Fallout | Part:3 | Vault 15 Is A Bit Of A Mess! Will We Find Our Water Purification Chip?
We resume our adventure in the caves leading to Vault 15. The outside area is inhabited by rats, but that doesn't mean much since ours was too. We now have more ammo to take care of the rats, but still mostly rely on our melee skills to do so. We don't have much in the way of melee skills to speak of, but they are just rats. We also have a companion to aid us this time, so perhaps things will go smoothly.
We start off missing our melee attacks on the rats and getting shot in the back by Ian. Ok, maybe I was wrong. In fact, Ian seems to be more of a liability in some cases. Throughout our tour of Vault 15, we get shot in the back three times by Ian. He may have actually done more damage to us than the rats. Speaking of which, we seem to be doing this all wrong. We want the rats to come to us, so we don't have to waste action points going to them to melee, but their activation range makes it so that they always manage to get a hit in. It isn't much damage, but even chip damage adds up.
I still believe Ian managed to hurt us more, and in his shame, he actually started using his knife instead of his pistol. I am not sure to the actual reason he started doing this, since he has ammo. He just started meleeing. It is fine now against rats, but we can't have him doing this against more dangerous foes. Perhaps things will improve moving forward, but who can say for sure.
One thing I would love to change about Ian is his tendency to box us into spots. In fact, we spend about ten minutes trapped in a corner waiting for Ian to move. He finally does, but this is something I am not looking forward to moving forward.
We do find a few goodies in Vault 15, including a nifty looking leather jacket, but no water purification chip. A cave-in saw to that. It looks like we will have to look elsewhere. Perhaps Shady Sands will have other ideas for us?
Well, when we return to Shady Sands, it seems that Tandi has been kidnapped. Three guard patrols have been sent out to find her, but nobody has had any luck. So it is up to us. Strangely enough however, when we arrive, we are mistaken for the Death Hand. Who is the Death Hand? Apparently, he used to lead the raiders until his son killed him. Surely his son would recognize his own father? Apparently not. He is surprised that a man he murdered is still walking around, and when we order the release of Tandi, he allows it. The whole situation seems strange, but we make the best of it and return Tandi to Shady Sands with no blood spilt. We will return to the raiders at some point when we are better armed, but for now, we need to find a new lead for our water crisis.
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