Right, so, onto the playthrough's continuation. First, a couple more bugs.
Here you have an elevator that refuses to work, forcing me to reload a save made outside the building:
Then you have yet more visual proof of how massively broken the inventories are. The items in the merchant's inventory do exist, but only their shadow is visible, and they cannot be bought or interacted with in any way.
Then something a bit different. At one point the Hivers became hostile towards me for absolutely no reason, and since it's often possible to open the inventories during dialogue, I tried to give the Hivers' boss the item he had asked for. Of course this proved entirely fruitless.
And now the real stuff. No huge leap, but to my satisfaction I connected a few loose threads.
Quite early in the game, Barry mentionned that cars bearing the red "M" logo of the Mayflower Initiative were driving certain important folks around, and that this might bring me closer to entering the Mayflower Initiative's base, allowing me to eventually disable the anti-air batteries.
Guess what I found, searching near buildings belonging to the Initiative?
I wanted to see where it would go, so I followed in my own car, and... that created a bit of a traffic jam (I did
not crush a vagrant pedestrian by the way, not my style):
But the car only drove 'round and 'round the same block, again and again so I launched GTA.exe and laser-speared the driver through the windshield:
Thus now I have a key to the Mayflower Initiative's base. It's all slowly coming together.
After this, while driving around town searching for a certain something, I finally discovered by sheer luck the location of a place I had been searching for since almost the start of the game: the Old Town Apartment Tower!
It sounds stupid, but I swear it is
so incredibly easy to miss due to the environment's configuration. Everything in this game looks too much the same, from the textures to the palette and even the architecture; and the camera and shitty map and overall muddled looks only serve to make it worse. It looks way better in screenshots; in motion it's a whole other story.
In fact this place is so easy to miss that despite marking it clearly on my map, I actually had to drive around a bit more and memorise a sure-fire way to get there from a nearby junkyard, otherwise I would have been unable to find it again.
But find it I did at last. See, hours and hours ago I had discovered a note telling me that in an apartment here there frequently visited a representative of the Faith, to organise some manner of shady deal. The R4ts syndicate (may they rest in peace) were onto them. So, not knowing what to expect, I inputed the dutifully-scribed number and access code into the elevator.
And in the aparment proper, I meet this woman named Sora, who tries to butter me up all greasy-like by comparing me favorably to rat-faced people or filthy scavs:
Notice the white sign on her head, the one that looks like a Stargate coordinate symbol? That is the symbol used by the Faith. But our relationship promptly sours:
Again, the "Ok" floors me every single time. I know it's a simple way for the devs of closing the dialogue, and likely there's no artful humor behind that, but I can't help and hear that "Ok" in the delightfully sarcastic tone employed by JC Denton.
So the guards are called; weapons are unsheathed; injurious words and spittlle fly all over the room while my drones buzz and click and whir. What a shame:
Holy shit yes! I actually made a little jump in my chair upon seeing that key drop! Because a long while ago, while exploring the world, I had discovered a huge, truly massive door I could not open. See, I had marked it on my map:
At that point I was truly giddy. It's so weird how this game as morphed into detective work. For their promotion of the game, instead of insisting on the systems that are barely functionnal—fighting, recruiting, driving, etc—the devs should have put a much, much bolder emphasis on this side of Mechajammer; I for one find it the most enjoyable and satisfactory part of the game, by far and large. It's not even that it's good
by comparison to the rest that is awful, but it's straight up good,
period.
And nearby the already pungent remains of dame Sora of the hallowed Faith, I found these poor fellows:
Yup; guys with nothing to their names, taken from the street under promise of food and shelter, but reduced to prisoners by the Faith. Now I'm not an ichthyologist, but I can tell something smells fishy.
So while caressing the laser-sharp tip of my spear I politely ask a guy in the street if I can borrow his motorbike—he says yes, and also leaves his money on the ground for some reason—then, post-haste, I race to the territory occupied by the Faith. And there's the door I remember:
'Use key'. My, what beautiful words. So I enter the temple, which houses many vagrants and practitioners, then find an item the game calls 'Letter From Sora':
When I tell you guys it's all slowly coming together!
Unfortunately, in another room I run into a guy called Agent Thorn, and I suspect he has one stuck in his paw because lion-bearded boyo here seems annoyed and, whilst pointing a slug rifle to my face, immediately proceeds to threaten me:
Jeez. I wonder how well that's gonna go for him and his retinue of goons.
Not well. Not well at all. I hope that's tiles I see on the ground and not some kind of textured carpeting, otherwise that's gonna mess with the sermons scheduling while they re-do the whole place.
