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



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.










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.



















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.