Poll

is this cool?

cool
7 (77.8%)
not cool
2 (22.2%)

Total Members Voted: 9

Author Topic: Let's play Fallout: New Vegas together [Road to New Vegas]  (Read 9207 times)

slowly disarm the mines, but don't back away if you took too long. Stay with it and remember to keep a constant speed and pattern.

slowly disarm the mines, but don't back away if you took too long. Stay with it and remember to keep a constant speed and pattern.

The Protagonist crouches, quickly approaching each mine and disarming it-- you decide that it would be better if you picked them up.



The Protagonist looks forward, wondering where to go to next.



The Protagonist has obtained (3) Mines



Caps: 1246

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(3) Dynamite
(3) Mine
9mm Pistol

Armor:
Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)

Aid:
(1) Med-X
(7) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)




Head into primm, gun at the ready because of the warning

Head into primm, gun at the ready because of the warning

The Protagonist walks further into Primm, gun in hand-- you cautiously look around and spot some people.



Escaped Convict 1 and 2 have spotted The Protagonist, you have no other choice than to fight.



The Protagonist has killed the Escaped Convicts, you loot them to see if they had anything good on them.

The Protagonist has obtained (4) Dynamite, (1) Stimpak and 21 Caps



Caps: 1267

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(7) Dynamite
(3) Mine
9mm Pistol

Armor:
Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)

Aid:
(1) Med-X
(8) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)



« Last Edit: June 27, 2015, 08:43:51 AM by Zharthon »

Take their armour and see if you can sell it to a nearby vendor.

Take their armour and see if you can sell it to a nearby vendor.

The Protagonist takes the armor off of the bodies,  you could fetch a low price for each, although you could use an armor that you have taken to repair your armor.

The Protagonist has obtained (1) Merc Troublemaker Outfit and (1) Merc Veteran Outfit.



Caps: 1267

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(7) Dynamite
(3) Mine
9mm Pistol

Armor:
(2) Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)
Merc Veteran Outfit

Aid:
(1) Med-X
(8) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)



Currently, The Protagonist can visit three different buildings.



The Vicki & Vance Casino



The Mojave Express




And out of all, The Lucky Casino.



Caps: 1267

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(7) Dynamite
(3) Mine
9mm Pistol

Armor:
(2) Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)
Merc Veteran Outfit

Aid:
(1) Med-X
(8) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)




mojave

The Protagonist walks towards the Mojave Express, entering the building.



Upon entering the building, The Protagonist looks around-- you can clearly see that there is a damaged robot left inside the house, what do you do?





Additional Quest: Repair the damaged robot.



Caps: 1267

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(7) Dynamite
(3) Mine
9mm Pistol

Armor:
(2) Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)
Merc Veteran Outfit

Aid:
(1) Med-X
(8) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)




Let's see if we can repair this thing.

Let's see if we can repair this thing.

The Protagonist inspects the damaged robot, looking at different ways to repair it.



Upon further inspection of the robot, you note that you can fiddle with the wiring and the system to make the robot fully operational, but you can also mess with the programming of the robot in order to make up for the damage the robot has sustained.

If you are willing to go the extra mile, you garner that it would take 3 scrap metal, 2 sensor modules and one piece of scrap electronics to fully repair the robot.



Caps: 1267

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(7) Dynamite
(3) Mine
9mm Pistol

Armor:
(2) Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)
Merc Veteran Outfit

Aid:
(1) Med-X
(8) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)



Repair: 15
Science: 30



Try Repair and Science

Try Repair and Science

The Protagonist checks the robot to see if he actually has the ability to repair it, although it appears that he needs much more knowledge in repair to actually fix it.



The Protagonist later tries to fiddle around with the electronic systems, looking to see if he can fix the robot that way, although it seems like there's just this small thing that you cannot understand about the robot.



You could always read up on a magazine to gain a temporary boost in your Science skill, that would probably help you in repairing the robot.



Caps: 1267

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(7) Dynamite
(3) Mine
9mm Pistol

Armor:
(2) Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)
Merc Veteran Outfit

Aid:
(1) Med-X
(8) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)



Repair: 15
Science: 30




Look around to collect the required parts to repair this robot.

Look around to collect the required parts to repair this robot.

The Protagonist swiftly remembers that the parts that you require are literally placed in the most dangerous locations on the Mojave, so you decide against that and look around the room for a magazine.



After a few seconds of walking around, The Protagonist stumbles upon a magazine called 'Programmer's Digest', you feel like this could certainly make you understand how to fix the robot, so you give it a quick read.

Science raised to 55 temporarily!



Caps: 1267

Weapons:
.357 Magnum Revolver
10mm Alloy Steel Pistol (In hand)
Boxing Gloves
Single Shotgun
(7) Dynamite
(3) Mine
9mm Pistol

Armor:
(2) Merc Troublemaker Outfit (Currently wearing)
Combat Helmet (Currently wearing)
Merc Veteran Outfit

Aid:
(1) Med-X
(8) Stimpacks
(1) Turbo
(1) Jet
(1) Doctor Bag
(1) Gecko Meat (2+ Radiation)



Repair: 15
Science: 30 (25+)


« Last Edit: June 27, 2015, 12:40:39 PM by Zharthon »