MGB MAGAZINE Issue 7, April 2015 | Page 9

Fallout 3: The Superhuman Gambit It’s up to you how you want to resolve it. If you decide to go after the AntAgonizer, you can find her secret lair and fight through her ant army, or you can go around the back and use your lock pick skill to get in. You can even pickpocket her during that fight as you enter Canterbury Commons and get her key, if you’re slick enough. If you enter her lair wearing The Mechanist’s costume, you can engage her and do what The Mechanist could not. Alternatively, if you’ve already dealt with The Mechanist, you can hand her his outfit and get a reward. Or you can straight up kill her, or even convince her the error of her ways, leading to her giving up her life of super-villainy. There are as many options if you head to The Mechanist first, too. Or, with this being Fallout, you could just kill them both. Hell, you could kill the whole town if you want, leaving it a ghost town inhabited only by the unkillable Derek Pacion. A special mention has to go to Vault 108 which, if you stumble upon it, you will find inhabited by clones of a man called Gary. They’re nearly all hostile and will punch you in the face, whilst saying “Gary” in a variety of chilling and comedic ways. è Even against the backdrop of The Capital Wasteland – a teeming hub full of strange – this quests stands out. Whilst wandering the wasteland you may come upon a town called Canterbury Commons, which has become the battleground for a “superhero” called The Mechanist and a “super-villain” called The AntAgonizer. Upon arrival, you witness the pair engaged in conflict, both running away before a victor is decided. In true RPG fashion, the townsfolk ask for your help. You speak to a young boy called Derek Pacion, who tells you where the two resid