But what is the point? We can keep going around in this circle. But you haven't addressed my main point? Why would anyone go back to the Deathclaw Sanctuary after they've reached The Strip. There's no high-tier loot there neither is there any points of interest. It's a route that is closed off to simulate difficulty without actually being understandably difficult. Mister Burke states he's going to give you caps for it and you can even bargain with him. Mister Burke is also the cleanest dressed man in the Saloon, so one can make a fair assumption he's wealthy. If you have also been to Tenpenny Tower, which the game allows you to do, you can make a fair assumption that helping Tenpenny will get you close enough to Tenpenny to be at an advantage. Being fresh out of Vault 101, the player has more reason to do this, because they haven't been outside long enough in the wasteland to truly adapt to it. Going back to a place of relative comfort is preferable, which Tenpenny Tower is. Stop finding any dumb old excuse to hate Fallout 3. Just because the supermutants don't like you enough to narrate you their biography doesn't mean they're dumb orcs. Fawkes even subverts this, but you just convieniently skip over this point because he only contrasts the rest of them. They fucking talk out of combat. They have conversations. Certain super mutants will talk to you and express emotions. How much clearer can I make this point? Wow so I can acknowledge the existence of criminals without being one. That's such bad writing. Haha. Supermutants do that in Fallout 3 too. Just not to the player. That's why you see hostages and prisoners in their camps which you can set free. The reason they don't ransom with the player is because there's no need to. The player isn't related whatsoever to the prisoners. Neither do they in Fallout 1. A few lines of dialogue and "muh emotions" doesn't humanize them well enough. Yes you are.