Franky and Drake:
Talk To; Sid
TALK TO Franky
You enter the dangerously dark room. It is wet, and you know it is Irradiated even without the Geiger Counter. You ponder the prospects of traveling in here with neither a Flashlight nor a Geiger counter, but moving on, you manage to feel around the room without so much as a hitch.Franky and Drake's Location:North:
USE INTELLEGENCE – Memorise PIPBOY locations and apply them to the layout of the room they are in.
USE INTELLEGENCE – Memorise a basic layout of the sublevels.
USE SCIENCE ON COMPUTER - Erase her digital presence, making the computer look as if it had not been touched.
CHECK – LOCKER EAST
MOVE – NORTH
CHECK – 2 X LOCKER’s
USE – WORKBENCH + REPAIR – Modify the MF cell to output electricity
((And if possible))
USE – MF CELL (MODIFED) ON DIY TORCH (UNPOWERED)
Using your magical powers to hyper-memorize the vague locations of possibly buried Pip-boys that may or may not exist, you do just that.
You also make a mental image of the lower levels of the vault. The south door from the entrance room leads to a cross-road where if you go east, you end up at the reactor. If you head west, you end up in a strangely barren room that doesn't seem to have any immediate use.
You use your above average science skills to delete the traces of you being on the computer. It's been a while since you had to delete such things, but your natural talent with all things technological comes in handy. Now: It's time to smash and grab.
You quickly move to all of the lockers and check them. The first locker by the bed has nothing but clothing in it. You spot 'something' of value and swipe it.Item Gained:
1: Unidentified Ring
You move north to the two other lockers. They seem to have repairing and building materials, as well as tools to alter hardware. You aren't sure if you should take them right away.Items Found:
1: Weapon Repair Kit
5: Scrap Metal
5: Spare Wiring
You head to the Workbench and modify the Microfusion Battery. What you end up with is a slightly lesser version of the same battery, but with the altered voltage to be used on much smaller appliances.Items Modified:
-1: Microfusion Battery
+1: Microfusion Battery (Low Voltage)
You use the battery with your makeshift lamp, and it lightens your heart to see it glow a healthy ray.
Sure, it's glowing GREEN but it's better than nothing. With the odd ring safely tucked in your pocket, the memories of the layout of the vault and Pip-boys in mind, you may loot the rest of the items before heading out.Item Added:
1: Makeshift Lamp (Powered)Liz's Location:North:
Workbench. 2 Lockers. (Searched)West:
Overseer's Bed, Desk with Computer, One Locker. (Searched)Arvel:"Almost... Got it... THERE!"
A machinesmith exclaims as he manages to fix this pod. "One small step for Dave, one huge leap for... uh... eh- fuck it. I'm opening it."
He punches in a code and the pod begins to open. The being in stasis now coming into sync with the rest of the world. As was the case for the rest of the Pod Dwellers, this so called 'Dave' takes Arvel and places him on the bench in the west side of the room. He slowly comes into focus, and begins to open his eyes to view the world around him."Yeah, sorry to wake you up like this... but there are a few things you... kind of have to know."
He spends the next several minutes explaining what happened around you. The thing that destroyed the vault, the broken pod, the people in the other pods as well as what the Overseer expects from all Pod Dwellers."What's on this table is what most people found that belonged to the other Pod Dwellers... but it seems not a lot of your stuff survived."
He says, almost somberly. "All of your possessions were valuable and were likely stolen by... you know, miscreants. But... I did manage to find this."
He puts a necklace on the table in front of you, and backs away as if expecting recoil."I'm uh... I'm gonna go now. My job here's done, and the Overseer likely wants to see me. So, see ya Arvel."
You shake the sleep out of your head and look at the items in front of you.Item(s) remaining in the area:
9+: Standard issue Vault-122 Jumpsuit(s)
9+: Vault-122 Membership Card(s)
1: 9mm Pistol(s)
3: Vault 122 Canteen(s)
1: Unidentified NecklaceArvel's Location:North:
Door to Central Vault