So the Deathclaw Warrens sound fun for a lvl 20 guy with the Terrible Shotgun, Where is it near?
Also I've never come across the Dartgun, is it really that good?
Because I was kinda disappointed with the Railway rifle, Doesn't seem too good at long range.
If by "fun" you mean "horrible rape" then yes, the Deathclaw Warrens are great fun.
See, the game tricked me at first with Deathclaws because I took my first out at the War Memorial with no problem, the head just popped off. And then later I met the half injured one with the Deathclaw schematics nearby which again was no bother.
Then I reach Old Orkney and get surrounded by 3 of them asking for my lunch money :shock:
I found the Old Orkney sewers a lil easier with Bottlecap Mines though.
So where are the Warrens?
It's towards the northeast, near a gigantic bridge over the river. You'll know you're close when you find a ravine system filled with human remains.
So was that mega-super-mutant supposed to stay in his cage while I shot him with my 10mm pistol? Seemed kind of sad, really
Not if you
let him out by shooting the generator. The AI might even do it too. I had him get out the first time I went there but I wasn't sure if maybe I had a grenade that went too far.
Strikor on
0
MichaelLCIn what furnace was thy brain?ChicagoRegistered Userregular
edited November 2008
HAHA...sorry Family, I've decided to cut family ties (with some mines and a hunting rifle).
Why are mutant vampires considered good? I almost felt bad about slaughtering/robbing them after completing the quest, but then I got over it.
HAHA...sorry Family, I've decided to cut family ties (with some mines and a hunting rifle).
Why are mutant vampires considered good? I almost felt bad about slaughtering/robbing them after completing the quest, but then I got over it.
I'm confused about this as well. The first guard you meet describes the Family as a "bad-ass gang", and they were properly terrorising Arefu before they got the Wilks kid. It was deeply confusing to find out that everyone inside Meresti seemed pretty cool when it came down to it.
I've got a question about Little Lamplight.
How does it survive? I mean, yes, it's Fallout so there's going to be completely impossible things happening. But a city of children? When the mayor pokes his head over the barricades and points a gun at you, I was shocked that some Raider or Slaver didn't have the same experience before and kill him. I did feel sorry for the mayor because he seemed so completely dysfunctional and maladjusted, but even a half-assed effort from anyone could wipeout Little Lamplight.
HAHA...sorry Family, I've decided to cut family ties (with some mines and a hunting rifle).
Why are mutant vampires considered good? I almost felt bad about slaughtering/robbing them after completing the quest, but then I got over it.
I'm confused about this as well. The first guard you meet describes the Family as a "bad-ass gang", and they were properly terrorising Arefu before they got the Wilks kid. It was deeply confusing to find out that everyone inside Meresti seemed pretty cool when it came down to it.
They are a bunch of annoying vampire wannabes who only attack to get blood.
Yes it's a pretty stupid area. Presumably kids come to LL from other locations, hence the maintained population, but yeah the lack of explanation is a bit daft.
When I found all those holotapes, for example, I was expecting there to be a secret location where one or two adults do all the real work and keep things running for the sake of the kids. There wasn't, but even then it doesn't solve the issue of raiders or Super Mutants or even particularly curious Deathclaws.
The kids weren't even good scavengers because there were portacabins full of useful bits and pieces literally like right next to the place's surface entrance...
Edcrab on
0
Iron WeaselDillon!You son of a bitch!Registered Userregular
edited November 2008
Re: Purified Water:
You can sometimes find Purified Water in fridges or first aid boxes. I once had an encounter near minefield with a couple of ghouls protecting a fridge full of Purified Water.
Your butler will provide 5 bottles of Purified Water; then he needs about a week to recharge his condensation array.
His jokes seem to recharge daily.
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
So the Deathclaw Warrens sound fun for a lvl 20 guy with the Terrible Shotgun, Where is it near?
Also I've never come across the Dartgun, is it really that good?
Because I was kinda disappointed with the Railway rifle, Doesn't seem too good at long range.
