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Arizona Rangers


silencer_pl

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So we helped the miners, now we can go to that radio tower. And yep it is infected with tiny robots. But don't let the size fool you, those robots pack quite a punch. With level we also found a hidden cave with few Honey Badgers and a chest.

 

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Back in Citadel we go to the brig and persuade Baychowski that we will free him and Jailer that Baychowski is needed for investigation.

 

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Baychowski tells us, that the rad suits are in nearby RV, so we move there. On our way, we get a call from General Vargas. He wants Baychowski back as soon as we are done with him.

 

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The suits were there alright, but General is more nicer guy, so sorry Baychowski it's back to the brig for you again. We are almost ready to go to Damonta, but there are 3 more places to go.

 

Remember Robert, that we persuaded to go back to his sister in Rail Nomads Camp. His story did not end right there. When we visit him in his house, we will witness and interesting visit. Robert and his sister tell us about his past, how he was an addict and she helped him. She had to borrow money from not so friendly guy - Pitbull. You should remember him, when he was mentioned in the sort of slave pens back in Happy Valley. Yep he has come to claim his "lost slave". And of course since we are here, there is a problem. We won't allow it.

 

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Pitbull had an advantage of being first in the fight - he made quite a damage but all in all he was just 1 man and couldn't withstand 7 of us.

 

Right so this is why we have came here. Now there are 2 more places to go.

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We have finished everything in Rail Nomads Camp - we will visit it only for re-supply when we will return from the trip we will have now.

 

We were asked to take a look into the local Squeezins Distillery. When we arrive, we see angry mob of hobos attacking the workers. Having Scotchmo with, quickly resolves the situation in peaceful way, by reminding them the hobo code.

 

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After dealing with one problem, we are informed that Ivan here, would like us to clear the area of Honey Badgers.

 

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We also talk to Ben and handle him special berries that we have picked up in a toaster from the prison area. He gives us some special squizeens.

 

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After that we take care of those badgers, finishing everything in the area.

 

 

The next area we are going to is Darwin Village. It supposed to be abandoned. But like I said - if there is a big talk about some location - there must be something there. And we have found some mutated humans.

 

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Hidden in the back alley we find a strange door. And Doctor Rose, reveals one of her secrets.

 

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We descend to this secret area.

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Descending inside the secret area, we are instantly attacked by some kind of disease. That only means one thing - there is something wrong here with air filtration. Soon we meet a mutant named Jan, who remained sane. She also looks like close friend of Doctor Rose. She tells us what has happened and ask us to restart the machine on the lower level. She also asked us to not kill any other infected.

 

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Now that will be tough. Once we are on the lower level there are 2 ways. One is opened and obviously will lead through a lot of infected mutants. However there is a second way, that requires heavy usage of skills to pass through. Fortunately we are skilled enough. We are able to pass through all sorts of traps and closed doors. In one of the rooms we find some kind of prison with a strange mutant and 3x 20mm turrets.

 

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This is the prison of a certain mutant called Night Terror. This strange mutant is technically immortal having 8000HP. Sounds impressive, but he doesn't do anything during combat - you might lure the enemies to hit him instead of you.

 

After freeing that monster around the corner was a ventilation shaft that puts us near the machinery, that starts filtering the air and we are cured from the disease and also the mutants are not hostile anymore.

 

We continue exploration of the area and we find Finster's secret office. There we find a cure for cancer and a computer that has installed original Wasteland game on it.

 

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We can't play it, but we can take the floppy drive and return to someone.

 

Returning to Jan, she thanks us, explains more a thing or two about the mutants here and ask us to not tell anyone of their existance. She says, they will reveal their existence in due time. We make a promise and move back to HQ.

 

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Back in HQ, we inform Vargas, that Darwin Village is inhabitable. We also give that floppy to Flintlock.

 

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And the cure to Dr. Tidemann.

 

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Having finished everything we could, we can go now to Damonta.