In a front pocket of Agent Thorn's pants not only do my lady hands feel the flattering onset of rigor mortis, but more importantly, the ruffle of a piece of paper:
Again, mention of color. And what's that logo? Agro-Fax? I'm not sure, but I think so; those guys with Thorn wore green, and such is the official attire of Agro-Fax.
Furthermore, in a room mere paces further into the temple, I found yet another clue:
Just colors and lines, no words. Now that, I have no idea at all what it represents. None. Though I guess I'll find out eventually.
With that it seemed I had discovered all could be discovered in the temple of the Faith. But that's all right, because I knew where to go next.
Strong with the miserable experience of my first playthrough, I know that on a small island owned and ran by Agro-Fax there's a great big computer with multiple interfaces, and these have to do with voice and colors. Quarrymen, and the Faith's god, and psionic matter, and the Mayflower Initiative's psi-tech, and Atlanteans ruins or catacombs; it's all swirling in my head, and I'm trying to put two and two together despite being retardedly bad at math.
I swear on my original, five-discs edition of Baldur's Gate that if this turn out to be some kind of J.J. Abrams-esque mystery box shit were none of anything ends up making any sense whatsoever because the so-called writers couldn't be fucked to think ahead, I will become like MadMaxHellfire: prone to outburst of rage.
Still, now I need to visit that Agro-Fax island, but I can only go there via the taxi system. Only I don't know the coordinates. But Mara, the woman Sullivan had hired, had discovered that shipments of radioactive materials were being shipped to and/or from that island.
Equipped with a Radiation Detector, I criss-cross my way through Calitana for a while, when suddenly:
Yes! Notice that huge blob of yellow light on my minimap, in the upper-right corner of the screen? That's radiation emitted from inside a warehouse.
So of course I enter said warehouse, and try to go sneaky-sneaky; but fail because it's sometimes impossible to determine where lights and shadows begin or end. This is no Thief: The Dark Project. Thus I abort operation sneaky-sneaky, and launch project stabby-stabby, which leads me to this:
Cyphered coordinates for the taxi system! Fantastic. I'm progressing all over the place.
And this concludes the most important parts of my most recent progress. On top of all that, the following—mostly minor stuff—has taken place:
1) As suspected earlier, the Jammer provided by Pelican does indeed need to be plugged into a Utility Box
before meeting the faction linked to said Utility Box; by doing this Pelican always offer some measure of information concerning them upon first meeting them. If you plug the Jammer having already encountered the faction, it's useless, does absolutely nothing. So far I consider what information she offers as quite useless save for flavor, so I don't think her Jammer is essential to complete the game.
2) The Arms Guild Jammer provided by Barry is outright rejected by the Utility Boxes I've tried to plug it into, those that accept Pelican's Jammer. This leads me to believe it should be used in one specific place.
3) I've allied with the Temp Agency. Not because I find them cool, contrarily to the Cyberfreaks and Scavengers, but because I had already killed the boss of the Factus East Boys and collected his key; said key being the prerequisite to forging an alliance with the Temps.
4) I've destroyed the Hivers. Due to the bug having made their faction hostile towards me, some of their guys would spawn in certain quarters of the city, making traversal even more of a pain than it already is. This also allowed me to confirm that once a faction is hostile, there is seemingly no turning back. Fucking bug.
5) In one of the Old Town apartments, I've met another faction or syndicate: the Hackers. I tried to strike an alliance, but unfortunately they asked for the key possessed by the R4ts' boss; this boss bugged out on me when I fought him long ago, and did not drop his key. Thus, no alliance. I went back to where I had killed the boss in question, hoping against hope that his key would be on the ground, but no luck. Fucking bug².
6) Lastly, next to the elevators leading up into the Old Town apartments, there is a sturdy door. For some reason some sturdy doors can be shattered by attacking them, but others can not. The devs should have called those that can't be broken something other than sturdy; perhaps, oh, I don't know, 'unbreakable door'? But really, what do I know about designing a game?
Though this particular door
can be lockpicked, as proven by the following screenshot:
But a target of 50 is gargantuan. That would require a perfect roll with 4 dices in Grace as well's 4 dices +2 pips in Burglary. Given the available number of dices, that is a massive investment of stats.
Next momentous step: making my way to Agro-Fax's Dome Six Island, where you'll get to see just how wrong the wrong things can go. Hopefully with a somewhat supportable number of bugs along the way.
Right? How was that not their main selling point?