Gladstone's Rats

one chance 1 achievement point
Given by Gladstone

Can you help Gladstone by deactivating all of his old rat traps?

How to start

One chance: some answers in the conversation that offers this quest end it without starting the quest. That conversation does not come back and nothing after it starts the quest, so turning the offer down loses it. Based on the game data; not confirmed in play. Tip: back up your save before a key conversation (copy the .sav file from the save folder).
Talk to Gladstone (Meeting Gladstone after Curfew)
Clues· night mode
Dialogue9 decisions spoilers

Quest chain

Walkthrough3 steps · 1 conversation spoilers
  1. Deactivate Rat Traps
    Deactivate all of Gladstone's rat traps. You should do this during curfew. Beware of the security cameras!
    Interact with Rat Trap
  2. Return to Gladstone during Curfew
    Give Gladstone the good news. He should be waiting for you in the Sewers during curfew.
    Talk to Gladstone (Second Meet with Gladstone after Curfew)
    Clues· night mode
    1 technical condition
    Story flags the game uses internally. Shown for reference; you can't check them in game.
    · Gladstone: trap quest complete
    Dialogue11 decisions spoilers
  3. Find the Secret in Crogan's Workshop
    The rats have told Gladstone that there's a secret hidden in Quince Crogan's workshop. Go find it!
    Interact with Crogans Recipes
Rewards spoilers
Possible rewardsrecipe Cheese Dreamrecipe Blue Tacorecipe ShcherbaGladstone Friendship +1

Expand a section to see it. Key choices: clues come from dialogue branches and may not be exact.

Every conversation of this quest, line by line. The choices listed under each line are the game's own, taken from its dialogue files (game build 25680465) in the order those files list them. Outcomes listed for a choice come from the game's dialogue scripts. That each one applies when you pick it is our reading of the data, not confirmed in game. Conditions shown as “if you chose …” or “after …” come from where the game data sets that story flag; other events may change it too. A choice marked “ask once” records a story flag when you pick it, and its own condition needs that flag unset. A chip such as “Name +1” is a counter that, per the game data, only this conversation changes. Conditions on it are counted from earlier answers in this conversation; that is our reading of the data, and the counter's starting value is not confirmed.

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