"Kid In The Fridge" Quest = the stupidest quest ever.

Did that fridge even have a lock? I mean if it didn't then why didn't he leave or die from certain conditions depending on what was going on at the time after everything cleared up? Ugh this whole quest is so stupid it doesn't even make sense and some Nu-Fallout fanboy is defending this crap.

It is one of those old school 50's fridges, with a latch and a handle. It couldn't be opened from the inside. Someone posted a link to wikipedia and according to the article, it was a real concern and the US government forced a design change that wouldn't allow for such a tragedy, as several kids died this way.
This is trufax...
It's kind of a fun call out. The execution is... lackluster.

A pre war ghoul parent sending you to try and find the kid might have been a better idea. Possibly like a Casey Anthony grown up after 200 years kinda thing... But even then it'd be a stretch.


or maybe put a little skeleton inside a closed fridge with the protagonist saying something like "ah...always feared something like this would happen to Shaun!"

I mean, cmon there were LOADS of better ways to do it.

Snapped the words right out of my mouth
I was just imagining, the ghoul parents ask you to find their kid - you follow a marker, and find a skeleton inside a fridge.
It would be fittingly morbid, and a little bit funny, and you could go back and bring them the sad news. It would be a pointless little mission, but markedly less retarded.

They could've even made it the same way as it is currently but removed the 200 year crap from it, basically something like "I was out there scavenging/playing and I got stuck in the fridge with a little air opening!" or something like that. It takes a certain amount of stupidity to write "The kid in the fridge" and there should certainly be an award for the dumbest quest writing of the year.
 
How do the ghoul parents actually even know that their kid is still alive? I mean after 200 years ... would you not assume that he was dead? Hellloooo? Mc Fly? *knock knock*? There was a global nuclear war. How big are the the chance that something like that might happen.

This whole quests, just from the looks of it, is so creating so many plot holes and head scratching situations ...
 
How do the ghoul parents actually even know that their kid is still alive? I mean after 200 years ... would you not assume that he was dead? Hellloooo? Mc Fly? *knock knock*? There was a global nuclear war. How big are the the chance that something like that might happen.

This whole quests, just from the looks of it, is so creating so many plot holes and head scratching situations ...

They don't know, you stumble upon a mysteriously talking fridge and investigate that.
 
How do the ghoul parents actually even know that their kid is still alive? I mean after 200 years ... would you not assume that he was dead? Hellloooo? Mc Fly? *knock knock*? There was a global nuclear war. How big are the the chance that something like that might happen.

This whole quests, just from the looks of it, is so creating so many plot holes and head scratching situations ...
"Ghouls don't understand their own physiology."
 
200 years... 200 years... In a fridge.

I was okay with Ghouls getting healed by radiation even though it was never openly mentioned in first two games(though there was a perk in Tactics) but living without food, water or even air? For 200 years? In a fridge? There isn't even radiation in that area. Even feral ghouls need food(BOS quest) but not that child?

I mean if the quest was fun in a goofy way like Silver Shroud quest, i could bear it.

By the way i wonder if Bethesda fired their quest designers because both Oblivion and F3 had great quests with horrible writing. Both Skyrim and F4 have horrible quests with horrible writing.

200 years in a fridge... it's just... so stupid.

They don't know, you stumble upon a mysteriously talking fridge and investigate that and massacre everyone in your way.

F4 quest design.
 
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How do the ghoul parents actually even know that their kid is still alive? I mean after 200 years ... would you not assume that he was dead? Hellloooo? Mc Fly? *knock knock*? There was a global nuclear war. How big are the the chance that something like that might happen.

This whole quests, just from the looks of it, is so creating so many plot holes and head scratching situations ...
"Ghouls don't understand their own physiology."

And like the bumblebee not knowing it can't fly due to the laws of aerodynamics ghouls don't know that they can't live on radiation alone, so they
tumblr_nphb9i6uMs1qksk74o1_500.gif
 
What really amazes me is that they LOVE to prop up little skeletons everywhere and claim on how edgey their little set pieces are and how they give you such strong feels for how dark and moody the post-apoc world is.

Then in the perfect opportunity to do this, and put a skeleton in the fridge, they instead put a poorly crafted magic ghoul boy in the fridge which pretty much craps all over the dark atmosphere the game is supposed to have in favor of a lame little side story about re-uniting a nonsensical family for "reasons".

It's like they can't come up with ANY OTHER STORY that contrasts the main story which is also a lame bit about re-uniting a nonsensical family.

Emil is quite literally a one trick pony, and the trick he does is pretty crappy.

"I'm looking for my son. Looks like a talking fridge... Maybe you've seen him"
 
I've rewritten the quest. I should get paid for this.

