History Fridge / FalloutNewVegas

22nd Jun '17 1:44:44 AM timotaka
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* Mr. New Vegas ''always'' remaining vague about the Courier's involvement in things fits in perfectly with WordOfGod stating he is an AI under House's supervision: House has every reason to not make the Courier a notable figure as that could draw attention to his plans, and possibly cause factions he opposes to seek to enlist the Courier to their own side (which they always end up doing anyway).
17th Jun '17 8:25:12 PM Maj_Spoiler
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** Another point on the collector's deck: While three of the Kings make sense, despite his name The King sounds like the odd man out. He is the leader of a gang that you meet relatively early, but plays little part in the grand scheme of the Mohave. So why is he so notable? [[spoiler: He represents the Wild Card ending. He says that the philosophy he learned from the School of Impersonation is that "Every man is a King." The Wild Card ending has you prove his philosophy right as you go from a simple courier to the leader of an independent New Vegas.]]

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** Another point on the collector's deck: While three of the Kings make sense, despite his name The King sounds like the odd man out. He is the leader of a gang that you meet relatively early, but plays little part in the grand scheme of the Mohave.Mojave. So why is he so notable? [[spoiler: He represents the Wild Card ending. He says that the philosophy he learned from the School of Impersonation is that "Every man is a King." The Wild Card ending has you prove his philosophy right as you go from a simple courier to the leader of an independent New Vegas.]]



* That photo of James and Catherine in Vault 21? Probably just an Easter egg. But it may shed some light on some of Fallout 3's plot. James being a native vault dweller himself certainly explains why the paranoid, xenephobic loon of an Overseer was willing to let him into the Vault, as well as Eden's belief that the Lone Wanderer would be free of mutations. It also explains why he though a Vault would be safe, given how notorious they were for ending in the occupants deaths/insanity/mutation/etc. He grew up in one of the only successful Vaults. Given that Vault 21 was discovered and opened by Mr House sometime between 2271 and 2281, it also means he had to have discovered a way to leave the Vault discretely, since he had to have left sometime before 2258 and he didn't alert Mr House to the Vaults location.

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* Vault 21:
**
That photo of James and Catherine in Vault 21? there? Probably just an Easter egg. But egg, but it may shed some light on some of Fallout 3's plot. James being a native vault dweller himself certainly explains why the paranoid, xenephobic xenophobic loon of an Overseer was willing to let him into the Vault, as well as Eden's belief that the Lone Wanderer would be free of mutations. It also explains why he though a Vault would be safe, given how notorious they were for ending in the occupants deaths/insanity/mutation/etc. He grew up in one of the only successful Vaults. Given that Vault 21 was discovered and opened by Mr House sometime between 2271 and 2281, it also means he had to have discovered a way to leave the Vault discretely, since he had to have left sometime before 2258 and he didn't alert Mr House to the Vaults location.location.
** Vault 21, the gambler's vault, was placed under what is now New Vegas. 21 is the highest possible winning score in blackjack and is also [[RuleOfThree three]] times [[LuckySeven seven]]. Vault 21 is one of the few Vaults that we know of that didn't implode in on itself or get ransacked by savage raiders, especially considering it wasn't a "control" Vault. This makes the inhabitants of Vault 21 quite lucky indeed.
** The Vaults play only a minor role in the game, but the game has to start you out with a Vault Jumpsuit anyway for consistency's sake. But why Vault 21? 21=7*3. 777. JACKPOT. Also, 21 is Blackjack. In fact, Vault 21 is the ''only'' one in the Mojave known to have been a resounding success.



* In Fallout 3, the color of the menus and icons of the Pipboy are green tint at default. In New Vegas it is Amber. The reason for this is because, while you were given a brand new pipboy of your own in Fallout 3, you were given a old one used by Doc in New Vegas. Once during the course of his life, he changed Amber to become default on the Pipboy.

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* In Fallout 3, the color of the menus and icons of the Pipboy Pip-boy are green tint at default. In New Vegas it is Amber. The reason for this is because, while you were given a brand new pipboy Pip-boy of your own in Fallout 3, you were given a old one used by Doc in New Vegas. Once during the course of his life, he changed Amber to become default on the Pipboy.Pip-boy.