 

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Our trip to Damonta has lead us to a place called Titan Valley or Titan Canyon. This is a place where Mad Monks reside. The first group of people we meet are some cattle farmers lead by Jill Yates (who has some kind of Texan accent). Their group was recently attacked by raiders and their doctor needs help, so we help him. She then tells us a bit about the monks and what is going on here. When we were about to go our way, she asked as again for help. Looks like one of her men got lost somewhere here. We will keep an eye on him.

 

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We then move our way, and clear area of any roaming animals. On our path we find Brother Chavez, he asks us to go to Outpost 1 and bring help for him. He is burying a crate - strangely clean crate. But we will be back later for this.

 

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Further down the road we find another "encounter". Looks like a woman with monk escort is about to being mugged by some lonely raider. If you are perceptive enough, you will know that this will not end for all 3 of them. If you ignore the situation and come closer there wil be cutscene where monk blows up in small nuclear blast killing himself and burning woman's leg to crisp. She will then ask you to kill her bring a necklace to her husband(?) in Damonta. But we can also stop this from happening and kill the raider before anything bad will happen.

 

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Again further down the road are raider "barricade". Now don't be an idiot like me and don't start the fight first. Just lure them with the fastest character you have (and by fastest I mean initiative).

 

After killing that group of raiders we venture forward and meet another group who represents themselves as the monks' police. For now we pay them the "tribute" by handing some worthless junk.

 

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Near their location was Outpost 1 where we meet Brother Franks. We tell him about Brother Chavez and the "police". He also tells us the "tribute" we have to pay is to collect 3 goops of nuclear waste. For now we decline because there are few more places to visit.

 

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Like for example this guy, who we meet when he is executing a raider. He tells us a sad story that raiders took her wife and there is nothing to stop him from killing those raiders. We of course will help him (on a side note I've cleared that place where he suppose to go before meeting him).

 

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When we arrive at the destination it looks like the raiders were killed by honey badgers and his wife is also dead.

 

The last person before we venture forth is this person.

 

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A shady fellow, who represents the Diamondback Militia. A para military organisation who wants to take control of the canyon. Well looks like Raiders but in more "polite" manner. He tells us that Monks worship Titan II - a ICBM... lovely, like the world needs more ICBMs (sort of reference to old "Planet of the Apes" movie? Where post apocalyptic mutated humans worshiped ICBM?)

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We now continue our voyage with a monk escort. On our way we find Skunk Pig, he asks us to escort him back to Outpost 1 - that's very close, we also persuade him to give back his "tribute" too.

 

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Further down the road, we find Bart lock behind the fence. With some effort, we open the gate and let him out, after a while he leaves and says that he is going straight to Damonta.

 

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While searching for the goop, we have found another pair of people needed immediate assistance.

 

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Also it looks like that Outpost 2 was wiped out - I'm guessing it was Diamondback Militia.

 

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Also past Outpost 2 we find 2 strange "friends" that threat each other by using monk suicider. The monks being stupid comply and blow themselves up including those "friends".

 

Near Outpost 3 we find a funny situation. Water merchants begging for water, because they were robbed. Outpost 3 is few steps away so we inform them about the merchants.

 

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When we are about to leave the canyon, we get a strange radio message from Damonta. It looks like sudden change in situation over there.

 

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We have passed the Titan Canyon and we are about to handle the "tribute" on our way, we met a shifty character called Dale. He throws some silly story about his wife being pregnant and all that stuff to soften us up. He is a trader that does frequent trades with the monks. Some say too frequent. He also was given to give them waste sludge and ask us to handle one of our canisters. Well every experienced RPG player knows that mostly for such important quests there are enough quest items, so we give him our portion and go find another one.

 

When we reach the main gate, we are not welcomed to friendly. That was a mistake on my part when I started the fight first when attacking those raiders on the beginning if I didn't have monk escort. It would be better if they attacked me first, but what's done is done.

