Quick question about Jefferson

zegh8578

Keeper of the trout
Orderite
The row of super mutants behind the final building, has anybody gotten some kind of relevant reaction out of them?
I will usually just slaughter them for XP, but it always puzzled me, with the locked door that opens only when all generators are down. It always had a feel of purpose, but then nothing happens, they just stand there.

Obviously, the first time I played it, I was all "omg :0" untill I realized they just stand there, doing nothing... They're kindov anticlimactic
 
Developers had a great idea for them, something about reinforcements coming from Lab, but forgot to implement actual triggers. Those mutants, as well as one inside building (not speaking one), may be deleted just fine.
 
TwoEyedYum said:
Developers had a great idea for them, something about reinforcements coming from Lab, but forgot to implement actual triggers. Those mutants, as well as one inside building (not speaking one), may be deleted just fine.

-.-
Ah well, I get the XP for massacring them nonetheless, with the added challenge of achieving this in the tight funnel-like confines inside that corridor.
I wondered about the "mute" one as well.

Thanx for clarification!
 
Killing them grans you negative karma if my memory serves me right. So it may not be worth it.
 
Those Super Mutants are basically there to protect that scientist. If the devs forgot to add triggers, like TwoEyedYum suggested, then its a bummer. To me it was always a roleplaying thing, hence the bad karma if you kill them.
 
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