Part 12: Not enough tickets to paradise
Not enough tickets to paradise
Last time we made our first strike against the shadows and solved everyone's problems.
This time we will accompany a group of people on the journey to paradise, or so they told us.
Off to paradise!

It doesn't look like paradise here...

But the map also shows us that we have a long road ahead.
After some steps, a wild cutscene appears.




You may notice a slight inconsistency between his face and model.

Seems like we got another mystery at our hands. You can choose different dialog routes but they all lead to the same outcome.

The mute merc turns hostile after Seagull's plan.

Keno goes for the CQC snipe.


Nevermind the five liters of water each of my crew has.



Oh man. DAT FACE
So with this sorted out, we just have to continue along the dried road. Abraham yells at me a couple of times because he wants to go east, despite the road leading straight to our objective.

This still doesn't look like paradise.

Two bears casually saunter in during a small cutscene.


Stealth-action gameplay.


Yeah!

The group moves into the place, while we get left behind and have to click there.

Wat..

What a twist!



Ah fuck!



Standoff!

The others don't even pull guns and just stand around...


This is scripted, believe me I tried. He just keels over when you kill the last guy.
At least we can really look at the map now.

This is a state park with a swimming bath!
Initially I wanted to make a joke about how the apocalypse makes you stupid. But really, seeing how old he is, he probably just went weird after the collapse and got obsessed.

Let's still take a quick look at the place.

This is a restaurant. There's tables and stuff up there.

The pool.

The fitness area. There are treadmills and a bench up there.
Despite this being a total bust, there's still stuff to do around here.

Remember that video with the bike animations?

In the lower part of the map is a camp of Indians.


We could start a fight now, but I prefer doing the quest.
A cutscene leads us into the camp.

The village chief approaches us, looking equally stern.












Let's search for clues!

There are several robbed graves, and you have to investigate all of them.

IC? That doesn't help in any way.
Now, this quest was changed along the way. Initially you could only find out who did it, if you went to certain place close to midnight. But in this version you can also get on with this during the day.
On another part of the map I find this.

IC, huh? Also he is dancing like an idiot.








There are some different outcomes, but I decide to be a good boy and turn him to the Indians.

I wouldn't be so sure.


True to his word, one of the Indians bolts over to Ian.





And that's that.
From his corpse I can grab something special.

This is the only place, to my knowledge, where you are guaranteed to find this. It may show up at a vendor, but seeing how random they are, I can't say for sure. There are also binoculars for daylight, which are pretty common.
To finish this map, I walk back into the camp and chat up a little boy.







You can find a chain on this map, or Butch could whip one up if I had the parts.


She looks a little tall...






It's hard out here for a pimp.




Reach for the stars, kiddo!

Agnes leveled after this and finally maxed survival. I choose "Will to survive" as her last talent. It is a group buff which raises Hp by 10% for five minutes. Quite handy for some battles.
It's very easy to overlook, but you can talk to some of the Indians and get more fluff on the group, the other tribes and how the Indians fared after the collapse. If people want this, I'll make a short info dump. So speak up if you want.
I think this is enough Indian lore for now.

I leave this map and take care of micro management. I move my cars and stashes to Copper Hill as we will operate in this area for a bit longer. Also I make a trader run and get a few pieces of armor, ammo and a Barrett 50 Cal.

After that I re-quip my squad to better deal with the next area.

Seagull brings the 40mm launcher. To blow shit up.

Agnes upgrades to the P-90(Valkyrie). It has decent range and can take armor piercing rounds. Also I've taped a laserpointer to it.
Victor brings all the remote C4 I still have. Three charges will be just right.
Butch whips out the MG 3! It does what you expect, spray bullets everywhere with insane speed.
Ivana sports an RPK. I first thought about a 5,56mm MG but I have all this 5,45mm around and no other use for it. Also Russian guns fit her more.
Keno ditches the crappy MP and grabs an HK CAWS. That's an automatic shotgun, you philistine.

Why do I do all this? Well you have to wait until next time.

Next time: Your dad died like a pussy!
Note: The next update will come soon, with more optional stuff. There also won't be a roundup for those as I don't miss stuff and try to show the area during the update. Agnes's gun is named, but Butch's MG 3 is still a virgin. Ivana will not use that RPK again so don't worry, but she can still use a name for her real MG. Keno can still use a name for the shotty and some rifles. Don't feel obligated though, if there are no pitches in like a week from now, I'll make em up.