ORGANIZED "Hold up," you say to Captain Alpert. "Instead of invading the Deadmines, I can pretend to defect into the Defias and get us information undercover." "But how do we know you won't actually defect and betray us?" says one of Alpert's men. "Oh, come on, he won't do that," says Alpert. "What I want to know is, why can't I defect instead?" "Because all of the Defias know who you are," you explain patiently. "Oh, well, that makes sense then," says Alpert. "Carry on. Do that...defecting and not-betraying-us stuff." "Right," you say, turning to one of the thugs. "Can you help me get in?" "Will you not kill me if I do that?" he says. "Yeah," you say. The thug leads you through a not-too noticeable town into an abandoned part that no one seems to use any more. Shortly after he does, though, he sees an opportunity and bolts. Before you have a chance to run after him, you hear footsteps behind you, just as the thug disappears from view. It's probably a good time to find out who's following you... The scenery reminds you of rumors you've heard about the old hideout here called the Deadmines. Rumor has it that the base used to belong to an organization called the Defias that terrorized the surrounding area. If the base still has any of the Defias's legendary possessions in it, that could explain the tension here...though the scarecrow-like, inactive harvest watchers that lurk in corners here could achieve that effect by themselves. Upon closer look, you also notice that you're being followed. You can make out the hulking silhouette of an ogre, a few human thugs, and a figure who seems to be cloaked in shadow. Whoever's following you, they don't seem friendly. If you let them keep at it much longer, there won't be any way to avoid confronting them.
Leg it for the way you came. You got what you came for. Time to run. Keep moving forward. Your job here isn't done yet. Pause. See if the group walks past you.