Dirty Deeds in Fallout

Last time, y’all decided that our dear, sweet, lovely Athena, so new to the cruelties of the wasteland, so innocent to the horrors of life, only ever wanted to make it a better place to live, was going to be a down and dirty thief. Such a heel turn. And frankly, I’m ashamed of you all. How could you do that to her? Turn someone who so far had never done anything foul against anyone that didn’t deserve it into someone who would willingly violate the sanctity of someone’s home, take something precious and irreplaceable to them, and hand it over to someone else for nothing other than a handful of bottlecaps? I hope you all feel really bad with yourselves.
Which is to say, I actually already did this in the same session I was doing everything else last update, so I’m really glad you voted the way you did.

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But before we get to our Dirty Deeds Done Dirt ExpensivebecauseAthenadon’tcomecheap, let’s get some errands out of the way. First off, we check with Jasmine, a member of the Circle of Thieves on our way out the door. She hands us some flares and a lockpicking kit to get ready for the job ahead of us. We already have a lockpicking kit, and I don’t know what we’re supposed to do with flares given that we’re operating in the shadows now. Vendor trash, the both of them.
She also warns us not to do anything against Hightower, our little thieving target here, other than take his stuff. He’s apparently really good to the Circle of Thieves. He doesn’t know it, but he is. If he gets iced and someone with better security takes his place, they’ll be out money. So peace and discretion is the name of the day. Sort of.

We leave the circle, and start heading back towards central The Hub. On the way there, you remember the building I mentioned last time that has several toughs we’re not yet strong enough to handle? One of them sees us through a window as we pass by, and the entire group of way higher-leveled and better equipped enemies pile onto us. Uh…. that wasn’t supposed to happen.

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And look, I know I’ve had some fun getting Athena into and out of situations she’s barely specced to handle, but not this one. This one doesn’t go well. Continue reading

The Fallout Legend-Killer

Man, it’s been a while, hasn’t it. Let’s go ahead and correct that.

So, last time on Aether and the Falling Outs, Athena killed some people for money. And this was a good things. Let’s see if we can keep that momentum going, shall we?

Also, Butch, master of the Far Go Traders, asked us to investigate why his caravans are going missing. We suspect a completely unproven urban legend that all the sensible people we know think is completely bonkers. That one chatty woman that buys our corpse-lootings suggested we check with a couple of people on the east side of town for more info, so let’s do that.

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The east side of town… not the best. There is a conspicuous lack of police presence in these parts. And the Hub is the biggest population center in this section of the wasteland. Which means it has a lot of crime, and outside of Decker, a lot of them are hanging out here. Case in point, this building. Full of guys. Bad guys. Specifically, bad guys who are both stronger and more numerous than we are right now, and who will immediately attempt to kill us if we indulge out natural player curiosity and attempt to look at everything in the game. This building will be important for us later on, but it’s a little too much for us to handle right now. So lets leave it alone for a bit, shall we?

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Instead, we head south a bit, and talk to this guy. Uh, sorta.

He’s what they used to call ‘touched by the gods’. Has an alternate view of the world. He suggests we go inside. Talk to Harold. This next guy.

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This guy. He is important. You won’t know this now. But you might have seen him if you’ve played later games in the series. He, or at least some person pretending to be him (Fallout Tactics is a weird one) has been in every single Fallout game released between this one and Fallout 3. Continue reading