 

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They ask us to collect 3 more wastes - if I didn't have to do it, I would be given a quest from different monk to collect them and were given few dirty grenades. Oh well...

 

Once we've collected 3 more canisters of nuclear waste we are finally let inside. We first go to the local doctor, because we've heard some rumors about those special limbs. We first have to talk to Dr. Baum.

 

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If we decided to save Highpool we would have found a contact lenses for him in toaster. Also, probably unintentional, but his question and response is a little reference only know by Polish players (or at least any intelligent ones or people who studied Polish literature). Above situation may be referenced to a poem made by Julian Tuwim called Mr. Hilary ("Pan Hilary" original title.) It's about Mr. Hilary, who runs all around his house searching in panic for his glasses. The end result is that he had glasses on his head all along.

 

Unfortunately Dr. Baum does not want to heal us, because he is a git. We also mention about their special service and he leads us down to Dr. Kyle (who was mentioned few times in the game already). To all those who thought we could buy ourselves artificial limbs, here comes the disappointment. She made a agreement, that she doesn't perform operation on Desert Rangers. Boo hiss.

 

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Near the exit of the temple we meet the monks leader Father Enola. He tries to persuade us to go to another nearby silo, where one of the monks went rogue and will try to use another ICBM to kill everyone.

 

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For now, we are going to Damonta and will deal with the monk / DBM problem later.

 

 

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We have finally reached Damonta. While being in the Titan Canyon, we've heard a strange signal that suddenly Damonta was besieged by robots. And oh boy they weren't kidding. The are robots galore here. And the worse part is those robots:

 

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They are pain in the ass. Huge damage, they can move far, because can leap so high...

Anyway, we murder all the robots in our path. We again meet Jill Yates. She tells us that due to robot attacks Howdy died - he wasn't nice to us, so don't know if we should feel happy for us. Anyway she has lost the cows and pleads us to find them. Well the Desert Rangers are always helpful, so we don't have a choice do we?

 

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Also while exploring the map we find another familiar face - Red Baychowski. It looks like he also has a robot problem. We kill the robots, however we postpone talking to him for now.

 

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We have finally reached the radio tower in Damonta, but the gates are closed and there are robots trying to breach a cabin. Killing the robots we meet Werewolf Wally. He tells us exactly what has happened and ask us to deal with the problem. Great. Luckily we are able to convince him to use the radio tower and we plant the repeater unit.

 

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The HQ wants us to head back, but we inform them, that there is a robot problem here.

 

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After brief conversation we move inside the "city" where we find another familiar face - Clyde.

 

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It looks like the Water Merchants needs help... What's with all that everyone needs help. When someone will decide to help us instead. Sigh...

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We continue the exploration of Damonta. Near the location where we left of, there was a small restaurant being under siege. After killing all the robots, we meet Hector Nguyen and his wife. They say, that their daughter is missing and was last seen in nearby garden.

 

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Further down the road we meet Magee and Hopi after we get rid of the robots. Their LMG called Big Betty jammed. After giving them any weapon, they give us Betty to put into good use. For 7.62 LMG this gun has very low penetration.

 

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After making full circle we enter the Water Merchants store. Unfortunately everyone is killed and Clyde didn't took it well.

 

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We are now preparing to head towards the airfield where all the robots came from.

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We are almost done in Damonta. There are only few more robots in our path - including a fight with 2 Slicers and Dicers... ugh. After a short irritating fight, we find a strange hanger that looks relatively clean and well kept. Here is the main source of the robots infestation. A synthetic called Tinker. It looks like he also captured a girl. It was probably that daughter of a family from restaurant. If you approach him a fight will occur, and if you will win, he will threaten to kill the girl. He also will gloat that his 8086 1MHz processor is too supreme for us to handle the situation. Nice trolling Mr. Fargo.

 

If you are perceptive enough, you will find few consoles in a corner - using a hacker - in this instant Dr. Rose, you can disconnect the Tinker from the wireless interface and he will not be able to kill the girl. Of course you will have to fight a battle surrounded by dozen of robots.

