From the computer to the tabletop, this is all about games. Updated each week-end.
With Highpool’s problems sorted (go back to part 4 to see how we did that) it’s time to move to the next area, the Agricultural Centre.
The place is dominated by its large radar dish, but this feature has no in-game significance. Shame.
When you enter, the store is surrounded by grumbling farmers complaining about their lot. Assuming you offer to help them (you’re rangers! It’s what you do!) they will take you to a field and leave you to get on with it.
‘It’ in this case being to defeat Harry, the bunny master.
Harry can be found in the south field, roughly where the party is standing in the image above.
Defeat Harry, and a few rewards await.
The old man will take you to his root cellar, which has no enemies, but does have a few useful items to pick up.
After this, you can take a trip back to the south field, and from there enter the cave
I recommend that you switch from pistols to hand weapons for this sequence.
The cave is filled with creatures which can be slaughtered for some additional experience points. They aren’t dangerous, especially when wearing leather jackets, so take advantage of the 2x experience points for killing them hand to hand, and save your bullets.
When you’re done you can either exit the cave the way you came, or take the south exit to reenter the wasteland.
Either way, visit the store before you leave, as you can sell all that fruit you picked up. Did I say all? No – save two pieces of fruit for later. Sell the rest though, they will give you a good price. The best places to sell your fruit are here or Highpool, other places will offer a lower price.
The Agricultural Centre is now running again, providing food to those who need it. Join me for part 6 as we move on to the Rail Nomads.