Throwdown in Junktown. Fallout Chapter 7!

Last time on Fallout, y’all decided to side with the good, handsome lawman that asked kindly for our help over the evil fat jerk that threatened us. I know it was a hard choice for you all. But one that I’m happy to see through.

So, we head on over to Killian, and let him know the good news. We got Gizmo’s confession, courtesy of the recorder we were wearing when he hired us to kill the mayor/shopkeeper. For that, Killian offers us our choice from a number of different rewards. Not quite the ‘anything in the store’ he promised. In fact, outside of the stimpaks, everything he offers is something that we already have and couldn’t get any more use out of. So yeah, for finally breaking the stalemate that has locked Junktown down for who knows how long, he gives us like five of the most basic healing item in the game. Woo.

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He follows by asking us if we’d like a piece of the action in taking down Gizmo, to which we respond that we’d love the chance to see the fat guy try to walk. With that, we head out.

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Unfortunately, we never get the chance to see that through. Killian gathers the guard, storms into Gizmo’s office, and announces that Gizmo is going for a long trip downtown. Gizmo decides that he’d rather not, so he pulls out a gun and fires a shot into Killian. All from behind his desk. The guy in fact never leaves that desk at all, so no walking for him.

In any case, Killian and his guards return fire on Gizmo. Athena takes aim at Gizmo’s bodyguard, Izo, and nails him in the head. Izo is a pretty simple combatant, no weapons, no items, nothing special, just pure physicality to him. He might be dangerous, if we didn’t find metal armor long before we’d be able to get it if we hadn’t taken on the raiders. As is, he strikes at us twice in his turn, neither of which break past our armor class.

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The guards and Killian continue the firefight with Gizmo while Dogmeat and Athena take on Izo. Athena knocks him down with a critical hit, and Dogmeat closes in and finishes Izo off herself. Next turn, a shotgun blast blows Gizmo’s chest out of him, and the crime lord is down.

This gains us the good well of most of the justice-styled folks in the town, as well as enough experience points for another level. We’ll be waiting until it’s night to level up, for the extra skill points that come as Athena’s intelligence rises. We’ve got some business in town before then, however.

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So hey, you remember Tycho, the desert ranger at the bar who taught us some stuff about survival? We check in with him, and tell him that Killian has asked us to clean up the town, and he’s all to happy to join up. He suggests we start by taking down Gizmo. Yeah… I guess we could have picked him up after turning in Gizmo’s recording, but I’ve always remembered his recruiting criteria as being after we take down the plus-sized crimelord.

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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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