 

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When the battle is almost won, the tinker uses last trick - he goes "neutral" and when you approach him to talk, he explodes. After he is gone, we free the girl. There is also a man called Lexcanium. He can be additional follower if you so desire. He has been operated on and has synthetic arms. When he punches, your bones break. But he is no use for us.

 

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Back at the Nguyens, we tell them that their daughter is ok. However Tinker has managed to transplant her heart with artificial one. We don't know how bad this is. They thank us and give us lifetime 100% discount on any food. They also give us few supplies.

 

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Now it's time to head back to Red, and see what he wants. He found out, that there is a crashed plane with hidden treasure. If we would go to him in the beginning we would have to babysit him during combat. But since everything was dealt with, we don't have any problem.

 

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The plane he is looking for is not in Damonta and there is only 1 place to go. We go there briefly just to get his treasure. The treasure we find are a few gold nuggets. Because we aren't complete Jerks, we split the findings as promised.

 

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Though the monks has asked us to deliver the ICBM from Silo 7, for now we decide to check Diamondback militia HQ. Let us see who is the biggest jerk here.

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So we have dealt with problems in Damonta, we are now going to head to DBM HQ, but first there are some bandits that will want to kill us, because we don't have monk escort. Stupid gits must die.

 

There is also a drunkard, that knows something than meets the eye. It appears the monks don't have live nuke. That would explain the mission to Silo 7 and I'm betting that the monk sent there doesn't want to blow everything up.

 

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That makes siding with Dimanodback milita more sense right? Well the leader isn't a nice fellow too. His people were hostile towards us and he has the guts to complain. OK I'll play this game - if everyone wants to be a jerk let us see who will be the supreme jerk of them all.

 

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So now we have a task to screw the monks.

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So we are on a mission, to sabotage the monks missile for DBM. Of course we know the missile is dud, but since they wanted to screw us, we will screw them, killing countless of monks.

 

We also found some prison where we found Brother Guano, who went completely nuts.

 

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They've locked him up, because he truly wants to blow everyone just because - religion fanaticism is always bad. If you want to kill for your religion, than your religion does not have right to exist.

 

After killing countless numbers of monks, we have reached the missile. And magically Father Enola appears. It's traditionally - "We will forget that you have killed all that monks - just give us the missile." Blah blah, we agreed (not) to help him again.

 

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But when he was gone we used that scrambler and there he was again so we had to kill him.

After returning to Sadler, he now also wants the missile.

 

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Screw you if you get a nuke.

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Nukes for sale I've got nukes for sale....

 

 

 

 

So, the only thing we can do now is go get that nuke but before that, here is a little secret, hidden behind a minefield that either requires 10 perception to spot or is unspotable. If it wasn't post nuclear holocaust world, we would be stinking rich. But the big pile of Franklins is just an ass wipe.

 

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Back in the Silo 7, we've found Brother Wright. And it looks like he was the only monk that came to his senses and his only task was to disarm the nuke, but he wasn't skilled enough to do it.

 

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But our technician surely was. After that we've got a screaming message from the Saddler. He sure sounded pissed.

In silo 7 there is another secret which is a reference to a movie - everyone should know it, but I won't spoil it - guess for yourself. And you also should know what answer to give.

 

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The reward is an energy weapon, but by this point we have a better one.

 

Back at the Temple, Saddler got one word for us.

 

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And I have few magazine of words for them.

 

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After we have wiped out all of the DBM we return to the Citadel. On the way back we've got a message from RSM leader, something about vengeance, for killing his dogs. General Vargas told us to look into the matter, but first we have to offload the loot we've got. There were few trinkets to give to Flintlock too.

 

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After selling loot and rearming we can go back to the prison area. But first there is a hidden secret, that only certain persons knew at the start, and the people like me had to find it on the web. If you give Cpl. Solvig a special number she will tell you a story and give 4 skill books that give +10 to Southern Folklore. It's a kickstarter thingy, the skill doesn't do anything and the number is the number of backers, that made this game possible.

