


While battling the geckos in the Toxic Cave, two cool things happen. When the geckos do get in a shot, it rarely does more than scratch him, considering the leather armor helps quite a bit. The battles with the geckos go smoothly overall Geronimo is getting much better with the pistol, and it shows. I have to give him a stimpack and several healing powder bags so he’s not worthless in battle just for my troubles. That’s not even taking into consideration what it does to poor Sulik, who’s too stupid to avoid it whenever possible. The geckos are more plentiful here, and discarding the boots in a previous barter comes back to haunt me, as walking through the toxic spills hurts considerably.

We find a few more victims, these a little more aggressive, and then return to the Toxic Caves, another gecko hotbed. Anyway, the only mercy Geronimo’s willing to grant comes in the form of 10 mm bullets to the head, so the gecko’s effort proves to be in vain. The first golden gecko Sulik and Geronimo come across actually runs away from us, which is a sight both welcome and pitiful.

Unfortunately, geckos in this area prove to be scarce, which is ironic now that I’m actively looking for them instead of trying to avoid them. I visit the familiar Trapping Grounds in Klamath first, where we last came on a mission for Whiskey Bob. So he heads back from whence he came in search of the creatures that once gave him almost more trouble than he could handle. While Geronimo abhors Metzger and everything he stands for, he’s not willing or able to make a fight out of it, at least not right now. The quests aren’t paying well enough at the moment, and to raise enough money to purchase Vic’s freedom, we’ll have to put our gecko skinning perk to use. We rejoin Geronimo as he departs from the not-as-dangerous-as-advertised Den.