* Why is the courier consistantly insulted by legionnaires regardless of what they do for them? To serve as a reminder that they don't necessarily need you. The legion offers you few side quests, most of which are just minor preparations before the battle, because they don't need you to do those for you. In comparison the NCR has a significant amount of side quests including training troops, fixing equipment, rooting out spies, exterminating extra problems like the fiends, and reclaiming territory from the legion. Result: by the end the NCR sees you as a true hero which would lead to them being incredibly polite, to the legion you're just a guy who's quite good at fighting, so they have little reason to treat you as anything more than a very good mercenary.

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* Why is the courier consistantly consistently insulted by legionnaires regardless of what they do for them? To serve as a reminder that they don't necessarily need you. The legion offers you few side quests, most of which are just minor preparations before the battle, because they don't need you to do those for you. In comparison the NCR has a significant amount of side quests including training troops, fixing equipment, rooting out spies, exterminating extra problems like the fiends, and reclaiming territory from the legion. Result: by the end the NCR sees you as a true hero which would lead to them being incredibly polite, to the legion you're just a guy who's quite good at fighting, so they have little reason to treat you as anything more than a very good mercenary.



* Vault 21, the gambler's vault, was placed under what is now New Vegas. 21 is the highest possible winning score in blackjack and is also [[RuleOfThree three]] times [[LuckySeven seven]]. Vault 21 is one of the few Vaults that we know of that didn't implode in on itself or get ransacked by savage raiders, especially considering it wasn't a "control" Vault. This makes the inhabitants of Vault 21 quite lucky indeed.



** Compared to the Capital Wasteland, Ghouls in the Mohave seem to be accepted by society or at least aren't actively discriminated against (except for the Legion anyway). While this could be the result of the NCR's expansion bringing in ghouls from California, it could also be the indirect result of both the Vault Dweller and Chosen One's actions in the previous games removing their stigma. It'd make sense that over time, they'd spread outside not only the NCR but also out of the West Coast.

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** Compared to the Capital Wasteland, Ghouls in the Mohave Mojave seem to be accepted by society or at least aren't actively discriminated against (except for the Legion anyway). While this could be the result of the NCR's expansion bringing in ghouls from California, it could also be the indirect result of both the Vault Dweller and Chosen One's actions in the previous games removing their stigma. It'd make sense that over time, they'd spread outside not only the NCR but also out of the West Coast.



* The Vaults play only a minor role in the game, but the game has to start you out with a Vault Jumpsuit anyway for consistency's sake. But why Vault 21? 21=7*3. 777. JACKPOT. Also, 21 is Blackjack. In fact, Vault 21 is the ''only'' one in the Mojave known to have been a resounding success.



* In ''Lonesome Road'', though he doesn't outright tell you, the way Ulysses talks it's pretty obvious he knows what the Platinum Chip is. However, there is no realistically conceivable way he could know, until you think back to Primm. The guy running the Mohave Express post there mentions him being chosen for the Platinum Chip run before you. When he saw your name, he ducked out, knowing you'd meet in the Divide, which you acess from the Mojave.
* Why is the game significantly biased against the legion? Because for the majority of the game you're in territory controlled by either the NCR of Mr House, both of which are unlikely to tolerate legion sympathisers or those from across the river, leaving either those whom either despise or are indifferent to the legion behind.

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* In ''Lonesome Road'', though he doesn't outright tell you, the way Ulysses talks it's pretty obvious he knows what the Platinum Chip is. However, there is no realistically conceivable way he could know, until you think back to Primm. The guy running the Mohave Mojave Express post there mentions him being chosen for the Platinum Chip run before you. When he saw your name, he ducked out, knowing you'd meet in the Divide, which you acess from the Mojave.
* Why is the game significantly biased against the legion? Because for the majority of the game you're in territory controlled by either the NCR of or Mr House, both of which are unlikely to tolerate legion sympathisers or those from across the river, leaving either those whom either despise or are indifferent to the legion behind.



