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

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Fangv2

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Order! Order in the Let's Play!

(That's a badly disguised "Do them in order of release" comment.)
 

DustyDrB

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As long as Lonesome Road is last, it doesn't really matter what order you go in. Save Honest Hearts for when you feel like you want a change of scenery. It's kind of the odd one out since it doesn't tie in to the other expansions as much. But I still love it. Great environmental storytelling.
 

sage42

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Well I've only played Dead Money and Honest Hearts, so I can't really say which order I would prefer them in. Order would be nice, but if it's easier to do Old World blues sooner than so be it. Gonna agree with Dusty though Lonesome Road should be last no matter what.
 

AlternatePFG

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Alright, I think that doing them in order of release is a better idea, so I'll go along with that.

Once again, I apologize for lack of updates this week. It's been very busy for me and I haven't had a chance to update the LP. Expect something over the weekend though.
 

DustyDrB

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AlternatePFG said:
Alright, I think that doing them in order of release is a better idea, so I'll go along with that.

Once again, I apologize for lack of updates this week. It's been very busy for me and I haven't had a chance to update the LP. Expect something over the weekend though.
Looking forward to it. I bookmarked this thread so I can easily follow it while I start my time of hiding from Mass Effect 3 spoilers (don't even want to know anything in the demo). So this thread will be my only involvement with this site for a month or so.

About REPCONN: Doesn't that quest have a number of skill checks? I know there is one at the very end, at least. Just wondering if you can meet the requirements at this point.
 

AlternatePFG

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DustyDrB said:
AlternatePFG said:
Alright, I think that doing them in order of release is a better idea, so I'll go along with that.

Once again, I apologize for lack of updates this week. It's been very busy for me and I haven't had a chance to update the LP. Expect something over the weekend though.
Looking forward to it. I bookmarked this thread so I can easily follow it while I start my time of hiding from Mass Effect 3 spoilers (don't even want to know anything in the demo). So this thread will be my only involvement with this site for a month or so.

About REPCONN: Doesn't that quest have a number of skill checks? I know there is one at the very end, at least. Just wondering if you can meet the requirements at this point.
Good luck at avoid those ME3 spoilers. You'll probably not want to watch a single trailer about it either.

I definitely won't be able to pass the Science check for the REPCONN quest, so I'll show that outcome at a later date. I think there is only one major skill check in the questline, though there are a few minor ones scattered about the questline.
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
DustyDrB said:
AlternatePFG said:
Alright, I think that doing them in order of release is a better idea, so I'll go along with that.

Once again, I apologize for lack of updates this week. It's been very busy for me and I haven't had a chance to update the LP. Expect something over the weekend though.
Looking forward to it. I bookmarked this thread so I can easily follow it while I start my time of hiding from Mass Effect 3 spoilers (don't even want to know anything in the demo). So this thread will be my only involvement with this site for a month or so.

About REPCONN: Doesn't that quest have a number of skill checks? I know there is one at the very end, at least. Just wondering if you can meet the requirements at this point.
Good luck at avoid those ME3 spoilers. You'll probably not want to watch a single trailer about it either.

I definitely won't be able to pass the Science check for the REPCONN quest, so I'll show that outcome at a later date. I think there is only one major skill check in the questline, though there are a few minor ones scattered about the questline.
I don't know about the trailers. Every one I've seen looks like it could be for some random summer movie.

By the way, Mr/Mrs AlternatePFG, did you play the Witcher 2?
 

AlternatePFG

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CM156 said:
I don't know about the trailers. Every one I've seen looks like it could be for some random summer movie.

By the way, Mr/Mrs AlternatePFG, did you play the Witcher 2?
Nope, I intend to at some point, but I haven't gotten around to buying it. Is it good?
 

CM156_v1legacy

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AlternatePFG said:
CM156 said:
I don't know about the trailers. Every one I've seen looks like it could be for some random summer movie.

By the way, Mr/Mrs AlternatePFG, did you play the Witcher 2?
Nope, I intend to at some point, but I haven't gotten around to buying it. Is it good?
I dunno. I was hoping to ask you that :)

I'm waiting for the Xbox version. I'm watching a LP of the first one to get an idea of the game world
 

AlternatePFG

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[HEADING=1]Obsidian Nightmare Maze #38[/HEADING]​
Last update we helped Boone get revenge for his dead wife, and as a result he decided to help us out and join our party. So now I think we're more than prepared to solve Manny's problem with the ghouls over at REPCONN.


REPCONN isn't far from Novac at all, just go southwest and you'll run into this road that leads right there.


What's that over there?


Oh, it's our old friends from Fallout 3, feral ghouls. For the most part, there is way less feral ghouls in New Vegas, mostly because there are way less extremely irradiated places in general in the Mojave. Doesn't mean there aren't places filled with them - the entire upper levels of the REPCONN facility we're heading will be nothing but feral ghouls.


I equiped the 1st Recon Beret we get from Boone's quest. Has a higher crit chance, and just looks pretty cool. That Gun looks pretty cool as well.



There is this little station area before getting to REPCONN that presumably was used to check people in.


Tons of ammo and other supplies here.


Tons of caps on this table. Picking them up individually is so satisfying because of the sound they make, but it's annoying because of all the other various clutter that you might accidentally pick up among the bottle caps.



There is also a rather easily missable cache of supplies on top of that overpass.



A lot of stimpaks, med-x and a doctor's bag. Not too shabby. That nuka-cola pyramid is quite impressive, wonder how long it took the person to build-


Whoops.


The REPCONN Test Site is just ahead.



First, time to change to Boone and ED-E to aggressive mode. You'll see why in a second.


There is a large group of feral ghouls by that rocket statue.


After we get their attention, Boone just takes each of them down in one or two shots. Boone is extremely powerful, especially at this point in the game.


ED-E's damage is not negligible either.



Boone misses a ghoul and instead causes a car to explode instead.


