As you can see, Quartz is home to another gang of notorious and nefarious cold-blooded scoundrels; the village people.
Well, that was dignified. Hopefully nobody saw us. Onward! Let's see what disturbs this fair frontier town.
We enter the town bar. This is a bit creepy.
A barmaid bumps past us occasionally, stopping only at the bar; if we want to talk to her, we'll catch her there. No reason to at the moment, though. Passing the stage, one of the dancers invites us up, coyly...
What a bitch.
Here we go. None of the enemies here so far have posed any great threat, and these guys are no different.
And this may pose a slightly greater challenge than the bouncers did. Thinking fast, chzr attempts to astound them with feats of intellect and athleticism.
Ho hum
Ulminati attempts to charm them with his silver tongue.
Ho hum
Eventually, Grunker's ninja abilities astound and impress, and we are allowed to leave.
One of SMA's friends attempts to stop us.
It doesn't go too well for them. Now, let's try to find the guy we were sent to from the Nomads' camp, and maybe get an idea about what's going on in town.
Interesting. I'd be concerned about that sort of thing myself. Just a bit. Something to talk about over a drink, you know.
Trying to avoid a fight without pussying out, we tell our foe to chill out. He, er, does.
And here's our man. We sit down and attempt to give him the Visa. This fails. Eventually, we stand next to the empty chair and use the Visa on it. This succeeds, despite it not succeeding when I stood/sat on the chair and used the Visa on it. Oh well.
Head Crusher says, "Thank you. Go to the Atchison's tent and tell
them CATERPILLAR."
Thanking him, we leave. Ulminati heads to the bar and chats up the barmaid using a graffiti'd password we saw on one of the tables.
Aha! A lead. Next, we visit the toilets. Only men can enter the men's room, and vice versa, so we split the party up again.
chzr charms a crying woman with her beautifully sculpted moustache, and gets some valuable info.
10 "Everyone is worried about Mayor Pedros but others are held hostage
too. Felicia Pedros, his wife, is our friend. We think she has been moved to
the outlaw hideout. We hope you will try to rescue her. And remember what
Ellen said when you go to the Stagecoach Inn." They smile and leave.
The bros of the party encounter a mugging or something. They quickly break it up.
Aha! We ask him about, well, the mayor.
The response to "Laurie" seems to be a stock answer, so we ask about the Riddler. The Riddler ends up directing us towards the barmaid, who we've already had all the info from. We'll head to the Courthouse to clean up shop soon, but first, to the nomad camp!
We give the password at the door of the middle tent, not knowing which was the right one.
This was probably not it.
wat
Our heroes have no qualms about splattering women, old men and children all over the walls. Life is tough in the wasteland. We're thinking about sending the commemorative photos to Little Lamplight.
Oh my.
chzr, not taken in by the seductive beauty of the Topekan waifs, beats them mercilessly with an axe.
A broken toaster. Right. We'll leave that here for now; loot remains indefinitely, so it's here if we need it. Snake squeezin' seems to be a form of booze, beloved by homeless people, because that's just what those wacky homeless do.
39 The guard looks you over closely and then tells you to wait outside
as he disappears into the tent. You hear a brief muffled conversation and
the guard returns with another man. The newcomer introduces himself as the
headman of the Atchison clan. He understands that you have done a great
favor for his brother. He dismisses the guard and motions you closer. He
explains that they keep no treasure here, but he will give you directions to
a secret cache. "Here, take this shovel," he instructs you. "Stand on the
south rail, west end. Take twelve paces to the south. Dig and you shall be
rewarded." The guard returns and the headman bids you good day.
There we go. Let's go for it.
Pretty decent amount of cash on us now. Naturally, I've yet to actually
spend any. Might start doing that soon. To be honest, it's not all that hard a game so far, but I might eat my words yet.
That's... kind of underwhelming. We leave the ammo, since we have plenty and are short on room. Back to the Courthouse... Desert Ranger reckoning is coming.
So far, I've gathered that Ugly seems to be the leader of the gang. Let's go with that.
Oh, balls. Maybe we should have gone to the motel. Time to fight our way through, then.
There's a lot of this when you're at a decent range from the foe. Pistols are singularly rubbish, really, you're as well not taking any points in them and using melee until you can get rifles/SMGs, which is soon enough anyway.
