Who run Junktown? Fallout Chapter 6

Last time around, we watched as Athena tried to be the big hero, succeeded in saving two people, but lost her best ever friend in the process. Funny how that keeps happening to her. And me. Best friends dying all over the place, reminds me of the Dark Souls run we did. Maybe she can make a new best friend though! Is it possible? Is Athena as shallow as Exodus was, to be making best friends at the drop of a hat? Find out today!

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So, we’re done with Shady Sands. Done. Never going back. Until Fallout 2, at the very least, but that’s not for what, 90 more years? Never. Going. Back. We’re no closer to getting a water chip than we were when we left the vault, so it’s time to go onward for more information. Our next target is one of the places Ian, rest his poor soul, clued us into, Junktown. It takes us a good couple days walking to reach.

We get there, and first thing is the guard complaining about the gun we’re carrying around. Athena’s pretty nice, so she puts it in her pocket and chats with the guard. Local law is that you don’t draw a weapon except in self defense, in which case, it’s frontier justice. Seems fair to me. After we appease the guard as such, we start to walk in through the town gate made of wrecked cars. It’s a pretty cool gate, really.

The guard stops us. Again. Apparently, they don’t let people in at night, for no real reason. There’s no curfew or anything, they’re totally fine with you walking around at night, they just don’t want you walking around town. Luckily, Athena, the woman who approached them with a high caliber gun in hand wearing bloodstained spiky metal armor and who just recently lost the only friend she made on the wastes and might be a little unhinged due to that manages to convince the guard that she’s totally harmless, so he lets her in.

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This would be really cool if there were anything at all to do in Junktown at night. But there isn’t so we just wander around.

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