Last update, we did the biggest of the sidequests in Point Lookout. Today, we'll be visiting some of the more interesting locations in the DLC.
Let's just check out a few places in the Pier.
A better look at the Ferris Wheel, we were here before when helping Desmond. I really wonder why Desmond had us put his device here, when we could have put it on top of the Lighthouse.
There's a whole row of broken down machines in the back of there. Too bad there isn't some sort of skeeball mini-game. (Joking)
This is the shopkeeper on the Pier, Panada. She doesn't have any backstory, aside from this weird fortune teller vibe she gives off. I relaly wonder what she does with her free time out here, as it doesn't seem like she'd get much visitors on the pier.
Bumper cars. A shame we can't use them.
Now, a little bit further off from the Pier, there's this small shack.
The lights are on, and it doesn't seem like there are any enemies around. Let's check inside.
We walk in, and see this guy picking something off the ground.
This is Haley. He is another shopkeeper in Point Lookout, he isn't too far from the shop on the Pier. His location makes sense though.
"Is something wrong?"
"No, no. Not at all! I'm just not used to people all the way out here."
Other than smugglers and occasionally Tobar, not a whole lot of people visit Point Lookout for the obvious reasons. Crazy natvies, tribals, it's haunted, filled with ghouls, etc.
"My usual customers, well. I usually smell 'em before I see 'em."
"Who are your usual customers?"
"The swamp folk, mostly. I guess they don't bother me none because I was born here."
You'd think he'd be trading with the tribals as well. They were only crazy and hostile for a short time because of Calvert, or at least that's what I'm assuming.
"They mostly trade meat and fruit. Never any cash or goods. Them mercs are good for some trade in real hardware, so if'n you need ammo or anything like that, I can help you out."
Let's not tell him we're shooting both of his best customers...
"So, how long have you had this store?"
"Oh, you're thinking... no, no. It's not a family thing. I took the name of the store when I found this place a couple of years ago. Truth is, I don't even remember much before that. Woke up here with a headache a couple years ago with the shop already set up."
I'm not sure if this is implying that Haley was one of Tobar's victims or something else. There's a lot of mystery to Point Lookout, I think it really adds to the atmosphere.
"People came in, and started trading. I didn't complain. It just became a job."
"Where do you get your stock from?"
"I found some of it. Some was here when I got here. I get some from them smugglers. And every once in a while, that weirdo with the boat comes up here and trades a few good things."
He's referring to Tobar. Or Nadine, I guess. The term weirdo is interchangeable between both of them I guess...
Haley has this really easily abusable glitch, for some strange reason, every time you walk in and out of the building, that stats of the clothing he's wearing will permanently increase his repair skill. So return to the shop enough times, and Haley will become the only shopkeeper who can repair all your items to 100%.
After a tiny bit of shopping, we leave Haley's Hardware. We need to head in the direction of the Catedral.
There is this random board over here. Apparently, there is a random encounter in which a smuggler is executed on top of here, but I can never get it to trigger for some reason.
On the cliff below that board, there is an entrance to a mine. Let's check it out.
So the mine is kind of spooky. Upon entering it, you can hear this weird sound... like someone faking a ghost's moan. Huh. Let's see what's further in...
The mine is filled with a ton of skeletons. We will find out why a little bit later.
There's a tripwire here, but we can't disable it. Ah well, let's just walk right through then.
This drops from the ceiling...
Doll heads... Not a very effective trap.
More skeletons.
There are some bear traps in places around the cave.
We get stunned by something.
We get pelted by a couple of baseballs until it starts shooting grenades instead.
Got to admit, these are some creative "traps".
There was a pitching machine that flung all of those grenades at us.
One of the natives steps on a mine, explodes and lands right in front of us.
Now, the way is clear.
This is the entrance to another part of the cave.
We can see a light and little shack on the other side of the room.
This is Kenny. He set all of those traps, to keep out the locals. Kenny is the only major kid NPC in this game, that isn't a complete dick to you, and I kinda like him.
"Cut the crap, kid. That light show isn't scaring anybody."
"No, I mean it, lady. The ghost will melt your brain to mush! You need to get out of here. And fast!"
"Your toys might work on the locals, kid. But not me."
"Yeah well, bullets work on everybody. Try me, lady. I dare you."
He has a BB gun. Unfortunately, since we can't actually hurt him, he could probably kill us with it.
"Settle down. I'm not going to hurt you."
