. I mean, I love my ma, even if she does make me want to claw my eyes out sometimes. It's just, I came out here to find a fortune. To make my mark. To be able to bring something with me when I do come back. If you see my mom again, let her know I'll be coming back, eventually. Just... not quite yet."

"Can you get rid of my scar?"

So apparently, Nadine knows how to fix our scar. Somehow.

"YOu're a lucky one, and it probably didn't do any permanent damage. Scar'll heal up on its own, and you'll be good as new. Of course, you'll still be missing a chunk of brain, but it looks like you didn't need that bit anyway. Now, hold still and I'll see if I can't help you look like your old self again."

"Who cut open my head?"

"It's all a little fuzzy for me, but I've got a hunch. I'm gonna go do some snooping, see what I can figure out. Meet me by the riverboat in a day or so, and maybe I'll have something for you."

We'll check that out after we deal with the main questline of Point Lookout.

"Who leads this tribe?"

"I guess you mean Jackson. He speaks the word of enlightenment at us, but he ain't fit to lead a song, much less this bunch of morons. I been meaning to talk to him about this place, but he's off doing his meditation thing."

"Where can I find Jackson?"

"Off at his magical thinking-cave, I guess. We're not allowed to know where it is. He says we're not enlightened enough to understand. I swear, that sort of stuff pisses me off so much. I thought joining would be all drugs and magic, but it's just the same crap as everywhere else. Guess that's why I trailed Jackson to his stupid mystery cave!"

Nadine is really helpful here.

"It doesn't sound like you're having much fun here."

Cults are never fun.

"I only been here a week or so, but I'm about ready to ditch this bunch of dummies. I already stole all the Punga I could ever need. Hey, if you still wanna know where Jackson's hiding, I can help you out. No reason for me to give a damn about this place, y'know? His cave's under the Cathedral, but it's hard to find. Use this key to get in through a wrecked ship down at sea cliffs to the east."

Let's go check that out.


The game tells you to go back to Desmond right now, but let's go down into that cave first...



We take a path down to the shore down here. The place is usually filled with mirelurks or swamplurks.


We eventually make it to the boat. This would be completely inaccessible if we didn't talk to one of the tribals to get the key.



There's a grotto filled with mirelurks that you have to fight to get to Jackson. I really just hate fighting mirelurks for extended periods of time...




How does this guy get down here if he has to fight all of these swamplurks and mirelurks?


We can see Jackson up there. This whole room is filled with coffins, they must be from the graveyard that's above here.


We walk in on Jackson talking to this hologram.


Something like that.

"I just wanted to meet the Tribal leader."

"I may be the man who leads our physical affairs, but I cannot claim true wisdom. I take my orders from a higher master! Whether it be how to explore higher planes, or the decision to remove the disruptive ghoul, all wisdom comes from the Transcendent Master."

"May I meet the Transcendent Master?"

"It's very rare that others are permitted to commune with the master. Many are too foolish to understand the great truths of his higher mind. But I sense in you a great potential. Perhaps you have what is needed to accept his teachings and grow from his wisdom. He manifests here, high on a ledge in the great sea cave's wall. Seek him out, and all shall be revealed."

He's right behind him...


"Now then, perhaps you can be more useful than that simpering spiritualist and his tribe of idiots."

"What the hell are you?"

"What you are interacting with is merely a holographic projection. And a rather clumsy one, at that, but it's all I can manage at this moment. As for myself, you gaze upon one of America's greatest minds, preserved through the miracles of SCIENCE!"

Yes, the SCIENCE was capitalized in the subtitles.

"Much more elegant than shambling on as some rotting corpse for all eternity, don't you agree?"

"Useful? What are you using the tribe for?"

"At the moment, they've been no use at all, but I have very few options. They can't even seem to remove a single ghoul from a house."

Let's not mention our involvement with that...

"What have you got against the Ghoul?"

"More than you could possibly imagine with your squishy pink mind, but the only pressing matter at the moment is a device in his possession. He has a jammer that limits my projection range to this pathetic cave. Remove that, and I can extend my reach so much further... Killing Desmond would be a nice plus, but I'm sure we can get around to that later."


We can take this shortcut to easily get back up.


So now, we go back to talk to Desmond.
What did you think of the whole Great Bog hallucination section of the DLC?
 

ChupathingyX

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AlternatePFG said:
Unrelated to Fallout 3 at all, but I rented Dark Souls for the PS3 yesterday. It's awesome, but I'm terrible at it. I never had this much trouble with Demon's Souls...
At least the name is easier to pronounce...

Random nameless NPC? NOOOOO!


Moira?

...

I'm not to bothered by that, honestly.
That part made me laugh.

What did you think of the whole Great Bog hallucination section of the DLC?
One of the best parts of it, and more interesting than anything in vanilla Fallout 3.
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
She's the Moira of Point Lookout.
Bit harsh, don?t ya think? At least she doesn?t have you write a book



AlternatePFG said:
What did you think of the whole Great Bog hallucination section of the DLC?
It was kinda funny because it was so trippy. I liked the Schmault-Tec Bubbleheads. Those were funny

Oh, and that part about Moria. That made me laugh.