* Vault 69 (999 Women, 1 Man) and Vault 68 (999 Men, 1 Woman). At first glance, it looks like just a coy joke at the number 68 and 69 and were done by ''Webcomic/PennyArcade'' for a Fallout book, but they're still claimed to be of existence in the series. Imagine the fate of the single man or woman in the vaults...
** Just because the numbers exist, and we've known there were over a hundred vaults for a long time, doesn't mean that the experiments run in the "real" Vaults 69 and 68 actually match up with the ones run in the Penny Arcade comic. Heck, even though there was that ShoutOut to the comic's Vault 77 in ''VideoGame/{{Fallout 3}}'', that doesn't necessarily ''prove'' that the Penny Arcade Vaults are real, anymore than the fact that running into the [[Series/DoctorWho TARDIS]] in ''VideoGame/{{Fallout 2}}'' or the fact Dogmeat's former owner is dressed like ''Film/MadMax'' "proves" that the two universes are connected. EasterEgg, anyone?
*** Actually, Vaults 68 and 69 was created by Chris Avellone as part of the Fallout bible.

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* Vault 69 (999 Women, 1 Man) and Vault 68 (999 Men, 1 Woman).Woman) were created by Chris Avellone as part of the Fallout bible. At first glance, it looks like just a coy joke at the number 68 and 69 and were done by ''Webcomic/PennyArcade'' for a Fallout book, but they're still claimed to be of existence in the series. Imagine the fate of the single man or woman in the vaults...
** Just because the numbers exist, and we've known there were over a hundred vaults for a long time, doesn't mean that the experiments run in the "real" Vaults 69 and 68 actually match up with the ones run in the Penny Arcade comic. Heck, even though there was that ShoutOut to the comic's Vault 77 in ''VideoGame/{{Fallout 3}}'', that doesn't necessarily ''prove'' that the Penny Arcade Vaults are real, anymore than the fact that running into the [[Series/DoctorWho TARDIS]] in ''VideoGame/{{Fallout 2}}'' or the fact Dogmeat's former owner is dressed like ''Film/MadMax'' "proves" that the two universes are connected. EasterEgg, anyone?
*** Actually, Vaults 68 and 69 was created by Chris Avellone as part of the Fallout bible.
vaults...
6th Jun '17 1:21:49 AM The_Pyro_Jawsome
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** In-Universe, yes, in game it translates to one item for a chip. For whatever reason (balance, maybe?)



* The entire naming convention for Big Mountain reeks of Fridge Brilliance. For starters, after the Great War it is nicknamed the Big Empty, due to its vast swath of supposedly empty land, as seen from the outside of the crater. Now, Big Mountain is also abbreviated Big Mt. Big M T. Not only that, but there is actual location in Arizona called Big Mountain. While it isn't home to any scientific labs, it is known by another name. Black Mesa. Amazing, the coincidences that make up life.

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* The entire naming convention for Big Mountain reeks of Fridge Brilliance. For starters, after the Great War it is nicknamed the Big Empty, due to its vast swath of supposedly empty land, as seen from the outside of the crater. Now, Big Mountain is also abbreviated Big Mt. Big M T. Not only that, but there is actual location in Arizona called Big Mountain. While it isn't home to any scientific labs, it is known by another name. [[VideoGame/HalfLife Black Mesa.Mesa]]. Amazing, the coincidences that make up life.



** The ''Wizard of Oz'' analogy goes further. In the movie Dorothy's companions each wanted certain qualities, namely a brain, a heart, and courage. In the game, the surgery done to the courier removes their brain, their heart, and their spine. Cowardly people are often referred to as being spineless. Not to mention the similarity in the methods of arrival to the Big MT and Oz the characters went through.

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** The ''Wizard of Oz'' analogy goes further. In the movie Dorothy's companions each wanted certain qualities, namely a brain, a heart, and courage. In the game, the surgery done to the courier removes their brain, their heart, and their spine. Cowardly Stupid people are called brainless, unemotional/uncaring people are often said to be heartless, and cowardly people are often referred to as being spineless. Not to mention the similarity in the methods of arrival to the Big MT and Oz the characters went through.



