
The Mad Comrade |

To be fair it has been well over a year, perhaps more like 2 years, since I played Fallout 4, since before Far Harbor, just after the build-your-own-robots DLC was released.
At that time I'd managed to grind up to some obscene level and went on a quest into some sewer complex with the android detective ... and every single stinkin' mini-onion-grade monster was cranked all the way up to my character's level. It got truly ludicrous as the poor P.I. kept getting dismembered by those mini-onions...

Greylurker |
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I have desided to leave Supermutants until I am a bit better armed. Instead I head back and do a little PR work for Sanctuary and the other settlements.
The Cafe at sanctuary is looking nice, not up to serving Espresso just yet but it'll do.
Need to get a few more resources together to open a local store though.
Preston wants me to go check out the the old Drive-in, asked him to come along with me.
Be damned if I'm going to do all the work

The Mad Comrade |

Pro-tip: when setting up your assorted bases' power grids, do not daisy chain turrets et al to each other. Losing one in the chain will cut power to everything down-circuit.
The banditos can and will target such turrets if they are able, especially the ones packing heavy ranged firepower. Barring changes that I'm not aware of, the best technique is to have the power pylon thingies behind each cluster of turrets providing a power cable to each one individually. They can frag your turrets and guards, but the infrastructure itself was/is effectively indestructible.

Greylurker |

Pro-tip: when setting up your assorted bases' power grids, do not daisy chain turrets et al to each other. Losing one in the chain will cut power to everything down-circuit.
The banditos can and will target such turrets if they are able, especially the ones packing heavy ranged firepower. Barring changes that I'm not aware of, the best technique is to have the power pylon thingies behind each cluster of turrets providing a power cable to each one individually. They can frag your turrets and guards, but the infrastructure itself was/is effectively indestructible.
Fortunately not a problem as I am not nearly bright enough to even build such turrets. Mostly we have a couple of auto guns and lots of Guard posts. I'm trying to come up with an official Guard uniform but I'm finding very few clothing that go with armor.

Greylurker |

Ok so over the last week me and Preston have been making our way over to Greentop Nursery so that they can ask us to kill some ghouls.
We died a lot on this trip, in many different ways, but finally we are getting the job done. Ghouls outside dead, Ghouls inside building 1 dead. Ready for building 2
I can't open that lock
Preston can you open that lock?
no?
...
..
.
is there another way in?
That's locked too.....what about the roof....nothing....
so...we can't complete the mission until I get better at picking locks
....seriously?

DeathQuaker RPG Superstar 2015 Top 8 |

I miss Christine, but I don't miss Dead Money.
Greylurker, that's odd--they usually don't block off a quest-necessary place with a lock you can't access without lockpicking. Did you perhaps miss a key somewhere?
Re: turrets: with rare exception, I find the heavy machine gun turrets best anyway, and you don't need to hook them up to a power grid. They do as much damage as most other turrets. The only exception is the missile launcher, and the missile launcher will kill your settlers if they get too close to an enemy it will target. I sometimes do hook up some spotlights, but that's more for visual effect than extra defense. The only place I have ever bothered with a missile turret is the Slog, aimed toward the Ironworks. It has a good long range field of view and can start taking those raiders out when the f%+%ers respawn.

