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IIRC it involves duping.
~player.additem 00055f10 1
will duplicate it, but I don't want to duplicate it. I want to see what happens if you don't give it to Austin. So far, it doesn't change much.
It is possible to exploit the game's option to "walk away" mid-conversation in order to cure both Austin and oneself:
also, as far as console commands, this will also work to give an extra dose
Since she's responsible for Clyde and his friends getting out, it's pretty funny. She's as bad as everyone else in the commonwealth.
It is very possible to make it through that area without getting the disease.
Yes it is. I have did it 3 times. Twice on Very Hard and once on a pure Survival run.
But I am not saying it is easy. It takes patience, moving slowly and knowing the spawn spots. And most of the time, I just run thru it, not caring if I get bit and at the end of the quest, do the console command to give my char the serum.
No companions, I assume. Any tips?
In real life virtually every moral choice is clear cut. There are very few instances of ambiguity, and people only muddy up the situation when they feel guilty. The idea of "gray" is mostly specious.[courses.aynrand.org]
That's why all these attempts at "moral dilemma" in video games fall flat. They're too contrived to be taken seriously. Real life is pretty black and white.
Even with this quest the moral choice is purely black and white and it is crystalline clear. You volunteered to help a dying child, you are in no mortal peril and face only the most minimal consequences. There is one moral choice, and one evil choice. You can kill a child, or you can save a child.
It's not even really a dilemma. It's just Bethesda giving you an opportunity to kill a child, one of many such opportunities. Just like they force you to slaughter women.
Go slow and you need to know where and when they will attack. Which generally is close to the same spots. But they can vary some. If you are not playing Survival, save often. Esp after each successful defense and not getting bitten.
Survival is a much more challenging run, since the places with beds in there is limited. But the same tactics is important.
Being geared and perked for Stealth and Melee helps too. The Blitz perk is great and so is getting Adrenaline Rush built up. And anything you can do to increase your AP's is very important. Having the ability to blitz to multiple targets is awesome. So is hitting all targets in front of you.
And yeah, no companions. It's a dumb designed quest, which prohibits them and Power Armor if you wanting to avoid the disease.
I've even used the Minutemen's flare gun's tiny area effect to scare molerats up when I had no other explosive weapons.
That 's a misleading view, as the Sole Survivor isn't aware of the level of risk from the disease, and seeing Austin has every reason to think it presents a crippling and mortal danger to both themselves and any companions they take along, in addition to them subsequently carrying that untreated infection out into the wasteland.
The game doesn't portray it in a realistic fashion, however, as the vault dwellers disregard entirely the risk to the world at large if the infection spreads, and we're awkwardly shoehorned into a black/white result, with Dr. Forsythe even rejecting the offer of splitting the treatment because "It doesn't work that way. Half a dose won't cure him.", which he has absolutely no way of knowing about a unique serum that he's never seen before. It's enough to make you wonder if he's even a real doctor.
It's ironic that Mr. Forsythe calls you selfish if you want to get cured, when none of them will lift a finger to help anyone who isn't from their vault. The idea of you now being a sick patient still carrying a potentially deadly infection who deserves their medical aid both for saving a child's life and to protect those it could harm in the future is conveniently ignored.