If by "fun" you mean "horrible rape" then yes, the Deathclaw Warrens are great fun.
See, the game tricked me at first with Deathclaws because I took my first out at the War Memorial with no problem, the head just popped off. And then later I met the half injured one with the Deathclaw schematics nearby which again was no bother.
Then I reach Old Orkney and get surrounded by 3 of them asking for my lunch money :shock:
I found the Old Orkney sewers a lil easier with Bottlecap Mines though.
So where are the Warrens?
It's towards the northeast, near a gigantic bridge over the river. You'll know you're close when you find a ravine system filled with human remains.
Excellent, I'm gonna head out that way when I get home tonight.
Thank you sir.
So the Deathclaw Warrens sound fun for a lvl 20 guy with the Terrible Shotgun, Where is it near?
Also I've never come across the Dartgun, is it really that good?
Because I was kinda disappointed with the Railway rifle, Doesn't seem too good at long range.
If by "fun" you mean "horrible rape" then yes, the Deathclaw Warrens are great fun.
See, the game tricked me at first with Deathclaws because I took my first out at the War Memorial with no problem, the head just popped off. And then later I met the half injured one with the Deathclaw schematics nearby which again was no bother.
Then I reach Old Orkney and get surrounded by 3 of them asking for my lunch money :shock:
I found the Old Orkney sewers a lil easier with Bottlecap Mines though.
So where are the Warrens?
It's towards the northeast, near a gigantic bridge over the river. You'll know you're close when you find a ravine system filled with human remains.
Excellent, I'm gonna head out that way when I get home tonight.
Thank you sir.
Hang on, north west, not north east! Silly mistake on my part.
Carcharodontosaurus on
0
MichaelLCIn what furnace was thy brain?ChicagoRegistered Userregular
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
Yes it's a pretty stupid area. Presumably kids come to LL from other locations, hence the maintained population, but yeah the lack of explanation is a bit daft.
When I found all those holotapes, for example, I was expecting there to be a secret location where one or two adults do all the real work and keep things running for the sake of the kids. There wasn't, but even then it doesn't solve the issue of raiders or Super Mutants or even particularly curious Deathclaws.
The kids weren't even good scavengers because there were portacabins full of useful bits and pieces literally like right next to the place's surface entrance...
Well it's pretty easy to survive when you're invunerable. I really wanted to kill the mayor and eat his annoying little corpse.
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
The annoying thing to me is that a variant of this still happens even if you convince the two sides to live together "in peace".
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
VThornheart on
3DS Friend Code: 1950-8938-9095
0
Iron WeaselDillon!You son of a bitch!Registered Userregular
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
The annoying thing to me is that a variant of this still happens even if you convince the two sides to live together "in peace".
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
See, I don't think that's annoying - I think it's really cool. Like, you did the right thing, but you couldn't control what others did afterwards.
I like it because it doesn't fall into the basic, black v. white outcomes that most other quests have.
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
The annoying thing to me is that a variant of this still happens even if you convince the two sides to live together "in peace".
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
See, I don't think that's annoying - I think it's really cool. Like, you did the right thing, but you couldn't control what others did afterwards.
I like it because it doesn't fall into the basic, black v. white outcomes that most other quests have.
It's clever but showcases the frequent dumbassity of the Karma system by not making Roy a +Karma kill target. I don't know whether it's a bug or an oversight, but if it's intentional, someone has a weird sense of game-justice...
Edcrab on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
The annoying thing to me is that a variant of this still happens even if you convince the two sides to live together "in peace".
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
See, I don't think that's annoying - I think it's really cool. Like, you did the right thing, but you couldn't control what others did afterwards.
I like it because it doesn't fall into the basic, black v. white outcomes that most other quests have.
That did not stop me from killing Roy even other time I met him for being such a prick.
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
The annoying thing to me is that a variant of this still happens even if you convince the two sides to live together "in peace".
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
See, I don't think that's annoying - I think it's really cool. Like, you did the right thing, but you couldn't control what others did afterwards.