It seems like someone was holding down fort here, with all the sandbags and cover put up.



Let's head inside.


"Go to the big room on the east side of this building and take the metal staircase all the way up. And hurry."

That's an awful lot to ask of a person who just walked through the door.

"Who are you?"

"Who I am doesn't matter, smoothskin."

Alright, so we know he's a ghoul.

"Stop wasting time and get up here."

"Sure."

"Stop wasting time."


This building is annoying. Tediously so. As soon as you enter, you'll probably hear the hissing of multiple ghouls (That's why Boone pulled his machete out) and you'll have no idea where they are. As a result of the pretty bad pathfinding, and the twisting corridors of this place, ghouls will just be stupidly running into walls and just randomly getting shot by Boone when you aren't looking.

Oh yeah, let me reiterate, this place is a fucking maze. Not the worst maze in the game, but a maze nonetheless.




First off, there's about 2-3 floors in the upper areas. I say 2-3, because you sometimes can go higher, but once you get up there most of the routes back downstairs are blocked off.


It's very dark, which usually isn't a problem but the place lacks any reliable lankmarks. This wouldn't be a problem if the local map for this place wasn't so awful.


Finally, every room looks very samey. The place isn't that big, but it's easy to get lost in seemingly familar rooms. With the holes in the floor in some areas, you might be on the wrong floor and not even know it.


Isn't like this is a new thing for Obsidian of course. They have a habit of turning dungeons into incomprehensible mazes. Peragus from KOTOR II, while pretty atmospheric and scary, was a maze. Mask of the Betrayer has it most egregiously though, the Skein area in that game coupled the huge maze and terrible map with an annoying, shrieking voice that had the same 5 lines looping over and over again.




I use the Laser Rifle so I don't have to use gun ammo on these ghouls. We really won't be using energy weapons on this character much at all, but we're still decently effective with it.


There are a few active terminals with pretty much the same info on them.



Boone is of limited use here, as he doesn't use any close range weapons, aside from his machete which he isn't great with.



I come across a room I've never seen before.


Let's check out this safe.


Nice.


We level up after picking that lock.


Just continuing to boost the skills we're focusing on.


Scrounger, because we don't have as much ammo right now as I would like. We have plenty of ammo, but you can never have enough ammo in this game.

Unless you're on hardcore mode, but that's another story.



There is another safe, now we can benefit from the extra ammo given by Scrounger.

I forgot to point it out, but the skeleton on the right also has a Hunting Revolver by it. We won't get the ammo for the Hunting Revolver for a long time, but it kicks ass.


Now we are where we want to get. Let's climb these stairs and find out who was talking over that intercom.



Alright, let's go in.


I don't know if you can see him considering how dark it is, and he is partially blocked from view by Boone. So, he isn't a ghoul after all. Then why was he calling us smoothskin?

"Hey, you're not a ghoul!"

"You pranks won't work on me, smoothskin. They won't work on Jason, either."

"Smoothskin? Your skin looks pretty smooth to me."

"Stop wasting my time, smoothskin. Go waste Jason's."

Okay then... That's weird...


So the ghouls have a lab going on in here. Obviously the feral ghouls haven't been a problem to them since we know from Fallout 3 that feral ghouls won't attack ghouls.


Kinda reminds me of that Brotherhood's Citadel labs from Fallout 3. Mostly because it's reused assets, but shhhsh.



This is the guy we want to talk to. He is kind of like a glowing one.


Oh great, a cult. Hopefully there won't be as many as Fallout 3.

"Have you come to help us complete the Great Journey?"

"Who are you?"

"I am Jason Bright, the prophet of the Great JOurney. All the ghouls you see here are members of my flock."

"Tell me more about these "demons"?"

"The demons appeared from nowhere... except it might be more accurate to say they never actually "appeared" at all. The demons are invisible. Where one of them stands, the most one sees is the air shimmering, like sunlight on water..."

Oh crap, they're invisible? Please don't tell me the demon's are deathclaws or cazadores.

"They set upon us as we were on our way to worship one morning. We had just entered the basement. My flock fought bravely, and killed a few, but at such cost. Nearly half of us died or went missing. The rest of us retreated up here. One of the demons raved at us, but they have not tried to atack us since."

Welp, that counts out deathclaws and cazadores...

Unless they're sentient invisible deathclaws and cazadores.

"Still, their demonic presence bought all progress towards the Great Journey to a standstill. But now you have come. Once again, the creator has sent a human to help us across a seemingly insurmountable obstacle."

Right...

"You say one of the demons "raved" at you?"

"Yes, over the intercom. Threats of death should we step outside, guarantees of safety should we stay locked away. It went on for hours, and did not always make sense. But that was the first day only. SInce then, silence. Will you drive away the demons, wanderer?"

Presumably the ghouls will probably more receptive to our demands if we help them out first. I suppose we could just shoot them, but that's not fun.

"I'll take care of the "demons" for you."

"Praise the creator. Bless you, wanderer! Bless us all! As soon as the undgeround has been rid of demons, preparations for the Great Journey can resume!"

What is this Great Journey anyway? Let's inquire about it.

"What's the "Great Journey"?"

"We wish to escape the barbarity of the wasteland, especially the violence and bigotry of it's human inhabitants. The creator has promised to my flock a new land: a place of safety and healing... a paradise in the Far Beyond. Preparations for the Great Journey were nearly complete when the demons appeared."

I suppose that's why you see Dead Bright Followers around different points on the wasteland, they all died trying to do little tasks for his Great Journey or whatever. They're in a couple of odd spots, their is a Bright Follower corpse in Primm Pass for example, have no idea why they would be there.

"How will you make the "Journey?"

"The means by which the Great Journey is to be accomplished are an article of faith, not to be discussed with outsiders."

Fine, be that way.

"What is this Far Beyond?"

"I have glimpsed it only in visions, wanderer, but what I have seen is truly miraculous. It is a place of light and healing, and I know in my soul that my flock will be safe there."