Dr. Vault-Tec |

3/9-11/2288
I found the remains of the missing synth. We really need to handle things this whole synth situation better. We're losing capable labor resources to ridiculous things because the bulk of the Institute senior staff are afraid of the AI advancement that they themselves designed! I wonder if I can take Janet's notes on Dr. Braun's brainwashing techniques to speed up the scientists' willingness to change how we approach the synth program. They're much smarter than your average Wastelander though, they may well key onto it. Hmm.
Anyway, headed to the U.S.S. Azalea and nearly had my appendages shot off by a madman in power armor with a harpoon gun. I couldn't get a good bead on his fusion core so we had to find a way over to finish him off. Most of the other trappers were reasonably easy to deal with, but there were a lot of them and I burned through a lot of chems to survive. Upside is Far Harbor has the hull to add to the Hull now.
Some brave Harbormen have also started to get Dalton Farm up and running so we worked on helping them get the basics established. Decided I really needed to clear out the nearest danger spots to enable trade between the farm and Longfellow's. The Island is a dangerous m#%%%%@+!* though... oh, there I go, personifying it like the locals. Am I infected? [*logs current vital signs*]
Honestly don't know how I'm alive. We tried to clear the super mutants out of the National Park Headquarters. Seems to only be one left in the storage shed. Longfellow and I search carefully--no one else around. As soon as we walk into the storage shed--BOOM. Warehouse door opens and we're dually charged by a suicider and a mutant warlord. I leapt backward in my power armor, trying to get as far as I could from the suicider's inevitable blast--it was too fast to even hit it using VATS before it was too close.
I just barely survived. The jump and the power armor saved me. Sheer adrenaline, a quick slug of a Refreshing Beverage, and half my shotgun ammo led to the warlord's death, just barely before mine. Meanwhile, Longfellow was blown clear into the next room--I needed to give him treatment for serious concussive damage, but he was free of burns and radiation, relatively speaking.
After that, it was a painful trudge back to Longfellow's, where I spent the next few days unfusing my legs from what was left of my power armor frame. Fortunately I had practice from the Vault Reactor Tests of 2072.
This left me pretty weak, to say the least, and that bastard of a doctor in Far Harbor wouldn't aid my treatment--just wouldn't shut up about the "suicide mission" (his words) he wanted to send me on. He needs some serious lessons in marketing.
So while recuperating at Longfellow's, with X6 and Longfellow doing the heavy lifting, I prioritized setting up not only a recruitment beacon, but also a clinic. Luckily one of the early arrivals had at least solid field experience in first aid so we put him to work right away.
In addition to having his assistance aid my recovery, we're now set up to take in subjects to collect data. Using my data on my subjects in the Commonwealth as a baseline, this should help me understand the effects of the Fog and local conditions on the Island much better. Far Harbor is so crowded it should be easy to get a lot of willing volunteers to come out onto the bar where they will have more room to breathe.
While recruitment gears up, and I am recovered, I'm going to go explore this "murder mystery" at the hotel. If I remember right there should be a Vault up that way, and I can see what remains of the Company's efforts here. After the state of most of the Commonwealth's Vaults, I will try not to set my expectations too high.

Greylurker |

I miss Christine, but I don't miss Dead Money.
Greylurker, that's odd--they usually don't block off a quest-necessary place with a lock you can't access without lockpicking. Did you perhaps miss a key somewhere?
not sure if I missed anything. It's that training ground area (with the BOS distress becon), in Building 1 you have to hack a cage to get at the door then there is a short connecting hall outside to building 2. Back entrance to building 2 is another caged door only the computer to hack it is the inside part of the cage.
I'm saved at a sleeping bag inside the place so I'll give it a more though search (didn't before cause me and Preston are pretty much at our carry limit)

Greylurker |
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Managed to find a password for the computers and finished clearing the place out. Also unlocked door to the armory
which is a horrible mistake as the sentry bot disliked that and chose to camp the door waiting for me to come out.
So after reloading I went back tothe nursery and told them all is good now.
On the fun side of things I can now tell wild animals to kill stuff for me. Including the Raider scumbag who was their owner ("Who's a Good Dog")

Greylurker |

Day 27
Am so very sick right now. Been trying to get some supplies for Greentop. Maybe some real beds, something comfortable. Explored some waste storage facility when the Rad-X wore off. I've taken two dose of Rad-away and I'm still not clean. Did get a fusion core though
As hard as it was to reach this place, it's even harder to get out. Supermutants in one direction, car park filled with ghouls in another. Tried going around and got attacks by some half dragonfly half scorpion insects.
So here I am living in a poorly made shack sleeping on a matress while I vomit from radiation sickness.
and I swear if Preston tries to tell me how much good I am doing for the commonwealth one more time, I will slap him.

Greylurker |

Join the raiders in Nuka World and then you can kill him.
Awesome use of the animal friend perk.
That was a neat encounter. Found a bus in the road. Take a look inside and there is like 3 dog bowls and a sleeping bag and a lot of bones. Then outside some guy yells and sends his dogs at us. Dog comes through the door of the bus and I'm like "Good doggie" and get them to turn around an eat their master.
I've got the 1st star for the one that works on monsters and have managed to get a Radscorpion to back down once too which was nice.
Tried it on a Deathclaw but ...not so much.