"Well... all right. But any funny business and I'll pop you one. My name's Kenny. And I'm the boss of this mine."
The mine has a bit of backstory, remember all those skeletons we saw on the way in?
"Tell me about this mine, Kenny."
"Old Man Herzog's Mine-hole? Isn't much, but it's home!"
"Tell me about Old Man Herzog."
"He was a mean old man, owned this mine a million years ago. Made the miners work real hard and didn't give them any money or food for their kin."
How does he know this?
"One day a bunch of miners sat down and just stopped working. Old man Herzog, he didn't like that. Not a bit. So, he blew them all up! With a million-million tons of dynamite!"
Seems a bit extreme....
"No one wanted to work in the mine after that."
Huh, I wonder why...
"Then Ol' Herzog came down here and hung himself. They say his angry ghost still haunts the mine. That doesn't scare me, though."
I just assume everything outside is much, much more scary than what is outside.
"Why are you hiding down here?"
"Swamp Folk know Ol'Herzog's Mine-hole. Say it's haunted. So I knew most folk wouldn't wander this way, except outsiders like you. Doesn't usually take more than a clapper-jaw on the leg to scare them off."
"How do you survive in here all alone?"
They actually explain how he has survived down here.
"I go out to play some days and might bag me a shellman to eat. Most days I Just sit here with my stories and toys, though."
We then ask him more about himself.
"Where are your parents?"
"I dunno. I ran way a long time ago. I live here all by myself."
"Why did you run away from home, Kenny?"
"I wasn't born right. Mama hid me in the basement and pappy kinda just forgot about me, but I knew I had to go before I grew up."
Kenny is born from one of the natives of Point Lookout, but without any of the disfiguring mutations.
"What do you mean, you weren't "born right"?
"Look at me, I don't got the marks. I go around the wets and folk will shoot at me! Thinking I was one of your type."
So that's why he hides down here, as the natives will shoot at him as well.
"Where are your parents?"
"I already told you. I ran away. Shut up about it, all right?"
He's pretty evasive about the subject.
"Where'd you learn how to make traps like that?"
"I got bored locked up in the basement all the time. So, I started taking things apart and putting them back together again. Things aren't so strange when you can see all the stuff that you makes them. You know? See something's insides? That's where the real thing is."
"So Kenny, what do you want to be when you grow up?"
Just exhausting all the dialogue options, really. Some of them are pretty random. I like the character though, so...
"I'm grown up enough already. And I'm the only thing I can be - me."
"What's it like living in Point Lookout?"
"The grownups like my mama and pop just live in the wet. They're okay, they just don't trust outsiders like you."
Don't trust? More like shoot on sight...
"Most think I'm an outsider too, because I don't got the markings on me. I tend to stay way from the grownups. Except when they have a campfire. Some nighs I hear them dancing. Then I sneak out to watch."
"This seems like a good hideout. I could use a place to crash and stash my gear."
"Hmm, I dunno, lady. You didn't try to kill me, and you seem pretty nice for a grownup. But still... How do I know I can trust you?"
Now, if we pass a speech check or have the Child at Heart perk, we can use this place as a hideout. If we don't, we have to do a really short sidequest for him. We're going to do it anyway.
"[Speech, 81%] I'm not going to hurt you. I just need a hideout from time to time."
"[SUCCESS] Well... I guess you can stay here when you need to. And you can leave your stuff. I won't mess with it. So, do you like games? Wanna play hide and seek, or tag or something?"
Why not?
We play tag with him for awhile. For the purpose of the LP.
So we have to find Kenny now. There is no close your eyes feature in this game, however.
We find him though. Our turn.
We hide in the dumpster filled with skeletons.
Oh come on. Damn crouch feature.
So Bethesda gave the kid quite a few idle animations. He shoots BB's at this stuff.
He has the Pint-Sized Slasher mask. I could be wrong, but this is the only way to get this outside of Tranquilty Lane, if I remember correctly.
There's still another section of the cave however.
That's kind of a high drop, so let's go around.
There's some Swamplurks in here, they're pretty easy to kill with the Backwater rifle now.
There isn't a whole lot of them though.
The Backwater Rifle is pretty good, it's really good against mirelurks as it does a sizeable amount of damage to them, even without hitting their weak points.
So the story of old man Herzog was actually true. He hung himself down here, with a ton of money and some moonshine.
Further down we fight a mirelurk hunter. The Lever Action rifles are really satisfying to use.
