Part 6: A Crazy Adventure, Surely
The Muffinlord posted:
Anyways, apologies if I missed it, but are you planning to do the DLC? I can only hope that some day we get to see our cold-blooded sciencemancer running around with the single baddest "energy" weapon in the game. Y'know, so you can dominate everything, making you the Lizard Wizard Gauss Boss.
Funny you should mention that.
A Crazy Adventure, Surely
So something just dawned on me. This guy in Moriarty's was fucking with a box. He called it a radio. I didn't know what to make of it, but apparently it was broken.
I've even come across a few boxes like that in my travels, but I always just pushed the button to turn it off, because it was the old guy talking about his old empire of America.
When Dogbrows attacked that floaty metal sound sphere, I got a chance to think. Y'know, instead of charging at it like I usually have to. And I finally made the connection. They're radios, too.
So, out of blind curiosity, I tried that little "Radio" menu on my Pip-Boy. There was this...list of sounds, I guess you'd call it? I recognized the Enclave one as the one with the old man, but one stuck out to me. The name sounded cool, mostly.
It was incompehensible and fuzzy.I realized, with a bit of fiddling around, that I could set my compass to wherever the radio stuck out.
I got to test that "repellent" on a Mole Rat or two. It was effective. Lethally effective!
Side note: Dogbrows is fucking insane.
There's the source of the gibberish! Some crashed airship. Apparently it's radioactive, too.
Safety first!
Erm.
I'm not doing this I swear.
Δᄣф♧▧뺆¥§^#¶
...hi?
¤憧╥◑◦♣い◄!!
That hardly seems HNNNNNNNNNNNNG!
Full disclosure, here: I'd heard secondhand talk of some neat weapons near the downed alien ship here, but I had no idea that I'd literally be snatched into this DLC setting without being asked.
My mouth tastes a bit like lasers, but I can't complain.
'Bout time you woke up. I was starting to think maybe they'd fried your brains or something. You got a headache, right? Don't worry, that'll get better. I don't know if it'll matter, but it'll get better.
Who are you? What are you doing here?
Me? I'm the same as you, I figure. Went pokin' around someplace I shouldn't have, and now I'm payin' for it. So you and me? We're stuck here, until they decide they want to prod us some more, or worse. Look, I don't know why they put you in here with me. Maybe it's another experiment. Not like I can ask them to find out. But since you asked, name's Somah. Beyond that, I'm thinkin' not much matters if we're gonna stay stuck in here.
Perhaps, then, we should focus on unsticking ourselves.
I've been here for a while, but haven't found a way to- sec
...welp. Better him than us.
(She's right. That field looks pretty unassailable.)
So, any ideas yet?
Well, I know they're watching us, and they seem to want to keep us alive. I say we stage a fight. If the guards- WHEN the guards come, we take 'em out.
Sure, seems cliched enough to work.
Argh. Grr. This-is-a-real-fight.
Just as planned.
ZA NIRN.
Wumph.
Then we each grabbed one of those fancy science batons and smacked the shit out of their buddy.
And we're off! It bears mentioning that Somah is unhelpful, uninteresting and ungrateful, though she participated in a plot event. In other words, not much better than the hangers-on in Vvardenfell.
Archways like the one I just stepped into, on the other hand, are quite interesting indeed! They heal you, and five seconds later they're ready to heal you again! Indeed, they're everything that Somah isn't: helpful, glowy and quiet.
Anyway, soon enough we come to a door.
There's two things of note here. The first is the array of fancy equipment here.
Sally is a little girl trapped in a cell down the hall. Apparently she's a genius, because she tells us exactly how to destroy the generator powering her cell. Basically, turn off the cooling units. Makes sense!
Thanks, Penny fucking Gadget.
Anyway, Penny can crawl through holes and unlock doors that the game demands us not to open for ourselves. I'd call her useful, but really, she's just another sidekick.
She also has a backstory. Welcome aboard, Clever Plucky Child.
Anyway, there's an alien guarding something in that room.
And now he's dead. Now, let's see what's in this space ice cream cooler.
In keeping with RPG tradition, it's all our stuff. You may also notice that I picked up a crystal. These are valuables and nothing more.
And behind fridge number two...
A plasma pistol! What can I say? It's a straight upgrade from the Laser Pistol.
And so we move on. Next time we'll find aliens, party members, and something hilariously powerful.