Last time, on Aether cruises through Fallout, we… I don’t even remember. Something about going home again. You can read it. We’re not concerned about past. We only look towards the future. And the future, for us, is the Hub.
We embark from Vault 13 and make the long trip south. A long way. It takes a couple of days to reach it. We only know where the Hub is because of Ian; he told us where to find it, a while ago. It’s about half a day south of Junktown, and since we went back to the beginning to visit the Vault, we have to travel everything we’ve done all over again.
The only real obstacle we run into on the way there is a single Radscorpion. Which by this point is not an obstacle at all. I only include it to commemorate the fact that it manages to poison Athena. It’s true! It manages to get the drop on us, and the only attack it makes before Athena and crew blow it away manages to both get past Athena’s defenses and actually poison her! This is exciting! I rarely ever see this happen! Entire games will go by, and I don’t have to think about poison. Of course, we’re carrying around 10 antidotes because I haven’t bothered selling them off yet, so it’s no matter for us to cure it, but still! It’s like winning the lottery. Of discomfort. Yeah. We don’t even loot the scorpion’s corpse, we just leave it there as a monument to this unique moment.
Oh, and also, it’s been 50 days since we left the Vault, I think. Our Pipboy gives us a helpful reminder that everyone we’ve ever known and loved will soon die unless we find some way to rescue them by tracking down a lonely little water chip in this awful, awful wasteland. You know, in case we forgot.
Which we didn’t, for your information.
And then, we’re at the Hub! The thriving metropolis, largest city in the Pacific Wasteland, headquarters of nearly all organized traders in the wastes. They control the economy of the region, most commerce flows through here at some point, and this is the closest thing the wasteland has to a pre-war style city.
We walk in there, and it’s surrounded by farms. Two headed cows and weird mutated corn as far as the eye can see. I gotta say, I really love that Fallout thought about agriculture. Most games only give it a passing sidequest where you have to save the odd bumpkin from some ghost of his daughter’s uncle or some thing, but you see agriculture all over the place here.
We also bump into a caravan that’s in the process of leaving town, hitching their wagons made from the scavenged flatbeds of pre-war vehicles up to their brahmin, the two-headed cows that serve as the livestock out here. We chat up the security guard, and get some deets on the place. Apparently, we can buy pretty much anything here. Including water. You know, if they can get fresh water here, mayhaps they’d have an idea of where we can pick up a water chip.
After that we break into some random guy’s house in the middle of the night and start quizzing him about the layout of town. He’s a surprisingly good sport about it. He tells us were to find all the necessities in town, such as the police station, the general store, and most important of all, the local bar. He also tells us that we passed by someone from the sheriff’s office who would have filled us in on all that, but we didn’t because it’s 10:00 p.m. And all the sensible people are in bed and not breaking and entering in order to ask for directions.
Athena’s a night person, remember. You guys all picked it and everything. This is what she do.