Kid In Stasis

INSIDE A SMALL ABANDONED, NEARLY PRISTINE UNDERGROUND SURVIVAL SHELTER HIDDEN IN THE MIDST OF A JUNKYARD SITS A LONE CRYOSTASIS CHAMBER. A BROKEN, FUSED ELECTRONIC LOCK SITS IDLY NEXT TO THE OPENING.
The player has made his way through an abandoned junkyard near a ruined house south of University Point, east of Jamaica Plain. A dozen lone, non-hostile, and decrepit ghouls are scavenging for junk while paying no mind to the player in their midst. Some snarl at the player and shamble about like Zombies. A few become hostile if the player goes through their belongings or attempts conversation without proper skill or perk. The ghoul's leader, One-Eyed Arnold, watches you carefully while finally getting the player's attention.

ONE-EYED ARNOLD

Don't know who you are, but there better be a good reason for spookin' my crew... Normie.

PLAYER DIALOGUE CHOICES

* I'm *PC States Chosen Name*... who are you? And what is this place?(NPC occasionally refers to you as *Name*-Normie after)
* Don't mean any trouble, just taking a look around.
* [PERCEPTION/BARTER SKILL CHECKS] Surely you found something useful here, and I got caps if you're willing to trade.
*Why, I'm the lone survivor of Vault 111, can't you read? (Player points to Vault Suit - choice if equipped)

ONE-EYED ARNOLD (PLAYER CHOOSES DON'T MEAN ANY TROUBLE)

Suuure, better watch yourself... Normie. Go take a look over in back, this spot right here is ours.

PLAYER

* Excuse me, what's with the attitude, friend.
* This scrap pile is yours? Ha, looks like a bunch of junk to me!
* Oh, this is your place, huh? I don't see your name on it.
* Hey, fine, don't want any trouble, but what's back there?


ONE-EYED ARNOLD (PLAYER CHOOSES WHATS BACK THERE)


HA, Ahhhh... some old shelter with a broken lock and some pesterin' molerats. Good luck trying to break it open...

With the tip from One-Eyed Arnold, the Player makes their way to the back of the Junkyard, clearing out the wandering molerats, calming them, or sneaking past. Embedded at an angle lays a massive door to an old shelter. The massive door is dented all over with several black scorch marks as if someone had tried to break it open.

PLAYER

* Take a closer look...

* Bash the door with your fists...

(closer look)

'Huh, looks like the lock has the door sealed tight...'

* Hey, this looks like one of those old electronic locks... yeah, I remember these.
* Ah, screw this.

(yeah, I remember these.)'If I can just get this working, it might open up...'

* [INTELLIGENCE 6] With the lock fused from radiation blasts, it'll be almost impossible to repair, but if I can remove the front plate, I might be able to hot-wire it.


So on and so forth. Player finally gets the door open and the lights inside flicker on. Inside they find a nearly pristine shelter stocked with pre-war canned goods and other preserved goods. The player can trade these or let the Ghoul scavenger group know to become more friendly with them. Miraculously it seemed no radiation leaked in. A nearby chair sits a stack of bundled newspapers to sift through and some scattered pop-cans, which the player recognizes as the ones just weeks before the bombs hit. In the very back, to the right, the player follows a humming noise and finds an intact Cyrostasis Chamber, almost exactly like the one they were frozen in. Inside you notice what looks like a young kid, frozen with a terrified look on his face and their hand against the glass.

'I wonder if he's still alive, poor kid... maybe I can get this open?'

* [SCIENCE SKILL] Should be easy enough, they put me in one of these after all. Just need to check the vitals... and use the correct restore sequence....
* Mash all the buttons
* I'd better not...

(and use the right shut restore sequence....)

Player uses the right sequence and SCIENCE to revive the kid in the chamber. Finally the chamber DINGS with a green light comes on, with the door unlocking. The Player opens it up as the cold air bursts out. You stare at the kid, he blinks, confused as his expression returns to normal and finally steps out with a little hesitation.

BILLY (I'd rename him Phillip, just becuz' references...)

Whoa, you look far out, thanks Mister! What happened... how did I... oh blast, the papers, I gotta back to Old Man Duffy's. Ma and Pops will be worried sick!

PLAYER

*
What's your name, Kid? How'd you get in here?
*
Hate to break it you Kid, but Old Man Duffy's gone ... and well your parents probably are too.
*
Kid, you are the last hope of the universe.

The player has multiple more options here. Billy/Phillip/Whatever explains how he was messing around on Duffy's property and found the shelter, and tripped and fell into the chamber (way more realistic than the nonsensical 'kid in the fridge'). Insert some Futurama references here and there, voila. This happened weeks before the bombs fell, so he's obviously far more devastated at what has happened to the world and thinks his parent's are dead. Both the Player and rescued kid would have the same mannerisms from their time period.

