Meet Wolf, the second-in-command (sort of) of the IA, and Hoover's assistant (we'll meet Hoover in a bit). He eyeballs the first captured convict and, seeing that the poor chap is sick and can barely work, he draws a pistol and kills him.
Boar: Whoa, that's pretty cruel, but I guess it's a better end than the crippled dude I saw earlier.
The second captured guy gets the outhouse cleaning duty, and Boar gets to shovel coal, since he looks stronger.
Boar: Whoa, deja-vu. For some reason I feel like I've been here before. I know exactly which path to take, which I'll use to get out of here.
Boar talks to Goatee, who delivers some expositions and sets the atmosphere; more importantly, he triggers a way out.
When Boar gets to the important question of how to get off coal shoveling duties, Smokey cuts in
Boar: I remember there being two routes to get out of here, being an Inner Guard or an Electrician. I think Electrician is faster, but which dialogue path to choose?
And... he chooses the first dialogue option.
Boar: Ow, ow. Ouch! OK, enough. Do I get the game over screen now?
Nope. Boar gets locked up with Gallus, whom he ignores. After 5 seconds, Gabriel gets in, and takes boar to Hoover.
I forgot to take screenshot of conversation, but the short version of it is, Boar claims to be a good electrician, and gets transferred to Frankie's office.
Frankie test Boar's knowledge with a pop-quiz about electricity related... stuff.
Boar, the curious guy that he is, inquires some more about his surroundings.
As Boar approach the locked locker, Gallus psst' him,
And, in a conspiratorial tone (I imagine), Gallus proposes an escape plan.
Boar: Yeah, blurt out that you're trying to escape to someone you've barely known. Smart move, chump.
Boar ignores the guy and grabs the Black Square. There's also a carrot in the locker. Consider that payment.
Upon giving the box to Frankie, it becomes apparent that Frankie has nothing else for him to do.
Gallus seems to be the only option now.
The ladle is in a marked chest inside the kitchen. Done!
Now comes the hard part. Bizzarely enough, the cursor changes to the "talk" icon (it's not visible on the map due to the screen capturing software doesn't capture the cursor). I suspect there's an invisible man down the toilet and Boar's making conversations with him.
Eventually Boar gets a single round of 6mm ammo and, to be thorough, he scoops the rest of the crap. There's also a "metal ring covered in shit" here, but it belongs to a different quest route.
He even knows how to put the "chicken" button. Damn!
Anyway, this is what the electrical diagram looks like. All quest items have value of 0, cannot be sold and doesn't disappear when you drop them on the ground and leave the area.
Let's get back to Gallus now.
Boar: Whoa, deja vu. I remember giving the blueprint to him last time. What happened last time?
Boar then gets beat up, again. This time it's game over for real.
Hence, Boar takes the only remaining reasonable course of action, and report Gallus to Hoover.
Anyway, note the part where Boar haggles the price to betray Hoover. In cases like this, a big "Attitude" stat ensures a higher level of success. Boar has negative attitude (courtesy of 1 Charisma) so he can only select the lousiest reward. Successful use of Attitude gives a very big chunk of xp rewards, so keep an eye out for these occasions.
|Which Boar does, in an alternate reality
Turning Wolf in results in a lengthy battle, and a bunch of unwanted XP. Let's just stick with Wolf's plan instead.
Man, just look at that wall O.o
Boar: I'm sorry, Jimmy
Nice, now Boar's an outer guard, and the remaining area is unlocked (The coal mine, which is only accessible in another quest route, remains inaccessible).
Note: the attribute "Reliability" indicate the weapon's chance of firing properly. A 80% reliablility means the weapon has 1/5 chance of misfire everytime you pull the trigger. When the weapon misfires, you waste time to clear the jam before being able to fire again. You lose the ammo, and the weapon durability decreases.
While most of these perks are crap (they add to skill points, etc), some are quite useful. The key is to spot which one. The first one I take here is Botanist, available at level 9 for 2 perk points. It gives 3 extra skill points per level. Considering the maximum level is 50 (actually you can reliably get to level 48, if you follow the shorter path), then with this perk taken at level 9, Boar will gain an extra (48-9)x3 = 117 skill points by the end of the game. Normally he gains 15 skill points per level (with INT 9), with this one he gains 18 points. It's essentially Fallout's Educated perk.
Back to the game now. The ticket to freedom is this train, which is used to transport weapon to Northern City. Also, Northen City is conveniently where Boar needs to go to meet his local agent.
As Boar approaches the locomotive, he's stopped by a guard named Clamp, and smoothly backs away.
Boar repeats this a few times, and Clamp eventually loses his temper and attacks.
Killing and looting done, Boar talks to Toot, the train operator.
Again, combat boils down to killing the most dangerous dude first, and heal when wounded. The Rat Smg is a big help here, but let's not waste too much ammo.
To Part 4: Boar makes his way into Northern City and makes contact with his local agent.