Greylurker |

so Quite by accident Preston and I have saved ADA the robot. I managed to get her to open up about her feelings and she admitted she would like me to help her with revenge but that it will also help the region.
Killer robots are now on the loose and Preston has gone back to Sanctuary (with a lot of my salvage) to warn them.
Leaving me with ADA the robot as my new companion
(yeah I remember how well that went before....maybe Mr. Charm should start looking into some combat talents)

Greylurker |

Day 32
Covenant was attacked by the Mechanist's robots. The Mayor, the Doctor and even that old clunker Deezer all dead. Since wakingi in this world I've seen death before, but I knew these people...I knew them.
I've set up some extra defenses and I'm going to send a few minute men to help fortify things. Those poor people have been through more than enough.
(So for a place with concrete walls and a dozen turrets Covenant has a Defense rating of 0. WTF?!)

DeathQuaker RPG Superstar 2015 Top 8 |
1 person marked this as a favorite. |

Don't worry, dude, most of the folk at Covenant are hideously evil and you were unknowingly aiding and abetting them torturing innocent people. In particular don't mourn the Doctor or the Mayor.
While I'll give that they make games I thoroughly enjoy, Bethesda is horrible at properly supporting and updating its games, and Covenant is a notoriously concrete example. Its entire existence is riddled with bugs--no matter what route you take with its quest or if you take it on as a settlement, you will hit several bugs. It seems overall hugely half-finished (and it's a shame because the area design is so clever). I think they even tacked on that you could make it a settlement so it doesn't work very well as one--and yes, if its turrets aren't destroyed, they don't count toward the defense score of the settlement. If everyone's still alive when you make it a settlement, the residents don't act like normal settlers (you can't assign most of them to anything) and they can get killed normally (actual settlers can only be killed by you or some turret fire). And not once in any game updates have they ever done anything to fix it.

Dr. Vault-Tec |

3/12-3/14/2288
Just as I was about to head to the hotel, an odd signal came in on my Pip-Boy's radio. Longfellow got this odd look in his eye. "We gotta check this one out, Cap'n."
(I am not sure when he decided I was of military rank.)
I jumped into one of my power armor suits, and we followed the signal a little up the coast -- when in my sniper rifle's scope I spy an enormous fog-crawler Longfellow called "Shipbreaker."
"I'm not gonna let you get away from me this time!" Longfellow shouts. It starts coming... toward us.
The creature was fully amphibious, and quickly approached land and started chasing Longfellow. Having thought this might be a good opportunity to test it out, I used the Striker to help cripple its legs (before I did, it nearly chopped off my arm, were it not for the power armor).
Otherwise my laser pistol seemed the most effective weapon, for rapid fire and being able to sear it in the joints. Shipbreaker is dead, and Longfellow overjoyed. He tried to give me his favorite harpoon gun, but I told him he should keep it, if it helps him keep more fog crawlers off me. Shipbreaker had collected some mighty interesting remains from other people it had devoured, including a laser gatling I traded for enough supplies to really get Longfellow's and Dalton Farm running.
These are fascinating creatures and it's a shame they're generally trying to carve my face off when I encounter them. Dalton Farm has a nice secure beach area... I think I may try to set up some traps there and see if I can get a few Island critters I can study in a safer environment.
I told Longfellow to take a break and savor his victory, while X6 and I went to see what was going on at the hotel. Indeed, the hotel and Pearl did lead me to Vault 118. Unfortunately it was through a veritable minefield of ghouls. We destroyed all of them, but they came at us so fast, I ended up sustaining a bite that's gotten infected. The experiments I've done on myself, starting with the mole rat serum, has assured I don't lose enough vitality to the infection, but I still need to find more antibiotics and shake it for good. Unfortunately the fungus that's key to making them in this environment seems nowhere to be found on Far Harbor. They grow near irradiated areas so I may need to venture closer to Children of Atom territory to find any. I've noticed I've also in general been susceptible to more illnesses since I've arrived in Far Harbor--both new organisms may be responsible, as well as the Fog itself. If the miasma lowers immunity, this may explain why the theoretical organism within may be able to overtake the host over time.
It seems the residents of the Vault were all Robobrains. I know I wasn't privy to all of the company's plans, but I don't remember ever seeing that be a project on the table.
And then: it all makes sense -- it was, of course, a subversion from the original experiment. One of the residents happened to be one of the General Atomics scientists who worked on the original Robobrain project, and he convinced the residents to allow themselves to be transferred into robot chassis in order to survive the War. While I'm irked to find yet another Vault where the experimental parameters were discarded--clearly the overseer was incompetent--I'm impressed by the genius of the plan.
It's amazing how Dr Riggs managed to do the transference on his own with only the aid of the Mr. Handys staffing the establishment. These Robobrains do not suffer any of the psychoses seen in the prisoner test subjects, due to several reasons:
- Their personalities are not wiped
- But to retain a sense of self, they use a voice modulator that allows them to "hear themselves speak." Having their personal effects seems to help as well. This helps stabilize them psychologically.
- Riggs' improved the neural matrix and is able to perform routine maintenance upon it. I'd be curious to see what he could do with Jezebel, but given she has the brain of a sociopath, I'm not sure it would really change her much.
The voice modulators were of course the key to the murder as well. Since Robobrains are nearly identical, the murder victim was dressed like the murderer, and the murderer took on the identity of the victim. Namely--one of the residents discovered the private financier of the "luxury" section of the vault had embezzled her funds and confronted him about it. He killed her.
The one problem of being in the Robobrain bodies is they seem to have lost any sense of the passage of time. They don't seem to be aware 200 years have passed. Confronting Mr. Parker--he embezzled from the Company, after all--he admitted to everything and wanted to "flee to safety" with his money. I tricked him into thinking he could leave and then sent the Handys after him, who showed Mr. Parker what happens when you mess with Vault Tec. Although I was half tempted to have just let him go and seen how far he could have run before he was destroyed by trappers, fog crawlers, or giant hermit crabs. Money is important even now but especially in the Wasteland, it can't buy you everything.
I wonder if I can recruit Dr. Riggs later. He needs time to mourn his wife, and I'm curious to see how the Vault continues from here... but his robotics genius would be most helpful. I wonder if we could use the Memory Den's technology to transfer his consciousness into a synth body, much as we did with Curie. Nick is proof that this can be done with an actual human mind. Hmmm.... I wonder if DiMA's technology would be suitable as well.