** It's TheFifties, yes, but a steam/laser/whateverpunk version of it. With dead Chinese [[DirtyCommunists Communists]].



** Even if one takes Ulysees' word for it that the Tunnelers are gradually digging their way out of the Divide towards the Mojave with the potential of making life hell, not even ''that'' possibility would be enough to hold back the Bear [[spoiler:short of launching nukes westward]]. Given the resources, manpower and firepower on hand as well as some warning ahead of time from the likes of the Courier, it's just as possible that their dreaded arrival would be ''at worst'' an organized withdrawal back to California, not total collapse.

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** Even if one takes Ulysees' Ulysses' word for it that the Tunnelers are gradually digging their way out of the Divide towards the Mojave with the potential of making life hell, not even ''that'' possibility would be enough to hold back the Bear [[spoiler:short of launching nukes westward]]. Given the resources, manpower and firepower on hand as well as some warning ahead of time from the likes of the Courier, it's just as possible that their dreaded arrival would be ''at worst'' an organized withdrawal back to California, not total collapse.collapse.
** There's also the fact that the NCR has a fuckload of territory under their flag. It's not Pre-War America, but they can pack up and cut their losses, while still having more territory to obtain. Granted they'd have to deal with whatever the fuck's set up shop in the Midwest, but still, New Vegas and Hoover Dam are just expendable(ish) to the Bear.


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* House being the leader of New Vegas is rather funny. At first, you don't understand. Then his questline, The House Always Wins, pops up. The casino is often referred to as the house. The saying The House Always Wins comes from the fact that most gamblers net a loss to casino gambling, while the casino profits, therefore, one can't beat the house. This also ties into the Lucky 38, as the only way to beat (or break even with) the house is to not play. Even the quest you complete if you kill him, The House Has Gone Bust!, fits, as The House has literally gone bust. The validity of The House Always Wins is up to you.
29th May '17 9:58:04 AM 11bartled
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* Why is the courier consistantly insulted by legionnaires regardless of what they do for them? To serve as a reminder that they don't necessarily need you. The legion offers you few side quests, most of which are just minor preparations before the battle, because they don't need you to do those for you. In comparison the NCR has a significant amount of side quests including training troops, fixing equipment, rooting out spies, exterminating extra problems like the fiends, and reclaiming territory from the legion. Result: by the end the NCR sees you as a true hero which would lead to them being incredibly polite, to the legion you're just a guy who's quite good at fighting, so they have little reason to treat you as anything more than a very good mercenary.


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* Why is the game significantly biased against the legion? Because for the majority of the game you're in territory controlled by either the NCR of Mr House, both of which are unlikely to tolerate legion sympathisers or those from across the river, leaving either those whom either despise or are indifferent to the legion behind.
19th Apr '17 12:52:41 PM smallinquiry
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19th Apr '17 12:49:20 PM smallinquiry
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** Not to mention, the Brotherhood itself has earned a justified reputation for being dangerous to anyone who isn't them. Way back in the first game, they were essentially nothing more than a particularly xenophobic bunch of raiders with a tech fetish, who justified their willingness to do stuff like mugging travelers for their energy rifles or destroying a settlement's only generator as "keeping technology out of the hands of those who'd abuse it". All they needed was the right excuse and they would have set themselves up as kings, and in fact you could actually trigger such an ending, with the Brotherhood sweeping across the California wasteland and brutally conquering it, by killing Rhombus. In the second game, it's established that the Brotherhood have become a power in decline due to both picking fights with everybody who refuses to just meekly hand over their tech and because other factions have managed to find their own stockpile of advanced tech, undercutting the supremacy of the Brotherhood -- the NCR in particular has fought quite often with the Brotherhood, to the point that people on both sides in this game mention warring against the local chapter of the Brotherhood. Indeed, the latest battle between NCR and Brotherhood was caused ''because'' of Brotherhood treachery, and unless you play things just right, if the Brotherhood does survive the events of ''New Vegas'', they go on to betray the NCR again and/or to resume their old "tech-bandits" routine by holding up travelers and stealing any valuable tech they have. The Capital Wasteland Chapter from ''VideoGame/{{Fallout 3}}'' is an exception to the rule that the Brotherhood are a bunch of {{Jerkass}}es who're NotSoDifferent to the raider gangs, which is admitted InUniverse, and they're all the way over on the other side of the continent. ''Any'' faction that doesn't want to submit to the Brotherhood of Steel would recognize them as a deadly threat, between their ideology, their past behavior and their arsenal. Mr. House and Yes Man just happen to have reasoning beyond that; Mr. House's power base stems from his stockpile of incredibly advanced tech (which the Brotherhood would want to steal as much as they could before blowing up the rest), while Yes Man is an Artificial Intelligence (aka, something the Brotherhood would want to blow up).