"What's the deal with the human who let me in?"

"You're referring to Chris. I doubt you had much luck if you tried telling him that's he human."

Come on, there has to be at least mirror around here that survived the apocalypse. Or he at least had to have caught his reflection on something at some point in his life.

"We had the same discussions when he first appeared, and the same lack of success. He believes he is one of us. Soon enough we realized that Chris was a gift from the creator. He is integral to the success of the Great Journey."

"I'll be on my way."

"Let me know when the underground has been rid of the demons."

Well, let's head back down to the first floor.


That is one strange looking super mutant. Wonder what these guys are doing here anyways?



That blood splatter is so welcoming, almost makes you feel right at home. Well, I guess we have no choice. Let's go down there and fight the "demons".
Did you have any trouble navigating the REPCONN Test Site building? What is your opinion on the level design in Obsidian games in general?
 

DustyDrB

Made of ticky tacky
Jan 19, 2010
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AlternatePFG said:
Did you have any trouble navigating the REPCONN Test Site building? What is your opinion on the level design in Obsidian games in general?
I did have trouble, and it was not fun for me since Feral Ghouls freak me out. I don't like Ghouls in general. I guess that would make me a racist if the Fallout universe were real...but they are soooooooo gross and creepy.

But yeah, I had some trouble getting around that building. It's part of the reason why I'm really not fond of this quest.

I don't remember ever having much trouble getting around Peragus, though. I'm pretty intimately familiar with KotOR II at this point, though. That level was genius, though. Basically, it was just a big showcase for the villanous scheming of an HK unit.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
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AlternatePFG said:
[HEADING=1]Obsidian Nightmare Maze #38[/HEADING]​
Last update we helped Boone get revenge for his dead wife, and as a result he decided to help us out and join our party. So now I think we're more than prepared to solve Manny's problem with the ghouls over at REPCONN.


REPCONN isn't far from Novac at all, just go southwest and you'll run into this road that leads right there.


What's that over there?


Oh, it's our old friends from Fallout 3, feral ghouls. For the most part, there is way less feral ghouls in New Vegas, mostly because there are way less extremely irradiated places in general in the Mojave. Doesn't mean there aren't places filled with them - the entire upper levels of the REPCONN facility we're heading will be nothing but feral ghouls.


I equiped the 1st Recon Beret we get from Boone's quest. Has a higher crit chance, and just looks pretty cool. That Gun looks pretty cool as well.



There is this little station area before getting to REPCONN that presumably was used to check people in.


Tons of ammo and other supplies here.


Tons of caps on this table. Picking them up individually is so satisfying because of the sound they make, but it's annoying because of all the other various clutter that you might accidentally pick up among the bottle caps.



There is also a rather easily missable cache of supplies on top of that overpass.



A lot of stimpaks, med-x and a doctor's bag. Not too shabby. That nuka-cola pyramid is quite impressive, wonder how long it took the person to build-


Whoops.


The REPCONN Test Site is just ahead.



First, time to change to Boone and ED-E to aggressive mode. You'll see why in a second.


There is a large group of feral ghouls by that rocket statue.


After we get their attention, Boone just takes each of them down in one or two shots. Boone is extremely powerful, especially at this point in the game.


ED-E's damage is not negligible either.



Boone misses a ghoul and instead causes a car to explode instead.


It seems like someone was holding down fort here, with all the sandbags and cover put up.



Let's head inside.


"Go to the big room on the east side of this building and take the metal staircase all the way up. And hurry."

That's an awful lot to ask of a person who just walked through the door.

"Who are you?"

"Who I am doesn't matter, smoothskin."

Alright, so we know he's a ghoul.

"Stop wasting time and get up here."

"Sure."

"Stop wasting time."


This building is annoying. Tediously so. As soon as you enter, you'll probably hear the hissing of multiple ghouls (That's why Boone pulled his machete out) and you'll have no idea where they are. As a result of the pretty bad pathfinding, and the twisting corridors of this place, ghouls will just be stupidly running into walls and just randomly getting shot by Boone when you aren't looking.

Oh yeah, let me reiterate, this place is a fucking maze. Not the worst maze in the game, but a maze nonetheless.




First off, there's about 2-3 floors in the upper areas. I say 2-3, because you sometimes can go higher, but once you get up there most of the routes back downstairs are blocked off.


It's very dark, which usually isn't a problem but the place lacks any reliable lankmarks. This wouldn't be a problem if the local map for this place wasn't so awful.


Finally, every room looks very samey. The place isn't that big, but it's easy to get lost in seemingly familar rooms. With the holes in the floor in some areas, you might be on the wrong floor and not even know it.


Isn't like this is a new thing for Obsidian of course. They have a habit of turning dungeons into incomprehensible mazes. Peragus from KOTOR II, while pretty atmospheric and scary, was a maze. Mask of the Betrayer has it most egregiously though, the Skein area in that game coupled the huge maze and terrible map with an annoying, shrieking voice that had the same 5 lines looping over and over again.




I use the Laser Rifle so I don't have to use gun ammo on these ghouls. We really won't be using energy weapons on this character much at all, but we're still decently effective with it.


There are a few active terminals with pretty much the same info on them.



Boone is of limited use here, as he doesn't use any close range weapons, aside from his machete which he isn't great with.



I come across a room I've never seen before.


Let's check out this safe.


Nice.


We level up after picking that lock.


Just continuing to boost the skills we're focusing on.


Scrounger, because we don't have as much ammo right now as I would like. We have plenty of ammo, but you can never have enough ammo in this game.

Unless you're on hardcore mode, but that's another story.



There is another safe, now we can benefit from the extra ammo given by Scrounger.

I forgot to point it out, but the skeleton on the right also has a Hunting Revolver by it. We won't get the ammo for the Hunting Revolver for a long time, but it kicks ass.


Now we are where we want to get. Let's climb these stairs and find out who was talking over that intercom.