Greylurker |

I figured you would like that place
Meanwhile Carter continues his PR efforts for the Minutemen. In this particular case rescuing a kidnapped young man from a gang obsessed with rigging their own lair with explosives. Welcome to Backstreet apparel
Seriously how do they move in in this place without blowing up. ADA charged them while I hid in a corner. Didn't get all of them cause I could hear others running around and yelling but was able to find the kid in the supply closet and sneak out.
While I was doing that however Sunshine got attacked, then Sanctuary and then Tempin Bluffs.....So very tiered and frankly ADA (with the benefit of my Leadership perks) is prouving to be very helpful. Her not taking any damage now when I lob Grenades at the guys attacking her is well worth the perks.
Also I can now intimidate people into not shooting me. Very handy when stumbling across that occasional lone raider

Greylurker |

Day 37
With ADA's help I am getting deeper into the city ruins. Place is crawling with ghouls but I managed to find a small shack on a roof with a bed and defenses to use as a camp. Seeing how the previous occupants got overrun by ghouls it's less than ideal but hopefully a fine mines and a laser armed robot will keep me alive.
Somewhere near by is a major fire fight though

Greylurker |

Day 39
There is a ship, stuck in a building.
At first I thought the robots were part of the mechanist's lot but no.
Turns out they are fans, although they may have mistaken my war movies for actual military service.
Regardless they have asked for a bit of help and (not wanting to be shot) I've agreed. Mostly it's gathering up bits and pieces for them
Now for the most part it was not much a problem but getting the chip requiered a bit of diplomacy on my part. Hate lying to those scavenger folks but honestly....these robots would slaughter them. I'm saving their lives here. I realize the salvage on that ship is worth a billion caps (or what ever silly thing these folks use for money) but it's much better for everyone if Ironside takes his ship and carries on someplace else.
Only one part left I think, over in.....
Cordova Auto plant......
bugger
I imagine those fellows are still sore about me sneaking in and killing their leader

Greylurker |

....I can't believe that worked
I was trying to sneak my way into the auto plant when everything went wrong and ADA started shooting everything. I pretty much just start running shooting at people as best I can. One by one guns run out of ammo until I'm down to a laser I picked up from a legendary somewhere. A Freezing incendiary laser pistol.
and from that moment everything was awesome.
This Gun is amazing, and constantly moving seems to help keep me from getting shot. Plus there were a couple of guys who desided it was better to work with me than work against me (Hello Intimidate Perk)
So lots of raiders frozen to death and the last part of the USS COnstitution has been aquiered.
For now I'm going back to sleep at the house I made in Greygarden.