- Basically choose to be a dick and maybe sell him off to some slaver gang
- The Kid wants to you to bring him back to where his home was, and what do you know, turns out his parents are Ghouls for the EMOSHUNS of coping with his parents now Ghouls while he isn't, but at least they are alive. Of course the Player character says they are skeptical they are even alive, but they'll at least bring them back (You can ask the Ghoul scavenger group, if you get more friendly with them, if they have by chance heard of them, and they know of them since they trade with them)
- If you actually did meet his parent's first and you killed them, or did not save them from some local gang looking for slaves (or being ghoul racists, whatever); you can tell him the truth and bring him there or [lie] if you killed them
- (OTHER: becomes your 'adopted' kid OR leave the kid at the house to fend for himself, OR have a friendly old couple somewhere take him in)
 
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The quest could have been fixed if it was timed and rewritten. You meet the parents and they tell you their son has been missing for a few days. You have to find him. He ends up being in the fridge. If you get to him soon enough he lives otherwise he dies and you find his corpse. This quest can be stumbled upon by finding the fridge first. The quest wouldn't be triggered (meaning the boy wouldn't go missing) until a certain scripted point in the game. Sure, it might not have the 200 year dramatic effect but then again that idea is fucking stupid in the first place.
 
Heh, two good options ^
1. put in a heroic effort to improve something so essentially flawed
2. simply remove it.. :D
 
Removing it would be the lazy Bethpesda way. At least in my revamp I have more skill checks than the rest of the entire game.
 
I've rewritten the quest. I should get paid for this.

Kid In Stasis

INSIDE A SMALL ABANDONED, NEARLY PRISTINE UNDERGROUND SURVIVAL SHELTER HIDDEN IN THE MIDST OF A JUNKYARD SITS A LONE CRYOSTASIS CHAMBER. A BROKEN, FUSED ELECTRONIC LOCK SITS IDLY NEXT TO THE OPENING.
The player has made his way through an abandoned junkyard near a ruined house south of University Point, east of Jamaica Plain. A dozen lone, non-hostile, and decrepit ghouls are scavenging for junk while paying no mind to the player in their midst. Some snarl at the player and shamble about like Zombies. A few become hostile if the player goes through their belongings or attempts conversation without proper skill or perk. The ghoul's leader, One-Eyed Arnold, watches you carefully while finally getting the player's attention.

ONE-EYED ARNOLD

Don't know who you are, but there better be a good reason for spookin' my crew... Normie.

PLAYER DIALOGUE CHOICES

* I'm *PC States Chosen Name*... who are you? And what is this place?(NPC occasionally refers to you as *Name*-Normie after)
* Don't mean any trouble, just taking a look around.
* [PERCEPTION/BARTER SKILL CHECKS] Surely you found something useful here, and I got caps if you're willing to trade.
*Why, I'm the lone survivor of Vault 111, can't you read? (Player points to Vault Suit - choice if equipped)

ONE-EYED ARNOLD (PLAYER CHOOSES DON'T MEAN ANY TROUBLE)

Suuure, better watch yourself... Normie. Go take a look over in back, this spot right here is ours.

PLAYER

* Excuse me, what's with the attitude, friend.
* This scrap pile is yours? Ha, looks like a bunch of junk to me!
* Oh, this is your place, huh? I don't see your name on it.
* Hey, fine, don't want any trouble, but what's back there?


ONE-EYED ARNOLD (PLAYER CHOOSES WHATS BACK THERE)


HA, Ahhhh... some old shelter with a broken lock and some pesterin' molerats. Good luck trying to break it open...

With the tip from One-Eyed Arnold, the Player makes their way to the back of the Junkyard, clearing out the wandering molerats, calming them, or sneaking past. Embedded at an angle lays a massive door to an old shelter. The massive door is dented all over with several black scorch marks as if someone had tried to break it open.

PLAYER

* Take a closer look...

* Bash the door with your fists...

(closer look)

'Huh, looks like the lock has the door sealed tight...'

* Hey, this looks like one of those old electronic locks... yeah, I remember these.
* Ah, screw this.

(yeah, I remember these.)'If I can just get this working, it might open up...'

* [INTELLIGENCE 6] With the lock fused from radiation blasts, it'll be almost impossible to repair, but if I can remove the front plate, I might be able to hot-wire it.