Alright, let's go in.


I don't know if you can see him considering how dark it is, and he is partially blocked from view by Boone. So, he isn't a ghoul after all. Then why was he calling us smoothskin?

"Hey, you're not a ghoul!"

"You pranks won't work on me, smoothskin. They won't work on Jason, either."

"Smoothskin? Your skin looks pretty smooth to me."

"Stop wasting my time, smoothskin. Go waste Jason's."

Okay then... That's weird...


So the ghouls have a lab going on in here. Obviously the feral ghouls haven't been a problem to them since we know from Fallout 3 that feral ghouls won't attack ghouls.


Kinda reminds me of that Brotherhood's Citadel labs from Fallout 3. Mostly because it's reused assets, but shhhsh.



This is the guy we want to talk to. He is kind of like a glowing one.


Oh great, a cult. Hopefully there won't be as many as Fallout 3.

"Have you come to help us complete the Great Journey?"

"Who are you?"

"I am Jason Bright, the prophet of the Great JOurney. All the ghouls you see here are members of my flock."

"Tell me more about these "demons"?"

"The demons appeared from nowhere... except it might be more accurate to say they never actually "appeared" at all. The demons are invisible. Where one of them stands, the most one sees is the air shimmering, like sunlight on water..."

Oh crap, they're invisible? Please don't tell me the demon's are deathclaws or cazadores.

"They set upon us as we were on our way to worship one morning. We had just entered the basement. My flock fought bravely, and killed a few, but at such cost. Nearly half of us died or went missing. The rest of us retreated up here. One of the demons raved at us, but they have not tried to atack us since."

Welp, that counts out deathclaws and cazadores...

Unless they're sentient invisible deathclaws and cazadores.

"Still, their demonic presence bought all progress towards the Great Journey to a standstill. But now you have come. Once again, the creator has sent a human to help us across a seemingly insurmountable obstacle."

Right...

"You say one of the demons "raved" at you?"

"Yes, over the intercom. Threats of death should we step outside, guarantees of safety should we stay locked away. It went on for hours, and did not always make sense. But that was the first day only. SInce then, silence. Will you drive away the demons, wanderer?"

Presumably the ghouls will probably more receptive to our demands if we help them out first. I suppose we could just shoot them, but that's not fun.

"I'll take care of the "demons" for you."

"Praise the creator. Bless you, wanderer! Bless us all! As soon as the undgeround has been rid of demons, preparations for the Great Journey can resume!"

What is this Great Journey anyway? Let's inquire about it.

"What's the "Great Journey"?"

"We wish to escape the barbarity of the wasteland, especially the violence and bigotry of it's human inhabitants. The creator has promised to my flock a new land: a place of safety and healing... a paradise in the Far Beyond. Preparations for the Great Journey were nearly complete when the demons appeared."

I suppose that's why you see Dead Bright Followers around different points on the wasteland, they all died trying to do little tasks for his Great Journey or whatever. They're in a couple of odd spots, their is a Bright Follower corpse in Primm Pass for example, have no idea why they would be there.

"How will you make the "Journey?"

"The means by which the Great Journey is to be accomplished are an article of faith, not to be discussed with outsiders."

Fine, be that way.

"What is this Far Beyond?"

"I have glimpsed it only in visions, wanderer, but what I have seen is truly miraculous. It is a place of light and healing, and I know in my soul that my flock will be safe there."

"What's the deal with the human who let me in?"

"You're referring to Chris. I doubt you had much luck if you tried telling him that's he human."

Come on, there has to be at least mirror around here that survived the apocalypse. Or he at least had to have caught his reflection on something at some point in his life.

"We had the same discussions when he first appeared, and the same lack of success. He believes he is one of us. Soon enough we realized that Chris was a gift from the creator. He is integral to the success of the Great Journey."

"I'll be on my way."

"Let me know when the underground has been rid of the demons."

Well, let's head back down to the first floor.


That is one strange looking super mutant. Wonder what these guys are doing here anyways?



That blood splatter is so welcoming, almost makes you feel right at home. Well, I guess we have no choice. Let's go down there and fight the "demons".
Did you have any trouble navigating the REPCONN Test Site building? What is your opinion on the level design in Obsidian games in general?
Some of their games have good level design. Others, like that underground maze in MotB.... well....

Not so much.
 

ChupathingyX

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Jun 8, 2010
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I never really had much trouble navigating areas in New Vegas.

The only time I ever really got confused was while trying to find the Sierra Madre snow globe.

Also, are you going to be taking any of the speech related perks? ("Confirmed Bachelor", "Lady Killer" etc.)
 

AlternatePFG

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Jan 22, 2010
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[HEADING=1]The Nightkin[/HEADING]​
Let's go fight the "demons" in the basement of the REPCONN building. Wonder what the demon's are anyway? Deathclaws, maybe? I mean, they have horns that make them vaguely look like demon's. Maybe some totally new enemy type that we haven't seen before?

Haha, no. Just a palette swap with a slightly different appearance.


The blood splattered door is always inviting. Hopefully it isn't as mazelike down there as it is up here.


What are these cots doing down here?


Oh god, it's another maze.

Yes, the REPCONN basement is pretty much just as bad as the upper levels of REPCONN. At least it's a smaller area, and you don't have to do much exploring down here anyways.


Hmm, before heading through that door, let's explore this area a bit more.


Oh great, even more crazy. Antler is that skull resting on the coffee maker on the right.

"An assassin, more like! I say kill it, Antler. For safe's sake! Huh? ...Okay, Antler. I'll ask. Hi, human. Why you come here?"

Bwuh? A super mutant that actually talks to you?

...

Oh wait, I forgot this wasn't Fallout 3. Yeah, the super mutants in this game are more in line with the super mutants from Fallout 2 in that some of them are actually intelligent and not bent on killing everything in sight. A refreshing change a pace, considering we killed enough super mutants in Fallout 3 to cause a genocide.