DeathQuaker RPG Superstar 2015 Top 8 |

Freezing laser sounds awesome. A fully upgraded laser pistol is a nice sidearm to have even late game.
I have a freezing shishkebob -- hilarity, yes -- that is helpful on the rare occasions I need a melee weapon.
I never carried the cannon because it was so heavy (even if you have a companion carry stuff for you). Looking forward to hearing more on its usefulness.

Greylurker |

I got run out of town.
Was trying to get to the Vault and rescue Nick the PI, but kept running into Raiders, Mutants and Gunners. In trying to avoid all these I kept running further anf urther south and now I am hiding out in Jamaica Plains
So many ghouls here trying to eat me.
Did run into a nice fellow named Duke though. Told me about a place where they do Custom work on Power Armor. Hope I can get a chance to check it out.

Wraithguard |

Got back into this game. Modded it rather heavily to change things up and provide more options in settlement building.
I'm going with the idea of my character waking up in the Vault and having no memory of anything that happened before waking up; amnesia.
Right now, I've just done a little exploration and the world would be a terrifying and deadly place if you woke up one day in the middle of it all.
Preston and crew were rescued but deciding to the oneself to a failing group of survivors just seems unwise at this point. Perhaps after seeing some more of the land and reading about the Minutemen's past it will change.

Greylurker |

Day 71
I've been through a lot latly but I finally manged to rescue Nick Valentine, and despite the number of his men I killed I managed to convince Skinny Malone that his friendship with Nick is more important than his new Girlfriend. He's good people that Skinny
Back in Diamond City we are on the trail of the mercenary Kelogg. Managed to talk the mayor into giving me the key to his house. It's nice to see a local leader who cares about people and is willing to do what he can to help.
Now the hunt begins. Take me to him Dogmeat.

Greylurker |

There are times in this game when things turn into an absolute cluster FK.
Me ADA, Dogmeat and Glowy the Molerat(who was a bit of a mistake as he is giving off radiation and slowly killing me) are tracking Kellog when we run into a Bear. Bear kills Glowy, tries to kill me I run behind ADA and discover she's being chased by Mechanist Robots who immidiately turn to kill me. I run from them and right into a Stingwing swarm and then fall off a cliff.
I make my way back up and wait out the fight until only one Swarmbot is left and sniper it.
Would have been good had I seen the 2nd Swarmbot before it shot my head off.