 

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Before we actually head to the prison, there is one small area, that I've discovered but did not went to check it out. The obvious reason is that there are 3 Slicers and Dicers robots. 1 is strong enough to do extreme amount of damage but 3 is plain ludicrous.

Also with the latest patch, they gave hints - they say I can use computer science skill to disable enemies during combat. Well they've sort of lied. Dr Rose has 10 skill - can't improve any further even with trinkets.

 

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There is another hidden secret inside. A synth called Vax - once activated he will follow us and use his Blaster pistol. There are few problems with Vax:

 

1. He has only 50HP

2. He burst fires and may friendly fire.

 

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Back in the prison area, it looks like Commander Danforth has sent all the militia and killed every inhabitant of Happy Valley. Had to butcher my way through. Near the farm we've talked to Jobe. It was his fault all along.

 

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Stupid git. Now we have to fix it. Since we are only Supreme Jerks and not ultimate - we go in and try to sort things the peaceful way. If you would like to go guns blazing, in Damonta we found a tank threads. They say that there is a broken robot near the entrance to the RSM HQ, but I'm so blind that I could not find him. Anyways through the comm we've persuaded Danforth, that we are here to cure the dogs. We've also talked a little sense to him about his treatment to the people he is "protecting".

 

There is also a little plot twist. Remember that history about little Bobby in Highpool? Guest what, Bobby was not killed and Commander Danforth is the little Bobby.

 

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After curing the dogs, we've also noticed a strange man, that was extremely brainwashed. And I think it is a little sick joke made by Danforth. The dude is called Svargas Snake. I don't know about you, but I think this is a reference to General Vargas otherwise known as Snake.

 

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Anyway we depart, leaving one happy dog lover.

 

Back in the Citadel, we report to the General and we are to hear a report from Team Foxtrot, scouting California. It all went ok, until the robots shot down their chopper. Well it looks very bad, and it's up to another group (that is us) to go to California and save the day.

 

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Looks like the real adventure has just begun.

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Alright boys and girls we are heading to California. Hold on tight, this will be a bumpy ride.

 

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Well that was expected. After magically surviving crash unsaved we rush towards our buddies in need. As usual we are late by 5 minutes. The only survivor of best attack is Ranger Dave, though our medic prognoses death imminent.

 

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We also have to find and help Lt. Woodson.

 

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After saving Woodson we are tasked to secure the perimeter and close the breaches.

After closing each breach we receive a radio information about local major groups. First of course is Mathias. He constantly mumbles about immorality through synthetic life.

 

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Next is the God's milita. A very fanatic and zealous group that murder everyone that they see as sinners. The preacher is like in the black churches. And oh god when they start signing.

 

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Next is Mr. Manners preaching all about staying civilized and shit. In theory he is right, but it sometimes gets you on nerves that you want to punch him in face.

 

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The last is Dugan, a robot or something that threatens all biological life.

 

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When we patch everything and return back to new HQ, we receive final orders from Dave. Well it looks like our objective is to save the frigging world.

 

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Well better start now. The world will not save itself.

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Alright California, ready or not here we go. After exiting the area, we test the radio signal quality with Woodson. And after few miles of walking we get a first call for help.

 

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A nearby farm was attacked by the Children of the Citadel (Oh Mr. Fargo I know you were the inventor of Fallout but really ripping of yourself even now?). Well time to do our first deed. We tell the woman, that she will get her cows in no time.

 

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We quickly run towards the enemies and blast their synthetic hides. If we would dallied a bit, the cows would be taken away.

After that, Woodson sent information that there is someone in the HQ that wants us to meet. Well we go there immediately. Upon arrival we are introduced to Pistol Pete (Oh I see how it is Pete? Abandoning SC, so you could save Wasteland?).