There still are super mutants bent on killing everything in sight, but I digress. This particular Super Mutant is called a Nightkin, Super Mutants who can go invisible and tend to get schizophrenia from the Stealth Boys they use. You probably won't find a single sane Nightkin in the game. In fact, Davison might be considered one of the more sane ones. Yeah.

"Are you all right? You sound... strange."

"I am in command of my faculties! In command of my troops! Antler guides me in all things! As I in turn guide my kin!"

"I came here on behalf of the ghouls upstairs."

"A human who is friend to ghouls? Suspicious. You mean the ones upstairs. Antler used intercom, told them stay put."

And you killed a bunch of them too, don't forget that.

"But they want to come down in basement anyways? I cannot allow. My kin are... not right in the head like I am."

Even crazier than this guy?

"They attack you on sight. Ghouls too. They crazy. Your ghoul friends have to wait until you find what Antler brought us to get."

"Maybe I can help."

"Good. Antler brought us here for a reason... Why was that, Antler? Right! A piece of paper. Shipment invoice. Hundreds of stealth boys, sent here a long time ago... But stealth boys must be in the one room we don't search yet - the one we can't search."

Here we go...

"Why can't you search the last room?"

"A ghoul. But not squishy like others. This ghoul is tough. I thought Antler said send my kin into that room, but three died. Ghoul is a crack shot and set traps too."

He is not kidding about him setting traps. There are a lot in there.

"After, I realize I heard Antler wrong. So I lock the door to keep kin out and wait for Antler to tell me what to do. Then you come along. Antler says you are solution."

"I'll find the StealthBoy stockpile for you if your kin will leave this place."

"Yes, Antler says we leave here as soon as we get Stealth Boys. Let me give you key. Antler had me lock the door. The ghoul inside not expecting a human. Maybe he don't shoot you. Maybe he will."

Well, let's go talk to that ghoul.


First, here is a better view of Antler.


I walk out of the room, and immediately hear Boone and ED-E fighting something. What?



We're getting charged by Nightkin. Uh-oh, this will probably piss Davison off. According to the wiki, as long as we don't kill all of the Nightkin, Davison won't attack us. We'll find out that I end up doing exactly just that.


They take a lot of damage.


They don't have any good loot, at least for us. They do drop Rebar Clubs, but those are heavy melee weapons that we really can't make any use of.


Back at that door, we need to go through it. Let's try to negotiate with whoever is behind there.


"Hey! You're not one of those things out there. Who the hell are you?"

"Jason sent me down here to get rid of the "demons."

"And I bet he told you it's the creator's will for you to risk your ass, instead of him, right? Well, good luck with that! I'd give you a hand, but no thanks. I may look like a corpse, but I'm partial to living!"

"How did you end up trapped down here?"

"First off, I'm not trapped. This was a tactical choice, all right?"

Does this guy just have a ton of mines and traps that he carries with him all the time?

"I'm no match for those things out there, so I found a good defensive position, and I've been defending it, right? ...Aw, who am I fooling? I'm trapped. Name's Harland. Pleased to meet you. What happened was, I was escorting folks down to work when those things attacked us. Most of the fight was upstairs, but some folks panicked and made for the basement. And I went after them. Well, turns out there were even more of those bastards down here than upstairs, and things went to shit fast. I couldn't find the others, so I fell back to this room and set up a nice little kill zone. End of story."

"You don't look like the other ghouls from Bright's group."

Instead of their robes, Harland wears the default traders gear.

"Guess the outfit gives that away, huh? I never did buy into that religious mumbo-jumbo with the robes and all that shit. It gets lonely out in the wastes, okay? And I don't have to tell you that Bright's group has got some fine-looking ghoulettes in it! Eh... or maybe I would have to tell you... Anyway, I helped them out, and they kept me supplied with ammo and pleasant company."

Pleasant? I dunno.

"How can I help you out of this room?"

"Ha! Well, you're polite, I'll give you that. If this was just between you and me, I'd do as you ask. But it's not. I had a friend with me when those mutant bastards came out of nowheres. She panicked and ran the wrong direction - further into the basement. She's probably dead, but I ain't leaving until I know for sure. I'd have gone myself, except I wouldn't last a minute out there. You, on the other hand, seem pretty resourceful. Find my friend, and I'll get out of your way."

I don't think there is an option to actually tell him why you need to get into the room, so I wonder why he says he'll get out of our way. I thought he just would assume that you are there to rescue him.

"I'll try to find your friend."

"Thanks. Let me know what you find out. Here's hoping she's okay."

Back into the maze.


I don't believe he lets you get any closer.



The Nightkin also have a stop sign wrapped around their arm, for some reason.


This is the room where the Nightkin are holding Harland's friend. It doesn't take long to get to this room, but it's very easy to get turned around in those corridors back there.


ED-E attacks Nightkin. That floating, flaming orb in the middle of the screen is ED-E, by the way.


...How did the Nightkin catch on fire?


Underneath here is the prison. I don't know whether this is laziness on Obsidian's part, or intentionally designed, but the grates here aren't grates at all. They're chain link fences.


All of the rooms down here are more or less empty.


You need the key from that Nightkin we just fought to get through this door.


Well, so much for Harland's friend. Let's make our way back to him.


"Yes, unfortunately."

"I see. Well, spare me the details. Damn it, I'm going to miss that crooked, yellow smile... All right, you did your part, so I'll do mine. Look around up here if you want. I'm going to make a break for topside."


Now, you're first instinct would be to charge right in here and start exploring. That would be a bad idea. The place is filled with traps.


Bear traps.


Mines hidden in the ground.


Rigged shotguns.

It's just generally not a good idea to just waltz in here.


FUCK

I forgot about the rigged computer.


Ow that hurt.



Harland left a decent amount of ammo and supplies up here for us just to take.



So, turns out the Stealth Boys aren't here. It's all just one big misunderstanding...