I like it because it doesn't fall into the basic, black v. white outcomes that most other quests have.
You have a good point too, and I can appreciate that part of it... but it was a downer to see even the supporters of the ghouls from the start (like that adventurer guy) get killed.
EDIT: Aye, and it should be +Karma to kill him after that happened too, I think... as someone pointed out. Maybe not beforehand, but afterwards certainly.
Note that there's no karma loss if you kill the people you kicked out of town... which is okay by me, but there should be no karma loss for killing Roy either in that case.
VThornheart on
3DS Friend Code: 1950-8938-9095
0
Iron WeaselDillon!You son of a bitch!Registered Userregular
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
The annoying thing to me is that a variant of this still happens even if you convince the two sides to live together "in peace".
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
See, I don't think that's annoying - I think it's really cool. Like, you did the right thing, but you couldn't control what others did afterwards.
I like it because it doesn't fall into the basic, black v. white outcomes that most other quests have.
You have a good point too, and I can appreciate that part of it... but it was a downer to see even the supporters of the ghouls from the start (like that adventurer guy) get killed.
EDIT: Aye, and it should be +Karma to kill him after that happened too, I think... as someone pointed out. Maybe not beforehand, but afterwards certainly.
Note that there's no karma loss if you kill the people you kicked out of town... which is okay by me, but there should be no karma loss for killing Roy either in that case.
I agree that Karma isn’t handled particularly well with this quest. As has been said, killing Roy after he’s masterminded the betrayal and murder of the humans who agreed to share their home him and his kin should not result in a Karma loss. Before that happens, he’s kind of an unfortunate soul and I can see why killing him would cost you Karma. Once he starts murdering folks, though, you should be able to collect his goddam finger for the Regulators.
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
So was that mega-super-mutant supposed to stay in his cage while I shot him with my 10mm pistol? Seemed kind of sad, really
Not if you
let him out by shooting the generator. The AI might even do it too. I had him get out the first time I went there but I wasn't sure if maybe I had a grenade that went too far.
One of the last remaining raiders let him out of his cage when I got there. Which made me go oh shit and run away like a little girl but then it kept running away from me behind the train cars then run back near me and then back behind the train cars like some kind of retarded game of peekaboo. I just had to wait till he was in sight and shoot him, it didn't even hit me once. Really kind of ruined it for me, it would have been more fun if it stomped me into the ground and I had to reload a few times to figure out how to take it down.
Level 5 Dignitary, bitches. Light side for life, yo. 8-)
Damn, this settler came up to me and she was all "I want you to have this, it's the least I could do for all you've done."
Man, she only had a few rounds of ammo. I almost teared up.
The slavers in Paradise Falls do the same thing if you're evil. I keep expecting them to give me a severed head or a child or something.
Its the most awesome thing, the tone of voice when they do it - its like they're afraid of you just turning around and gunning down every single man and woman in that gutted shopping mall, just for sneezing wrong.
I totally did.
The one time I came back and they didn't have anything to give me?
The ensuing moments were like something out of Revelation.
Man, the aftermath of the Tenpenny Tower quest (depending on your decision) is kinda creepy.
Quest and aftermath spoils:
Go in and see all nice (but mostly ghoul-hating) humans inside.
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
The annoying thing to me is that a variant of this still happens even if you convince the two sides to live together "in peace".
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
See, I don't think that's annoying - I think it's really cool. Like, you did the right thing, but you couldn't control what others did afterwards.
I like it because it doesn't fall into the basic, black v. white outcomes that most other quests have.
You have a good point too, and I can appreciate that part of it... but it was a downer to see even the supporters of the ghouls from the start (like that adventurer guy) get killed.
EDIT: Aye, and it should be +Karma to kill him after that happened too, I think... as someone pointed out. Maybe not beforehand, but afterwards certainly.
Note that there's no karma loss if you kill the people you kicked out of town... which is okay by me, but there should be no karma loss for killing Roy either in that case.
