The enemy group doesn’t have enough ranged weapons. This is understandable given how hard it must be to source working rifles after a nuclear apocalypse. And it’s great news for my party, which I kept well-stocked with ammunition. I use a choke point to limit their movement options, we trade fire for a few turns, and, even if Ella and Mad are a little banged up, we win the fight pretty handily.
It’s time to get back to Merredin and get a reward. Maybe we can also find an assistant for a character we’ve recently met. I am using the Barter Crew origin and feel compelled to also deliver philosophy books for a library and some comic books. The people need a good trade link, especially in uncertain times. Finishing these side quests might also offer more insight into two settlements and their power structure.
I know I should be looking for a way into Kalgoorlie but none of the presented options seems appealing. More options will open up as my party explores more of the … (read more)

Previous post QEMU 9.0 Debuts with Advanced ARM and RISC-V Capabilities
Next post Understand artificial intelligence in The MagPi magazine issue #141