Let's chat with Davi-


Why is he hostile all of the sudden?


Well, guess he didn't like us killing all his friends. Oh well!


Here, take your fucking skull.


Back to Jason.


By the way, Harland joins back up with the ghouls up here. He has like one new line of dialogue, that's it.


Too bad you can't lie to him and tell him the Nightkin are gone when they really aren't. Ah, don't worry. There are plenty of evil dick options with this quest.

"The "demons" are gone."

"Praise the creator! And bless you, wanderer! The way is clear. I will lead my flock through the basement to the sacred site! I hope you will come find us there, wanderer! There is much to be done."


They all just start dashing into the basement.


Back at the room where Davison was, let's check out what was behind him.


We're now going even lower into REPCONN and down into the sewers. Before you start with the "Oh great, a sewer level", it's just like a few corridors with no enemies.

Not saying that this game doesn't have sewer levels. The REPCONN Test Site feels like a sewer level regardless of the fact that it's a building.



A surprisingly well lit sewer...


Lots of side rooms in here with a whole lot of nothing. Expect that to be a runnning theme with this game.



At the end of tunnel is Jason.


No, not wanderer. Courier.

"I want you to know that we will remember for all eternity how you delivered us to the threshold of the Great Journey. Our preparations are nearly complete, but the rockets that will carry us to salvation are yet missing vital components. If you would still help us, wanderer, speak to Chris. He can tell you what is missing."

I'm sure these 200 year old rockets will still be perfectly operational and not immediately crash, explode or burst into flames.

"There is no way that we can thank you enough, wanderer. Your arrival here was a blessing. We will remember you always."

"Are you seriously going to make you "Great Journey" on those rockets?"

"Yes. The rockets will convey us to our promised land in the Far Beyond. Vision upon vision has confirmed it."

"Those rockets will convey you and your flock straight into the ground!"

It's funny, because one of the epilogue endings for Novac confirms that they at least survived their "Great Journey".

"I understand your concerns, friend, and I thank you for voicing them. But the creator's will for us has been made manifest."

"Let's talk about Chris."

"After all that you have done for us, I suppose you deserve to know everything... When Chris came to us, we tried to convince him that he was human. But this only angered him. He seemed... lost. We decided to let him stay with us for a few days, over the course of which we learned that his technical skills far surpassed our own. It became clear that the creator had sent him to us, to ensure the success of the Great Journey. Equally clear was that Chris should labor in blessed ignorance of his humanity, and his inability to make the journey himself. It is no coincidence that two humans have been vital to the success of the Great Journey. It is my belief that the creator sent you and Chris to expiate the sins of your kind against mine. You are redeemers both."

"So you're going to leave Chris behind?"

"Such is the creator's will. Vision upon vision has shown me that, were Chris to accompany us, he would die in minutes. The radiation around the launch pad alone would kill Chris in minutes. The radioactivity of the Far Beyond is much stronger."

Where is this Far Beyond anyways? It would be funny if they crash landed right next to Tenpenny Tower-

Oh wait. Everyone there is dead. Well, it's been a few years since then, I'm sure some new people moved into it.

"Well, it's none of my business."

"Chris shall be declared the Saint of the Great Journey before we depart. I hope this will ease his sadness..."

"Goodbye, Jason."

"This is no way that we can thank you enough, wanderer. Your arrival here was a blessing. We will remember you always."


"How can I help?"

"I was close to completing work on the rockets before we were driven into hiding on the top floor. Two components were missing: a quantity of Isotope-239 igniting agent, and a set of thrust control modules. The igniting agent is highly radioactive, and decays quickly. That's why we can't use the drums that leaked down on the launch pad. It's no longer potent enough. I need you to find an intact, shielded container of the igniting agent. As for the thrust control modules, they were custom-built for these rockets. They won't even launch without them."

"I'll track down the igniting agent."

I don't know why they had to pad this already decently lengthy quest with a fetch quest.

"Very well. We don't need a huge amount. Two to three liters should be enough."

Alright, let's get on that then. Hopefully we won't get cancer in the process.


This ladder leads back outside.


Well, now it's time to get that crap Chris needs. Fetch quest ahoy!
How did you resolve this quest your first time through the game? Did you manage to keep Davison from attacking you?

(I was really perplexed by this, in my first playthrough I was able to keep both Harland and Davison alive.)
 

MinimanZombie

New member
Apr 8, 2011
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AlternatePFG said:
How did you resolve this quest your first time through the game? Did you manage to keep Davison from attacking you?

(I was really perplexed by this, in my first playthrough I was able to keep both Harland and Davison alive.)
My first time? I tried to sneak in, nightkin found me. Then when I went to see Davison, he attacked me which confused me but seems obvious in retrospect. In fact, on my first playthrough I didn't even know Harland was there. I did manage to find his dead girlfriend by accident though. Also are you going to try and tell Chris he really is a human?
 

putowtin

I'd like to purchase an alcohol!
Jul 7, 2010
3,452
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AlternatePFG said:
Underneath here is the prison. I don't know whether this is laziness on Obsidian's part, or intentionally designed, but the grates here aren't grates at all. They're chain link fences
Makes sense with the general make do and mend attitude that is fallout, "what can we use to build a makeshift prison? Chain link fences!"

AlternatePFG said:
Well, now it's time to get that crap Chris needs. Fetch quest ahoy![/spoiler]How did you resolve this quest your first time through the game? Did you manage to keep Davison from attacking you?

(I was really perplexed by this, in my first playthrough I was able to keep both Harland and Davison alive.)
In two words, Stealth Boys!
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
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0
AlternatePFG said:
[HEADING=1]The Nightkin[/HEADING]​
Let's go fight the "demons" in the basement of the REPCONN building. Wonder what the demon's are anyway? Deathclaws, maybe? I mean, they have horns that make them vaguely look like demon's. Maybe some totally new enemy type that we haven't seen before?