I agree that Karma isn’t handled particularly well with this quest. As has been said, killing Roy after he’s masterminded the betrayal and murder of the humans who agreed to share their home him and his kin should not result in a Karma loss. Before that happens, he’s kind of an unfortunate soul and I can see why killing him would cost you Karma. Once he starts murdering folks, though, you should be able to collect his goddam finger for the Regulators.
That's another potential mod idea. Make the dartgun -500 to struck locations rather than instantly crippling both legs with a single hit. I have more ammo for it than I know what to do with...
Let me tell you one thing. I'm on my way to the Dunwitch House (Eeee! Lovecraftian horrors!) and I'm walking through a picnic table area, and get hit by Molerats. Well, no worries, ever since I got the stick from Moria (She is bloody INSANE which is why I love her. Anyone who was gonna dig a well with a mini-nuke...) I just bop em and watch em explode. Then I turn around, and HOLY SHIT DEATHCLAW! right behind me, Wham, bam, thank you ma'am, I'm lying dead. Those bloody deathclaws are silent! Freaky...
Ghostly Clockwork on
FTC: honk.
FTC: HONK.
PAX Prime 2014 Resistance Tournament Winner
t:ToyD
Could be modded to be a bit less precise if you feel it's too accurate. Personally I have modded all weapons to be a lot more accurate and damaging as I found it annoying the way it was, now a super mutant with a minigun is fucking scary, he will shred me if I stick my head into his line of fire and things like turrets and raiders actually are a challenge.
I took the first level animal friend perk. Molerats just sorta ignore me.
Also, I lied to her instead of actually testing the stick. Because I couldn't be bothered. I've done everything else she asked, but I wasn't about to go chasing molerats.
I took the first level animal friend perk. Molerats just sorta ignore me.
Also, I lied to her instead of actually testing the stick. Because I couldn't be bothered. I've done everything else she asked, but I wasn't about to go chasing molerats.
You missed out. Her chemical to make them run away after a couple of whacks is pretty hilarious.
That one location she tells you about is jam-packed with them if it helps Houn I guess it's too late now... not that she gives you anything important anyways. I can't think of a reward she gives you that was actually something I'd consider to be a valuable reward.
But it did set me off exploring a lot of areas.
EDIT: Yes, and the chemical is pretty freakin' awesome. God it's funny.
Did she let you keep the stick? Keep it in your inventory, and use it the next time you find a mole rat. It takes two hits to make it work, but...
That one location she tells you about is jam-packed with them if it helps Houn I guess it's too late now... not that she gives you anything important anyways. I can't think of a reward she gives you that was actually something I'd consider to be a valuable reward.
But it did set me off exploring a lot of areas.
If you have high int, doing the optional part of the quest and responding with the [INT] reply will upgrade the perk that completing everything gives you. If you want to keep the stick you need high int or not telling her that it explodes heads.
Ohh... so that's why I got to keep the stick. I always gave the INT response when I finished the quest. D'oh... you'll have to go back to it to try it Houn, it's pretty funny. Spoiler in case you don't want to be bothered
The first hit doesn't seem to do anything, but the second hit explodes their head in a puff of red wisps.
Ohh... so that's why I got to keep the stick. I always gave the INT response when I finished the quest. D'oh... you'll have to go back to it to try it Houn, it's pretty funny. Spoiler in case you don't want to be bothered
The first hit doesn't seem to do anything, but the second hit explodes their head in a puff of red wisps.
Their heads still explode after 1 hit, but it takes about 5 second or so. I usually whack them then run away. Giggling when I hear their tiny heads explode behind me.
Can you find the Guy's Manservant Ghoul? I can't think of his name but it was the guy that use to do the radio show and talks about not seeing the ghoul for many years.
There are several different attributes you can use to answer Moira's quest questions. Your exact reward from allowing her to finish her book depends on which you use most.
Crushing her dreams, however, is by far the best reward.