So on and so forth. Player finally gets the door open and the lights inside flicker on. Inside they find a nearly pristine shelter stocked with pre-war canned goods and other preserved goods. The player can trade these or let the Ghoul scavenger group know to become more friendly with them. Miraculously it seemed no radiation leaked in. A nearby chair sits a stack of bundled newspapers to sift through and some scattered pop-cans, which the player recognizes as the ones just weeks before the bombs hit. In the very back, to the right, the player follows a humming noise and finds an intact Cyrostasis Chamber, almost exactly like the one they were frozen in. Inside you notice what looks like a young kid, frozen with a terrified look on his face and their hand against the glass.

'I wonder if he's still alive, poor kid... maybe I can get this open?'

* [SCIENCE SKILL] Should be easy enough, they put me in one of these after all. Just need to check the vitals... and use the correct restore sequence....
* Mash all the buttons
* I'd better not...

(and use the right shut restore sequence....)

Player uses the right sequence and SCIENCE to revive the kid in the chamber. Finally the chamber DINGS with a green light comes on, with the door unlocking. The Player opens it up as the cold air bursts out. You stare at the kid, he blinks, confused as his expression returns to normal and finally steps out with a little hesitation.

BILLY (I'd rename him Phillip, just becuz' references...)

Whoa, you look far out, thanks Mister! What happened... how did I... oh blast, the papers, I gotta back to Old Man Duffy's. Ma and Pops will be worried sick!

PLAYER

*
What's your name, Kid? How'd you get in here?
*
Hate to break it you Kid, but Old Man Duffy's gone ... and well your parents probably are too.
*
Kid, you are the last hope of the universe.

The player has multiple more options here. Billy/Phillip/Whatever explains how he was messing around on Duffy's property and found the shelter, and tripped and fell into the chamber (way more realistic than the nonsensical 'kid in the fridge'). Insert some Futurama references here and there, voila. This happened weeks before the bombs fell, so he's obviously far more devastated at what has happened to the world and thinks his parent's are dead. Both the Player and rescued kid would have the same mannerisms from their time period.

- Basically choose to be a dick and maybe sell him off to some slaver gang
- The Kid wants to you to bring him back to where his home was, and what do you know, turns out his parents are Ghouls for the EMOSHUNS of coping with his parents now Ghouls while he isn't, but at least they are alive. Of course the Player character says they are skeptical they are even alive, but they'll at least bring them back (You can ask the Ghoul scavenger group, if you get more friendly with them, if they have by chance heard of them, and they know of them since they trade with them)
- If you actually did meet his parent's first and you killed them, or did not save them from some local gang looking for slaves (or being ghoul racists, whatever); you can tell him the truth and bring him there or [lie] if you killed them
- (OTHER: becomes your 'adopted' kid OR leave the kid at the house to fend for himself, OR have a friendly old couple somewhere take him in)
Compare this to the quest as it was probably written:

Vault Dweller finds ghoul stuck in fridge 200 years. Returns to parents. All dialog options are variations on "Yes" to make things easier.
 
The quest could have been fixed if it was timed and rewritten. You meet the parents and they tell you their son has been missing for a few days. You have to find him. He ends up being in the fridge. If you get to him soon enough he lives otherwise he dies and you find his corpse. This quest can be stumbled upon by finding the fridge first. The quest wouldn't be triggered (meaning the boy wouldn't go missing) until a certain scripted point in the game. Sure, it might not have the 200 year dramatic effect but then again that idea is fucking stupid in the first place.

In Bethesda games 101 all kids are immortal no matter what. The other thing to add is that in their games kids never die, they obviously live forever. Besides now that they cater a wider audience the death of kids seem to be something to avoid so this wouldn't work.
 
The quest could have been fixed if it was timed and rewritten. You meet the parents and they tell you their son has been missing for a few days. You have to find him. He ends up being in the fridge. If you get to him soon enough he lives otherwise he dies and you find his corpse. This quest can be stumbled upon by finding the fridge first. The quest wouldn't be triggered (meaning the boy wouldn't go missing) until a certain scripted point in the game. Sure, it might not have the 200 year dramatic effect but then again that idea is fucking stupid in the first place.

In Bethesda games 101 all kids are immortal no matter what. The other thing to add is that in their games kids never die, they obviously live forever. Besides now that they cater a wider audience the death of kids seem to be something to avoid so this wouldn't work.

Sure, I agree with that. They won't do it due to what you said, but if they wanted to do that specific quest that would be a simple, less retarded way to do it.

Which is one of the other problems with their games. They are juvenile in many respects.
 
Just make the kid unconscious. The fridge is semi functional and dehermetised. He's a ghoul so he doesn't need a proper cryochamber to survive.
 
Frankly I want to see more humanoid creatures in Fallout that aren't Ghouls, Super Mutants, or Robots/Synths.

They could have done something like that. Some mutation caused him to go into a stasis of sorts.
 
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