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** Not to mention, the Brotherhood itself has earned a justified reputation for being dangerous to anyone who isn't them. Way back in the first game, they were essentially nothing more than a particularly xenophobic bunch of raiders with a tech fetish, who justified their willingness to do stuff like mugging travelers for their energy rifles or destroying a settlement's only generator as "keeping technology out of the hands of those who'd abuse it". All they needed was the right excuse and they would have set themselves up as kings, and in fact you could actually trigger such an ending, with the Brotherhood sweeping across the California wasteland and brutally conquering it, by killing Rhombus. In the second game, it's established that the Brotherhood have become a power in decline due to both picking fights with everybody who refuses to just meekly hand over their tech and because other factions have managed to find their own stockpile of advanced tech, undercutting the supremacy of the Brotherhood -- the NCR in particular has fought quite often with the Brotherhood, to the point that people on both sides in this game mention warring against the local chapter of the Brotherhood. Indeed, the latest battle between NCR and Brotherhood was caused ''because'' of Brotherhood treachery, and unless you play things just right, if the Brotherhood does survive the events of ''New Vegas'', they go on to betray the NCR again and/or to resume their old "tech-bandits" routine by holding up travelers and stealing any valuable tech they have. The Capital Wasteland Chapter from ''VideoGame/{{Fallout 3}}'' is an exception to the rule that the Brotherhood are a bunch of {{Jerkass}}es who're NotSoDifferent to the raider gangs, which is admitted InUniverse, and they're all the way over on the other side of the continent. ''Any'' faction that doesn't want to submit to the Brotherhood of Steel would recognize them as a deadly threat, between their ideology, their past behavior and their arsenal. Mr. House and Yes Man just happen to have reasoning beyond that; Mr. House's power base stems from his stockpile of incredibly advanced tech (which the Brotherhood would want to steal as much as they could before blowing up the rest), while Yes Man is an Artificial Intelligence (aka, something the Brotherhood would want to blow up).
19th Apr '17 12:36:22 PM smallinquiry
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* Colonel Moore getting mad at you if you spare the Brotherhood seems like she's just [[KickTheDog kicking the dog]], but if you actually listen to her dialogue she indicates that she's afraid they'll betray the Republic after getting what they want out of the alliance. Considering that the Brotherhood ''did the exact same thing she's suspecting them of'' prior to the game beginning and the war started by their betrayal is still going on, her suspicions [[ProperlyParanoid come off as a lot more reasonable]]. And unless you finish things up ''juuuuust'' right, Colonel Moore turns out to be right.
8th Apr '17 4:19:02 PM Discar
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* Both Mr. House and Yes Man consider the Brotherhood of Steel their most dangerous enemy, and both strongly encourage you to dispose of them. In fact, Mr. House will refuse to hear any alternative you try to argue for. Most likely because Mr. House was monitoring the events that transpired in the [[VideoGame/Fallout3 Capital Wasteland]] between the Brotherhood and the Enclave. House concluded that the Brotherhood would see enough similarity between Mr. House and President Eden to label him and his Securitron army a new Enclave and set out to destroy New Vegas to stamp it out. Therefore, the only remedy he could think of is to destroy them before they gathered enough forces, resources, and intelligence to do so. Naturally, he had those conclusions filed away as data for Yes Man to find and agree with if you opted for the WildCard route.