Dr. Vault-Tec |

4/6/2288
Spent a lot of time in maintenance and building mode; details are in experiment site logs. Basics are I have now secured Echo Lake Lumber, Dalton Farm, and the Visitor's Center as research sites, populated by Harbormen eager to get off the pier in town. The Visitor's Center is operated by "Uncle Ken" who has suffered a great deal of fog exposure but is not hostile like your typical trapper. I encouraged him to stay in him so I can continue to monitor his mental and physical health, and am slowly building up the place as a reasonable rest stop for travelers going to the other sites, including caravans.
When I have enough supplies, I plan on setting up some basic manufacturing facilities at Echo Lake; being deeper into the wilderness I also have the opportunity to test unique exposure factors on the Harbormen. Dalton will eventually serve as a wildlife research facility. Right now I am too short on supplies, especially copper and steel, to get everything going. But we're getting there.
Everything as handled as much as I could with the Harbormen and Acadia, I decided to seek out the Children of Atom. Remembering my encounters with them prior I know they can be at least reasonably peaceful if left alone, or utterly psychotically violent. This group is somehow both. I needed to understand, however, if indeed they had any influence on the Fog, and how they survive radiation so well, so I agreed to a "test" to be allowed in peacefully.
This test involved drinking from an irradiated spring that had obviously also developed hallucinogenic properties from the fungal growth in the area. Someone appeared--a shadowy figure--who was likely a Child of Atom dressed up, and led me to another shrine. There ferals tried to gnaw my limbs off (likely other spring-drinkers who ended in worse fates), and I found my way into a small shack. While this is apparently a religious experience to those likely braindamaged by radiation or drugs, it was a pretty self explanatory set up. Someone left easy clues to find a way to unlock a door, and I found a little carved figurine within.
I returned with the figurine, and the "Grandmaster Zealot" was awed. I doubt many people survive the poisoning, but I am a Vault-Tec biochemist, I've already done worse things to my body in pursuit of discovery than they could do. As an aside, this "Head Zealot" talks about Far Harbor the way Allen Lee talks about the Children. I'd love to lock the two of them in a room and see what happens. Sadly it'd probably be quite difficult to engineer without risk to my other test subjects.
In short the Children are as deranged as I expected. The Fog as well as their "religious" doctrine, brainwashing, and poor nutrition and constant radiation exposure have left all of them without any decent grasp on reality. I brought the little wooden statue to their leader, the "Confessor," and he offered me fair amount of deference--again, likely frightened of my fortitude, as clearly the whole thing was engineered. I think the "Mother" they claim I saw was likely their local doctor, who calls herself the "Archemist." She would be able to monitor the poison effects and manipulate easily what an afflicted individual could see.
The sanest person I encountered was Zealot Ware, who was concerned about a former Jet addict starving himself to death in the name of dedication to his faith. Having done a good deal of work on Vault 95, I had a good idea of how to approach the addict, and quickly talked him out of his slow suicide. Ware in turn taught me to make some homemade rad cleanser from the sap of the mutated maple trees on the island. He had mentioned he had been a Trapper when he learned to make the stuff, and soon he sickened of their way of life, and sought the relatively safety of the Children--which made sense as the Harbormen would certainly not take in a Trapper, however seemingly reformed. The sap brew has some negative side effects, but beyond cleansing rads--I think it actually reverses some of the sanity caused by the living miasma within the Fog. I'm sure that must also be how Uncle Ken, while not exactly a bastion of psychonormativity, has remained nonhostile for the most part. This is a tremendous discovery!! I can't wait to do more tests on the sap.
I found most of the other Children useless, although they did explain some of them had a natural immunity to radiation. They live in filth, so I was able to swipe some DNA samples as I walked through the submarine base to understand this. With time, I think I can engineer myself to be more resistant to radiation which will be most helpful. Sure, I'll probably be rendered sterile if I haven't already, but after meeting Shaun and seeing how he turned out, I don't see a downside.
I did agree to help "Sister Mai" to "fix" her decontamination arches, in case it helped me build better ones at the settlement. She mentioned the parts she needed were in the Vim! Factory, which the folks at Dalton had also asked me to clear the Super Mutants out of. X6 and I took on the place. It was extraordinarily difficult, but well worth it. I found another suit of T51 adorned in marketing paint, the pumps, and recipes for Vim, which also pointed out another fantastic biochemical miracle of the island: a mixture of local seafood and aster produces a substance that calms nearby sealife. It works even now, and now I know how to make it. I wonder if Aster has discovered that? I'll have to find out.
I learned from a terminal from a stable mutant that the mutants did indeed travel from here from down south. So they must be from either the Institute's experiments or another FEV experiment--perhaps near DC. If these all came from the Institute's experiments, no wonder Virgil was horrified--clearly they had gone on longer than any new information could have been gleaned from creating the creatures. I expect "Father" only wanted them to exist to spread fear among the Commonwealthers--and then complain about the state it was in afterward. That isn't science, it's false ideological zeal the same as those borne by the Children.
I'll return to Mai and see if she has anything to teach me, and then the Confessor promised I could access DiMA's terminals. After that I'll neutralize the Children--they're too unstable to try to experiment on them, and their zealotry just means they'll get in the way of my work with the Harbormen, and we can't allow that.

Greylurker |

Well I found Kellog, and narrowly escaped a huge mob of Rust Devils. I'll have to appologize to ADA later but there was no way I was going to fight 2 Sentrybots plus a bunch of raiders. No if I'm going to fight Kellog I am going to need that full suit of X-01 Power Armor I left back in Jamaica Plains, and for that I will need Fusion Cores.
Picked ADA back up at the Red rocket truck stop and made my way to Diamond City.
Bought myself a house there. It's actually really nice but unfortunately I can't build a Robot station there. Still gonna be nice fixing the place up later.
Now back ot Fusion Core collection