There, that's better. After clearing the ground floor and finding little of interest, we head back to the motel to get a bit more informed before proceeding.
We give the password.
There we go. Some decent loot on the table, nothing special though. Alex decides to train up his picklock skill on the other motel doors; along the way, we meet some interesting characters.
Even in the post-apocalypse, all the maids are slutty Mexicans.
I think he's Squint.
Oh, we disturbed Cleve. This is going aggressively.
And some good old-fashioned hobo killing to round things off.
Hmm. Nah, won't bother. Fighting tends to get you the most experience, as far as I can tell, so fight it is.
We decide to approach the cook. Not for any real reason, just because.
Right, enough clowning around, back to the Courthouse.
There's a lot of this. When you choose to move, you return to the normal play screen and get to move a space in one direction. Enemies can move diagonally, I think. You can't. It's a rather frustrating chase.
The ground floor cleared, we head upstairs.
49 You study the torn piece of paper in your hand. Originally written
in red ink, the text has turned into large fuzzy blotches of pink. Though
mostly unreadable, you make out the word MUERTE followed by
HIDEOUT:THANATOS, but THANATOS has been scratched out and KAPUT has been
written under it.
Hmm... mysterious.
"...going". Sorry, cut that one off. I think we intimidated him? Beginning to wonder what the use in the persuasion skills is, to be honest...
We don't. He sounds the alarm, and we are attacked by... Huey, Dewey and Louie. Stupid pop culture references
how Bethesda
Alex and Ulminati aren't bad shots with the pistols. We're keeping chzr and Grunker as melee bros for now.
Oh dear.
155 You unceremoniously rip the bracelet from Dewey's limp wrist.
Rubbing it against your chest several times to remove the blood, you see
"16" engraved on it.
The jail! This must be where they're keeping the mayor. We're close...
wat
Oh yes. And behind the door... the man himself.
Mayor Pedros joins us in our quest.
We head North from the courthouse, making our way to the gang's other hideout, in the hopes of finding Felicia and Ugly there. Not sure how we managed to take the guards down, but hey.
It's just like being Batman.
:salu- oh good grief will you stop being greedy
Aww, even our new packrat gets a promotion.
Fighting ensues. There's a bit too
much fighting down here, to be honest... ah well, small enough area.
We don't. He does. So do we.
We investigate a pile of laundry, and...
What the
fuck
Aha! What's this?
35 A man sits up in the cell and stretches his arms. He squints at you
as if you're brighter than the desert sun, then allows a small smile to
grace his tan, weathered face. "Rangers, I should have known. Listen, I've
been sent down from Vegas to recruit folks who know the right end of a gun
from the wrong. Bandits ain't the only thing crawling out of the desert, and
we've got a war on our hands. Interested in heading back with me?"
I'm glad. chzr bashes it down.
109 The wall map is covered with scribbled remarks that are virtually
unreadable. A star over one building in the southeastern section of town has
the legend "Bar -- trouble spot" scrawled over it. A skull decorates another
building in the central-eastern part of the town. The word HIDEOUT covers
it. An arrow leading from the word draws attention to another building
diagonally to the southwest, though it has the word SEKRET painstakingly
written beside it.
A dramatic standoff! This is where we enter the minigame where we snipe at his head as he holds a pistol to hers, right?
Don't worry, Pedro. Ace is here.
We disagree on this point, and a fight ensues.
Think fast? Who has the bomb disarm skill? None of us. Demolitions will have to suffice...
126 Felicia smiles as you cut her bonds. She nearly falls as she makes
her first attempt to stand up. "Don't worry about me," she says, "Ace is
being kept in the cells."
We pick the lock to the vault, retrieving a huge stockpile of money and loot. With Felicia, Mayor Pedro and Ace in tow, we head off, Quartz a safe, peaceful and prosperous frontier town once more.
Passing over a broken-down car North of Quartz that none of us understood how to use, Ace hops in, grinning, and drives us off to the next town along... Needles.
Within Needles, we'll have epic adventures involving howitzers, hobo-meat stands, robot policemen, warring cults and libraries. Tune in next time... this is THREEEE DOOOOOOOG!