Haha, no. Just a palette swap with a slightly different appearance.


The blood splattered door is always inviting. Hopefully it isn't as mazelike down there as it is up here.


What are these cots doing down here?


Oh god, it's another maze.

Yes, the REPCONN basement is pretty much just as bad as the upper levels of REPCONN. At least it's a smaller area, and you don't have to do much exploring down here anyways.


Hmm, before heading through that door, let's explore this area a bit more.


Oh great, even more crazy. Antler is that skull resting on the coffee maker on the right.

"An assassin, more like! I say kill it, Antler. For safe's sake! Huh? ...Okay, Antler. I'll ask. Hi, human. Why you come here?"

Bwuh? A super mutant that actually talks to you?

...

Oh wait, I forgot this wasn't Fallout 3. Yeah, the super mutants in this game are more in line with the super mutants from Fallout 2 in that some of them are actually intelligent and not bent on killing everything in sight. A refreshing change a pace, considering we killed enough super mutants in Fallout 3 to cause a genocide.

There still are super mutants bent on killing everything in sight, but I digress. This particular Super Mutant is called a Nightkin, Super Mutants who can go invisible and tend to get schizophrenia from the Stealth Boys they use. You probably won't find a single sane Nightkin in the game. In fact, Davison might be considered one of the more sane ones. Yeah.

"Are you all right? You sound... strange."

"I am in command of my faculties! In command of my troops! Antler guides me in all things! As I in turn guide my kin!"

"I came here on behalf of the ghouls upstairs."

"A human who is friend to ghouls? Suspicious. You mean the ones upstairs. Antler used intercom, told them stay put."

And you killed a bunch of them too, don't forget that.

"But they want to come down in basement anyways? I cannot allow. My kin are... not right in the head like I am."

Even crazier than this guy?

"They attack you on sight. Ghouls too. They crazy. Your ghoul friends have to wait until you find what Antler brought us to get."

"Maybe I can help."

"Good. Antler brought us here for a reason... Why was that, Antler? Right! A piece of paper. Shipment invoice. Hundreds of stealth boys, sent here a long time ago... But stealth boys must be in the one room we don't search yet - the one we can't search."

Here we go...

"Why can't you search the last room?"

"A ghoul. But not squishy like others. This ghoul is tough. I thought Antler said send my kin into that room, but three died. Ghoul is a crack shot and set traps too."

He is not kidding about him setting traps. There are a lot in there.

"After, I realize I heard Antler wrong. So I lock the door to keep kin out and wait for Antler to tell me what to do. Then you come along. Antler says you are solution."

"I'll find the StealthBoy stockpile for you if your kin will leave this place."

"Yes, Antler says we leave here as soon as we get Stealth Boys. Let me give you key. Antler had me lock the door. The ghoul inside not expecting a human. Maybe he don't shoot you. Maybe he will."

Well, let's go talk to that ghoul.


First, here is a better view of Antler.


I walk out of the room, and immediately hear Boone and ED-E fighting something. What?



We're getting charged by Nightkin. Uh-oh, this will probably piss Davison off. According to the wiki, as long as we don't kill all of the Nightkin, Davison won't attack us. We'll find out that I end up doing exactly just that.


They take a lot of damage.


They don't have any good loot, at least for us. They do drop Rebar Clubs, but those are heavy melee weapons that we really can't make any use of.


Back at that door, we need to go through it. Let's try to negotiate with whoever is behind there.


"Hey! You're not one of those things out there. Who the hell are you?"

"Jason sent me down here to get rid of the "demons."

"And I bet he told you it's the creator's will for you to risk your ass, instead of him, right? Well, good luck with that! I'd give you a hand, but no thanks. I may look like a corpse, but I'm partial to living!"

"How did you end up trapped down here?"

"First off, I'm not trapped. This was a tactical choice, all right?"

Does this guy just have a ton of mines and traps that he carries with him all the time?

"I'm no match for those things out there, so I found a good defensive position, and I've been defending it, right? ...Aw, who am I fooling? I'm trapped. Name's Harland. Pleased to meet you. What happened was, I was escorting folks down to work when those things attacked us. Most of the fight was upstairs, but some folks panicked and made for the basement. And I went after them. Well, turns out there were even more of those bastards down here than upstairs, and things went to shit fast. I couldn't find the others, so I fell back to this room and set up a nice little kill zone. End of story."

"You don't look like the other ghouls from Bright's group."

Instead of their robes, Harland wears the default traders gear.

"Guess the outfit gives that away, huh? I never did buy into that religious mumbo-jumbo with the robes and all that shit. It gets lonely out in the wastes, okay? And I don't have to tell you that Bright's group has got some fine-looking ghoulettes in it! Eh... or maybe I would have to tell you... Anyway, I helped them out, and they kept me supplied with ammo and pleasant company."

Pleasant? I dunno.

"How can I help you out of this room?"

"Ha! Well, you're polite, I'll give you that. If this was just between you and me, I'd do as you ask. But it's not. I had a friend with me when those mutant bastards came out of nowheres. She panicked and ran the wrong direction - further into the basement. She's probably dead, but I ain't leaving until I know for sure. I'd have gone myself, except I wouldn't last a minute out there. You, on the other hand, seem pretty resourceful. Find my friend, and I'll get out of your way."

I don't think there is an option to actually tell him why you need to get into the room, so I wonder why he says he'll get out of our way. I thought he just would assume that you are there to rescue him.

"I'll try to find your friend."

"Thanks. Let me know what you find out. Here's hoping she's okay."

Back into the maze.


I don't believe he lets you get any closer.



The Nightkin also have a stop sign wrapped around their arm, for some reason.


This is the room where the Nightkin are holding Harland's friend. It doesn't take long to get to this room, but it's very easy to get turned around in those corridors back there.


ED-E attacks Nightkin. That floating, flaming orb in the middle of the screen is ED-E, by the way.


...How did the Nightkin catch on fire?