We find this teddy bear down here. We can give this bear to Kenny if we didn't pass the speech check or have the Child at Heart perk. We can still give him the bear anyways, cause we're a nice person at all. This is a dead end now.
This is the bottom of that shaft.
We can give him the teddy bear, despite us already being able to stash our stuff in here.
No reward for doing it, but still, the area is interesting enough.
This is a shortcut into Kenny's hideout. That's it for the area. Let's check out the Lighthouse.
Smugglers show up at the lighthouse right after you complete the main quest of Point Lookout.
Let's check out the top of the lighthouse.
Forgot to mention it in the previous update, but you can also start the Velvet Curtain sidequest by looking at any of these posters.
As you can see, the lighthouse goes quite a ways up. Smugglers shoot at you from above.
They're somewhat difficult to hit manually, VATS makes it easy to hit them however.
There is a smuggler shooting rockets at from above.
We take out the guy with the rocket launcher quickly, even though it doesn't do much damage to us at all.
It's quite a long ways down.
We get to the top, and get to the outside of the lighthouse. You can't see much from it, due to the incredibly dense fog.
There's more smugglers up here too.
This is the light of the lighthouse. Let's try to turn it on.
Unfortunately, it seems like the lightbulb is broken. However, do not fret. There is a way to turn the lighthouse back on. Let's head back towards the Catedral.
The rest of Point Lookout can only be made out vaguely from all the mist up here.
The Catedral is the closest fast travel point we got.
And we randomly get attacked by the tribals outside...
In the inside, the same thing happens. I'm not sure at which point did they become hostile: After killing Calvert, or killing Tobar?
They go down really easy though.
So after that, we go back outside.
Eventually we find what we were looking for: this overturned truck.
We find a ton of shattered lighthouse lightbulbs...
And one in still perfect condition. It's pretty heavy, so we had to drop a sniper rifle (We got like a half a dozen of them back in the Capital Wasteland) to continue on.
So we put the lightbulb in...
And turn it on. Pretty cool, eh? Let's see the effects at night.
A little bit more noticeable.
While it isn't extremely noticeable (It's only shining like that because it's right on us) it's cool that we can do this. It isn't even an unmarked quest, it's just a little thing that you can do.
So, a couple more areas of interest to explore.
So we fast travel back to Great Bog entrance. We get ambushed by like 5 natives, and get killed repeatedly, so I reload the save. The natives can be really difficult to fight, but their PER is so low, you can sneak past them quiet easily. They are somewhat frightening, because in groups they can easily overrun and kill you, but their strength tends to discourage exploration, which is a bad thing for this DLC.
Now, this is another little thing that's completey out of the way and inconsequential, but cool. There's an unmarked location at the most eastern point on the map (So much so it's off the map) where you find a giant, named Yao Guai.
It's named after the bear you see on all the posters in Point Lookout, so it's assumed to be mutated and over 200 years old. It's pretty damn big, but the Microwave Emitter takes it down it two hits. It doesn't drop anything special but I think it's a cool little encounter.
The emitter just tears through all the bullet sponge enemies in this game. If only it wasn't so un-fun to use.
We kill this reaver with one sneak attack from the Microwave Emitter, and one normal headshot in VATS.
So, we're at the next area I wanted to show you guys, but a ghoul reaver is in our way. (This place is absolutely filled with reavers once you get on the higher levels.)
And... It just runs in the complete other direction.
Huh. Well, onto the location.
It's a crashed fighter jet. There are a ton of skeletons littering the area, with some axes on the ground around the crater of the impact area.
You can get the information on the planes blackbox. Apparently, the pilots had to land down here right after the first bombs went off in the Great War. After they landed, they were soon killed by the natives in the area. (Presumably the skeleton with the combat helmet and 10mm pistol is one of the pilots)
Before we can finish exploring the place, the reaver comes back for round 2.
It's on.
He takes a blast from the Microwave Emitter to the face.
And, the ghoul goes down with no trouble.
There is a parachute stuck in the tree, not too far from the plane crash site.
So this is what happened to the other pilot who ejected. They were killed by the natives while hanging from the tree.
It's an interesting little location. Point Lookout does environmental storytelling really well.
So, that's it for some of the locations in Point Lookout. There are a few more, but these are the ones I find the most interesting. We're about ready to return to the Capital Wasteland, but there's one last thing we must do before we leave.