I'm just sad my evil character can't really do the same thing. Too much happy Karma which exposes one of the flaws with AI morality systems. If I'm ending the lives of 20 people simply because I didn't like the way they looked at me it doesn't make it "good" just because they happened to be slavers damnit. :P
Don't look at good and evil from a personal perspective. Look at it from a global perspective. By killing those slavers, regardless of your reason for doing so, you have made the world a better place.
Posts
Thing is a machine when it comes to lopping off their heads.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
It's towards the northeast, near a gigantic bridge over the river. You'll know you're close when you find a ravine system filled with human remains.
Not if you
I've got a question about Little Lamplight.
When I found all those holotapes, for example, I was expecting there to be a secret location where one or two adults do all the real work and keep things running for the sake of the kids. There wasn't, but even then it doesn't solve the issue of raiders or Super Mutants or even particularly curious Deathclaws.
The kids weren't even good scavengers because there were portacabins full of useful bits and pieces literally like right next to the place's surface entrance...
You can sometimes find Purified Water in fridges or first aid boxes. I once had an encounter near minefield with a couple of ghouls protecting a fridge full of Purified Water.
Your butler will provide 5 bottles of Purified Water; then he needs about a week to recharge his condensation array.
His jokes seem to recharge daily.
The Division, Warframe (XB1)
GT: Tanith 6227
Excellent, I'm gonna head out that way when I get home tonight.
Thank you sir.
Hang on, north west, not north east! Silly mistake on my part.
It's in Jersey?
Quest and aftermath spoils:
See Roy and ghouls who want to live there (or just kill everyone and move in).
I figure I'll let them in the backdoor.
Roy sends in tons of feral ghouls and slaughters everyone. Feels somewhere like the apartment massacre from The Professional but with ghouls.
Leave and come back a few days later.
All the normal ghouls are living there, acting all civil and shit.
Leave and come back a week or two later.
Place is empty and there's no one to be found.
In Jersey we don't even leave the remains.
They both seem happy... next time you come back to the tower, Tenpenny has been killed by Roy.
Come back one more time, and Roy has killed all of the humans (even the ones who liked the ghouls) and stuffed them in the basement.
I wasn't pleased with that outcome.
I like it because it doesn't fall into the basic, black v. white outcomes that most other quests have.
The Division, Warframe (XB1)
GT: Tanith 6227
Fawkes and Charon too.
EDIT: Aye, and it should be +Karma to kill him after that happened too, I think... as someone pointed out. Maybe not beforehand, but afterwards certainly.
Note that there's no karma loss if you kill the people you kicked out of town... which is okay by me, but there should be no karma loss for killing Roy either in that case.
The Division, Warframe (XB1)
GT: Tanith 6227
The ensuing moments were like something out of Revelation.
That is all.
Sixty -40- on Origin for some ME3 goodness.
http://steamcommunity.com/id/brilliantinsanity/
Aye, agreed on all counts
FTC: HONK.
PAX Prime 2014 Resistance Tournament Winner
Could be modded to be a bit less precise if you feel it's too accurate. Personally I have modded all weapons to be a lot more accurate and damaging as I found it annoying the way it was, now a super mutant with a minigun is fucking scary, he will shred me if I stick my head into his line of fire and things like turrets and raiders actually are a challenge.
Also, I lied to her instead of actually testing the stick. Because I couldn't be bothered. I've done everything else she asked, but I wasn't about to go chasing molerats.
You missed out. Her chemical to make them run away after a couple of whacks is pretty hilarious.
But it did set me off exploring a lot of areas.
EDIT: Yes, and the chemical is pretty freakin' awesome.
Did she let you keep the stick? Keep it in your inventory, and use it the next time you find a mole rat. It takes two hits to make it work, but...
If you have high int, doing the optional part of the quest and responding with the [INT] reply will upgrade the perk that completing everything gives you. If you want to keep the stick you need high int or not telling her that it explodes heads.
Just went to check that out. My retina's are burning now.
can you change the font and background for that?
Don't look at good and evil from a personal perspective. Look at it from a global perspective. By killing those slavers, regardless of your reason for doing so, you have made the world a better place.