Underneath here is the prison. I don't know whether this is laziness on Obsidian's part, or intentionally designed, but the grates here aren't grates at all. They're chain link fences.


All of the rooms down here are more or less empty.


You need the key from that Nightkin we just fought to get through this door.


Well, so much for Harland's friend. Let's make our way back to him.


"Yes, unfortunately."

"I see. Well, spare me the details. Damn it, I'm going to miss that crooked, yellow smile... All right, you did your part, so I'll do mine. Look around up here if you want. I'm going to make a break for topside."


Now, you're first instinct would be to charge right in here and start exploring. That would be a bad idea. The place is filled with traps.


Bear traps.


Mines hidden in the ground.


Rigged shotguns.

It's just generally not a good idea to just waltz in here.


FUCK

I forgot about the rigged computer.


Ow that hurt.



Harland left a decent amount of ammo and supplies up here for us just to take.



So, turns out the Stealth Boys aren't here. It's all just one big misunderstanding...

Let's chat with Davi-


Why is he hostile all of the sudden?


Well, guess he didn't like us killing all his friends. Oh well!


Here, take your fucking skull.


Back to Jason.


By the way, Harland joins back up with the ghouls up here. He has like one new line of dialogue, that's it.


Too bad you can't lie to him and tell him the Nightkin are gone when they really aren't. Ah, don't worry. There are plenty of evil dick options with this quest.

"The "demons" are gone."

"Praise the creator! And bless you, wanderer! The way is clear. I will lead my flock through the basement to the sacred site! I hope you will come find us there, wanderer! There is much to be done."


They all just start dashing into the basement.


Back at the room where Davison was, let's check out what was behind him.


We're now going even lower into REPCONN and down into the sewers. Before you start with the "Oh great, a sewer level", it's just like a few corridors with no enemies.

Not saying that this game doesn't have sewer levels. The REPCONN Test Site feels like a sewer level regardless of the fact that it's a building.



A surprisingly well lit sewer...


Lots of side rooms in here with a whole lot of nothing. Expect that to be a runnning theme with this game.



At the end of tunnel is Jason.


No, not wanderer. Courier.

"I want you to know that we will remember for all eternity how you delivered us to the threshold of the Great Journey. Our preparations are nearly complete, but the rockets that will carry us to salvation are yet missing vital components. If you would still help us, wanderer, speak to Chris. He can tell you what is missing."

I'm sure these 200 year old rockets will still be perfectly operational and not immediately crash, explode or burst into flames.

"There is no way that we can thank you enough, wanderer. Your arrival here was a blessing. We will remember you always."

"Are you seriously going to make you "Great Journey" on those rockets?"

"Yes. The rockets will convey us to our promised land in the Far Beyond. Vision upon vision has confirmed it."

"Those rockets will convey you and your flock straight into the ground!"

It's funny, because one of the epilogue endings for Novac confirms that they at least survived their "Great Journey".

"I understand your concerns, friend, and I thank you for voicing them. But the creator's will for us has been made manifest."

"Let's talk about Chris."

"After all that you have done for us, I suppose you deserve to know everything... When Chris came to us, we tried to convince him that he was human. But this only angered him. He seemed... lost. We decided to let him stay with us for a few days, over the course of which we learned that his technical skills far surpassed our own. It became clear that the creator had sent him to us, to ensure the success of the Great Journey. Equally clear was that Chris should labor in blessed ignorance of his humanity, and his inability to make the journey himself. It is no coincidence that two humans have been vital to the success of the Great Journey. It is my belief that the creator sent you and Chris to expiate the sins of your kind against mine. You are redeemers both."

"So you're going to leave Chris behind?"

"Such is the creator's will. Vision upon vision has shown me that, were Chris to accompany us, he would die in minutes. The radiation around the launch pad alone would kill Chris in minutes. The radioactivity of the Far Beyond is much stronger."

Where is this Far Beyond anyways? It would be funny if they crash landed right next to Tenpenny Tower-

Oh wait. Everyone there is dead. Well, it's been a few years since then, I'm sure some new people moved into it.

"Well, it's none of my business."

"Chris shall be declared the Saint of the Great Journey before we depart. I hope this will ease his sadness..."

"Goodbye, Jason."

"This is no way that we can thank you enough, wanderer. Your arrival here was a blessing. We will remember you always."


"How can I help?"

"I was close to completing work on the rockets before we were driven into hiding on the top floor. Two components were missing: a quantity of Isotope-239 igniting agent, and a set of thrust control modules. The igniting agent is highly radioactive, and decays quickly. That's why we can't use the drums that leaked down on the launch pad. It's no longer potent enough. I need you to find an intact, shielded container of the igniting agent. As for the thrust control modules, they were custom-built for these rockets. They won't even launch without them."

"I'll track down the igniting agent."

I don't know why they had to pad this already decently lengthy quest with a fetch quest.

"Very well. We don't need a huge amount. Two to three liters should be enough."

Alright, let's get on that then. Hopefully we won't get cancer in the process.


This ladder leads back outside.


Well, now it's time to get that crap Chris needs. Fetch quest ahoy!
How did you resolve this quest your first time through the game? Did you manage to keep Davison from attacking you?

(I was really perplexed by this, in my first playthrough I was able to keep both Harland and Davison alive.)
I wasn't aware you could keep the nightkin alive. I just shot them. They looked evil, so I shot them.
 

AlternatePFG

New member
Jan 22, 2010
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MinimanZombie said:
AlternatePFG said:
MinimanZombie said:
Also are you going to try and tell Chris he really is a human?
Not in this current run through the game, but I definitely will at a later point.
Ah fair enough. Also, did you pick up the space suit?
Forgot to. I'll probably pick it up later.

So I was thinking of doing the first DLC after getting into The Strip and chatting with Benny. Not necessarily after we get the Platinum Chip back, but I do want to get most of Act 1 out of the way before we start the DLC. What do you guys think?