 

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Mr. Pete here tell us about raider problems in nearby "town" called Rodia. And he will be now replacing Chisel, because he has few useful skills that will be handy.

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Ok, so now we are heading to Rodia and see what is what. Near the gates we are witnesing small execution when some visitor refuses to pay admission fee. Here we have two options. Go guns blazing or pay the fee with is 6 bullets per person - any bullet will do so it's best to use those .38 ones since they are the cheapest.

 

Our friend NoX said that going guns blazing you will miss a lot of story line. Well technically you will not miss much except few quests, but if you come here with Pistol Pete, you can't do any work for the Jerks.

 

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Anyway, we pay the admission and take a look around. Talking with the locals it seems this town has two problems. The obvious Leather Jerks who control the town, and a strange disease, that is slowly killing people. The short story about Leather Jerks is, that mayor of Rodia hired them as protection against synth army. Sure they have defeated the synths, but the mayor made a pact with a wrong group of people.

 

About the disease we have talked to the local doctor. It's some kind of a parasite and he needs a microscope from Angels Oracle and since he is no longer welcome there, it's up to us to deliver it.

 

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We've also learned that once the Jerks have taken control of the town, local banker called Mr. Gekko made some sort of deal and now the local currency are bullets. We've also learned that bullets from admission are also stored there. Looks like we will be preparing for a heist.

 

Scouting further, we find a strange trio of people - Dante, Beatrice and Virgil (if you don't find a reference here, you should be ashamed of yourself). Dante is a wealthiest of the local farmers. He and Virgil were a couple, but when Jerks moved in, Beatrice seduced Dante. She also schemes against Dante with the leader of the Jerks - that is at least what Virgil says.

 

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Short story, Virgil wants Beatrice gone (not dead just gone), while Dante wants us to help him hide her somewhere safe when we go start killing people. Also in Rodia there is a radio tower which we can use to boost our radio strength. When the Jerks moved in, they have trashed it and Virgil is the only one that can repair it - that is unless one of your Rangers doesn't have high Mechanical repair skill.

 

While being in Rodia we also get a distress call from Santa Barbara. A woman calls, that her kid is being persecuted by the God's militia. As in all RPG games if they don't tell you to go now, we don't have to go there now.

 

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In the far end of Rodia there is a sewer entrance. It's heavily locked so a skilled "thief" is required. Once inside, you can begin a perfect heist.

 

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Right in this episode we will take care of the Jerk problems in Rodia. But first let's visit one more place. The distillery. Every prospecting raider band must have it's own distillery. Well the town already had it before the take over, but now the bandits have forced the farmers to plant only Agave and make Tequila. In the distillery we find a particular guardian. If we will fight the big boss, he will magically teleport to the rescue.

 

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There are 3 such guardians and we can weaken before going to the final showdown. This guy states that he doesn't drink. Now I don't know how you suppose to weaken him - didn't read walkhtroughs but probably using empty bottles that are standing nearby and using some alcohol with it? The second one is in the local bar. To weaken him we need chlorophyll(?) can't remember exact name. We can get this from a doctor after curing the town or by opening a safe. And since I'm blind as a bat, I've noticed this safe a little to late.

 

Since we have entered peacefully we can converse with the "Brain" of this bunch of Jerks. On the left is Biggun the last of the trio. He is the "Brawn" of this bunch of losers. Anyway after small chit-chat with Dengler, we could do few missions for him, but since we have Pistol Pete with us, this is not an option, since he will leave.

 

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After the conversation Beatrice comes and she has a little chat with Dengler. Looks like Virgil was right. She is up to no good. But we would need to do few missions for Dengler to get the proper proof. And since we can't do it we wait till she leaves him and tell her to meet Dante at his shed.

 

Before we will make something foolish like openly attack Dengler, we go back to Willa - Pete's wife. She has a sick possum, and Biggun strangely delights in possum meat. We pay here to chop Pogo the possum.