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* Brotherhood of Steel as the enemy:
**
Both Mr. House and Yes Man consider the Brotherhood of Steel their most dangerous enemy, and both strongly encourage you to dispose of them. In fact, Mr. House will refuse to hear any alternative you try to argue for. Most likely because Mr. House was monitoring the events that transpired in the [[VideoGame/Fallout3 Capital Wasteland]] between the Brotherhood and the Enclave. House concluded that the Brotherhood would see enough similarity between Mr. House and President Eden to label him and his Securitron army a new Enclave and set out to destroy New Vegas to stamp it out. Therefore, the only remedy he could think of is to destroy them before they gathered enough forces, resources, and intelligence to do so. Naturally, he had those conclusions filed away as data for Yes Man to find and agree with if you opted for the WildCard route.



* Why the vault security armour from vault 34 has better protection rating than its vault 101 counterpart in fallout 3 makes sense from both gameplay and in lore viewpoints. The gameplay reason is that Vault 101 security armour is at the start of the game and is a low level armour that would be quickly rendered obsolete, while vault 34 security armour is encountered at a much later point of the game and would have to require better stats to be viable. A in lore explanation is that the conditions of Vault 34 and Vault 101 are completely different. In vault 101 the secuirty at most would on a regular have to deal with troublesome youths and radroaches which could be easily be dealt with so they don't need anything heavier than 10mm pistols and the vault armoury was secured on a tight control from the overseer. However vault 34 was filled with easy access guns and explosive weapons, meaning the chance of somebody of suddenly just losing and go on a shooting rampage was extremely high. This results in the vault security requiring to needing a better standard of protection to be able to preform their duties.

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* Why the vault security armour from vault 34 has better protection rating than its vault 101 counterpart in fallout 3 makes sense from both gameplay and in lore viewpoints. The gameplay reason is that Vault 101 security armour is at the start of the game and is a low level armour that would be quickly rendered obsolete, while vault 34 security armour is encountered at a much later point of the game and would have to require better stats to be viable. A in lore explanation is that the conditions of Vault 34 and Vault 101 are completely different. In vault 101 the secuirty security at most would on a regular have to deal with troublesome youths and radroaches which could be easily be dealt with so they don't need anything heavier than 10mm pistols and the vault armoury was secured on a tight control from the overseer. However vault 34 was filled with easy access guns and explosive weapons, meaning the chance of somebody of suddenly just losing and go on a shooting rampage was extremely high. This results in the vault security requiring to needing a better standard of protection to be able to preform their duties.



** Gay women have Veronica and...I admit, I've got nothing. But three out of four is still hard to ignore.
*** She leaves the Brotherhood's bunker to collect supplies because she needs to escape their homophobia, and an attractive female Courier who accepts her would sound like a lesbian wet dream to her, no?

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** Gay women have Veronica and...I admit, I've got nothing. But three out of four is still hard to ignore.
***
Veronica. She leaves the Brotherhood's bunker to collect supplies because she needs to escape their homophobia, and an attractive female Courier who accepts her would sound like a lesbian wet dream to her, no?
8th Apr '17 3:26:29 PM The_Pyro_Jawsome
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*** She leaves the Brotherhood's bunker to collect supplies because she needs to escape their homophobia, and an attractive female Courier who accepts her would sound like a lesbian wet dream to her, no?
* In ''Lonesome Road'', though he doesn't outright tell you, the way Ulysses talks it's pretty obvious he knows what the Platinum Chip is. However, there is no realistically conceivable way he could know, until you think back to Primm. The guy running the Mohave Express post there mentions him being chosen for the Platinum Chip run before you. When he saw your name, he ducked out, knowing you'd meet in the Divide, which you acess from the Mojave.



* In ''Lonesome Road'', though he doesn't outright tell you, the way Ulysses talks it's pretty obvious he knows what the Platinum Chip is. However, there is no realistically conceivable way he could know.
26th Mar '17 4:35:04 PM Divra
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** Speaking of the "Lucky 38": How can 38 be lucky, when the numbers on a roulette wheel run from 0 to 36 (possibly including a 00, depending on style)? It's an indication that the only way to win is to not play, to bet on a number that isn't part of the game.
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