rdfs:comment
| - Reservation Town is a location in Reservation. __TOC__ Some things get better with time; the Reservation Town is not one of those things. Upon entering through the homemade steel gate, it becomes apparent that the Reservation, though it missed most of the Big War and the after affects, it did not miss all of it. The player is immediately walking through chunks of debris that looks every bit the two-hundred years it is. The asphalt road that goes north and west is cracked, bleached from sand and sun, and full of potholes, some of them as big as a car. On this road can be found several abandoned husks of what were once fine quality jeeps, cars (with 50’ wings, no less), and a couple of tanks here and there. With a bit of close examination, the player can find that a lot of parts have been sa
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abstract
| - Reservation Town is a location in Reservation. __TOC__ Some things get better with time; the Reservation Town is not one of those things. Upon entering through the homemade steel gate, it becomes apparent that the Reservation, though it missed most of the Big War and the after affects, it did not miss all of it. The player is immediately walking through chunks of debris that looks every bit the two-hundred years it is. The asphalt road that goes north and west is cracked, bleached from sand and sun, and full of potholes, some of them as big as a car. On this road can be found several abandoned husks of what were once fine quality jeeps, cars (with 50’ wings, no less), and a couple of tanks here and there. With a bit of close examination, the player can find that a lot of parts have been salvaged from these abandoned vehicles, but for what use, that’s a mystery – for now. Going west, the player will run into two helicopter hangars that are pretty much destroyed. There’s not much to look at here, except the careful scavenger might find some useful parts from the helicopter wreckages there. There are some ghouls living in the less exposed sections of the hangers, but for the most part, these are just big ruins. To the east, after entering the town proper is a dilapidated office building. Several sections have caved in from either an old bomb blast or time – or both. However, in the offices that have not collapsed, several ghouls have taken up residence. All the ghouls here are very standoffish, and will try to avoid conversation. All, that is, except for Florence, a very old ghoul who was old even when she was human before the bombs dropped. Florence was the disgruntled janitor for the office building, but the day the bombs fell she was in sub-level 1 cleaning a particularly stubborn commode. “Luckily for her, she survived the war, but became even more cantankerous over the last couple of centuries. However, even though she is a fungus-grump, she is more than willing to chat the player’s ear off (if she isn’t tempted to eat it). If the player gained access to the town proper through sneaking, Florence is a good primary source for the player to discover how to get into Sub-level 1. Down the dusty road and further into the Reservation Town, the player will come across a true shanty town, complete with holey, rank tents and holey, rank ghouls living in them. In the center of this shanty town is a large Army tent occupied by the commander of the Reservation guards, Colonel Green. The Colonel is another ghoul who was around when the bombs first dropped. He was assigned security duty at the Reservation and was in Sub-level 2 when the war started. He will not give away any information about the sub-levels, but he will speak to the player to find out his/her intent. However, if the player snuck into the town proper, he and his men will immediately try to capture the player to find out how he/she got in, and how the ghouls could make good use of the player. It’s up to the player to decide if he/she wants to go along with being captured. The last stop for the player is at the railroad cars, Main Access Elevator, and Equipment Lift. This area is heavily guarded by the ghouls and would represent quite the challenge for the sneaky player type. In fact, sneaking into the elevator and using it is pretty much impossible without the guards noticing. If the player gets captured, he will be brought before Measles and questioned, in which case, depending on how cooperative the player is being, Measles will contact Dr. Willem Clark, via direct comm. link, and consult. Negotiations can start from this point. h Based on either the negotiations or the player’s actions within the Trading Post, there are several ways the player can get authorized access to the sub-levels - which will be explored in more detail in the Quests section. But as a primer, a couple of ways is to foil a scam being placed on Horatio by a Caesar's Legion slave trader. Another way is to turn in Hank for being a dissenter. And another way is to seek out and kill a caravaner who managed to steal some shotguns, ammo, and a couple of human slaves. Bringing back his head and the loot will make Measles very pleased, who will in turn contact Willem Clark about the deed. Willem Clark finds it interesting that a human would care so much as to help ghouls, so he decides to meet with the player. Measles will then escort the player to Sub-Level 1 and introduce the player to Willem Clark through the General Computer. Only a mouth appears in the computer monitor (obviously Willem’s), and the owner of the chewed up mouth will ask some questions of the player. It is here that Willem will offer Measles as a companion and will give the player access to Sub-Level 2, the level where all the ammo and arms are manufactured.
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