 

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With the poisonous food we can now go back and feed Biggun with it. This will drop his health by 50% which means he will die quickly in combat. In the building there is also old mayors maid. We made a pact with her, that she can close a door with some Jerks inside, so Dengler will not have additional backup. Once we told her to lock it, we moved in and killed all the baddies. Once all the bosses where dead all remaining Jerks just fled from the town.

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So we have dealt with one major problem in Rodia, time to explore rest of the map, listen to the commercials - btw is this a commecrial of Schweppes? It's very similar in names, but Schweppes is German product and this is America and I don't have slightest clue if European products are freely available in USA.

 

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Apart from commercials, we also receives the most irritating singing ever. When I reach the Hollywood I make my vengeance on that chorus. And that preaching hypocrite priest.

 

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When we were wandering we have received a distress call from some kind of seaport location. When we have arrived there, everyone was dead, and the patrol from Angel Oracle was there already. The problem is, someone who did it painted Ranger's sign everywhere. Upon examining one of the destroyed cars, a synthetic arm was visible. We stayed calm when we approached the enforcers. But it looks like we will have to find the culprits and stop them before something bad happens. But as we know in due time we will receive such notification.

 

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Our Journey ends at Angels Oracle, the place where manners are number 1 rule.

 

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We do some sightseeing and help certain woman with her dandruff problem. In Rodia in hidden toaster there was a shampoo - "Head&Shoulders - though it wasn't that named in the game through obvious reason. The fun fact is, that I'm also using this product and I also had dandruff problems. But I wasn't pressed with death penalty for it. And yes having dandruff problems in Angels Oracle is a serious crime.

 

I've also forgot - Serpioids from Mars? I think he wanted to say Sectoids.

 

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So we have reached Angel Oracle, but will not be staying here long for now. I need more experience here. The last place we visit is the local clinic where we find Nurse Flinkman. She will buying animal parts at higher parts. You could smuggle all those parts from Arizona, because of magical game mechanics you're chest at HQ with magical portal device transfer items to a chest in Santa Fe HQ.

 

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Also on a shelf there was a microscope and nobody cared when we took it.

 

After a short time we have received an emergency broadcast. When you hear it, you just twist inside, when such politeness must be uphold in a crucial situation like being assault by lots of enemies.

 

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Well this is the "redemption" quest from the last episode. When we arrive at the place, we see that it's being attacked by the Children of the Citadel. When we dispose of them, we are "cleared" from any charges. Even with such accusation, we did not have any problems at Angel Oracle.

 

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Saving this places opens a free healer too.

 

Lastly we go to Santa Barbara, and because of the magical RPG space time continuum, we arrive just in time to stop an execution. The Priests have accused a boy of heresy just because he was eating sea food, that wasn't fish. With careful wording we allowed ourselves to secure perfect positioning and "sneak" attack the bastards.

 

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First of all a little erratum - why on Earth I was mixing Santa Barbara with Santa Monica. The last place from last episode is Santa Monica... bleh and nobody corrected me?

 

Anyway, after killing all the priests, we moved back to Rodia. On the way we had few random encounters to gain some XP. Once we have reached Rodia we gave the Microscope to the doctor.

 

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The good doctor finally knows what he is up against and he tells us to check if something fell into the local well. Of course if you check earlier you would get the information - Hey there is a body over there and you could go to doc - hey the well has a floater.... but nooo... Well we get out the corpse. It looks like it was a Synth that made suicide to poison the town. When we have returned to doc, he gave us antidote to pour inside the well. I hate such small errand chases.

 

After we have finally dealt with the sickness, he gave us the cat litter and told us to check on later.

 

Well we went for another California tour and stumbled upon this strange yet familiar looking area.

 

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It looks like a Vault from Fallout games, but inside we have found tons of dead people and a computer with strange information system.

 

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If it doesn't ring a bell to you - one of the kickstarter backer option was to create a shrine for backer and quoting a person from steam:

 

It's all based on RPGcodex, a website where people complain endlessly about games. The posters at RPGcodex donated enough money to the kickstarter to have a "shrine" put in the game based on their submission.

 

The troll statue at the entrance is their mascot. The named dead people are the site's owners/moderators. The computer on the 2nd bunker level is mostly a huge inside joke. (you can reach it by unlocking the maintenance hatch in one of the corners of level 1). You can't reach the 3rd level.

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We are continuously searching for a fight in California to raise our level. We again get to hear another "amazing" song from the God's militia chorus.

 

Our voyage also takes us to a place called Long Beach, where we are approached by the Children of the Cathedral. They needed help because Dugan robots were destroying their camp and that they are unarmed. Unarmed? Then why the hell I'm seeing those weapons. What are they - kids toys?

 

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But ok, they are not aware for now that we are Desert Rangers and we agree. Upon reaching the so called camp we find the robots. It all would be fine, but they have meson cannon. And what is that meson cannon? It's a horrible weapon. It locks on on one of your member and after 3 turns it fires devastating beam of destruction. Only a person with a lot of HP can survive a blast and still will need the help of a surgeon. You can't hide from it.

 

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After we have dealt with the robots, we get our reward and tell the children we are Desert Rangers. It didn't end up for them too well.

 

Also during our travel we have received a call, that a giant synth is wreaking someones house. Remember that giant robot form the main menu? Yep we are fighting it. By its own it doesn't do a lot of damage. His minigun on tail is pretty weak. However from closer range he has a flamethrower and ever few turns, he deploys mini scorpions that do ludicrous melee damage. Fortunately they only have 50HP.

 

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Well, thanks at least for reading though.

 

 

 

 

We continue exploring to gather some XP. Our next stop is Brentwood Dentist. An odd little place where we find the Bill family:

Justa Bill, Dentist Bill, Curly Bill, Kill Bill and Murray Bill. Dentist Bill will want some pain killers in exchange for that denture paste. Or we could just open the locker and get some too.

 

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We then return to Angel Oracle. There are few more people that we can meet and we enter the steam vents area. There we kill some Roaches and find a dead Synth, that persuaded a fellow from Robinson family to do some sabotage. There were also some stolen items lying. We retrieve them and return them to the owners, also providing evidence for certain Jonathan, the he is innocent.

 

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Between last episode and this one I've done some level up on random encounters off camera. Mostly everyone is near level 40 (out of 50). We can now proceed more with adventure.

 

Returning to Angel Oracle first we disable cold room for the special meat. It looks like the special meat is human meat. So it looks like Mr. Manners have adopted cannibalism... Speaking with doctor in the clinic will also reveal this and he will ask to convice Mr. Manners to stop it.

 

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We then approached the prison area where a guy named Fletcher is imprisoned. He has fallen out of grace and will be the next special meal victim. After a small chat, when we were going to leave the town, the sheriff approaches and says that Fletcher has gone missing, and that we were the ones last saw near him. Well we will have to solve the mastery and also one of ours must be locked up. We also receive a call from HQ. It looks like God's militia has invaded local house of pleasures.

 

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After small investigation, we approached Elizaveta - Fletchers wife. After small interrogation, we've learned that Torri Robinson - the leader of the Robinson clan, has used Elizaveta to seduce Mr. Manners. Mr. Manners has fallen in love and Fletcher would be just an excuse to start civil war. With that knowledge we go to Mr. Manners and explain everything. He took it quite well, though he was a bit shocked when he has heard that Elizaveta sort of used him. He also gave us access to his radio tower.

 

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We've also talked with Mr. Manners about the cannibalism problem. He told us to get some good beef meat. A wise choice. Fortunately we know where we can find some.

 

After that we went to the house of pleasure located nearby. In there we have learned that God's Militia is a bunch of hypocrites. All their raids against "sinners" are just plain slavery in disguise. We enter and eliminate everyone who is hostile.

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