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https://3speak.tv/watch?v=realdcghoul101/koqyzxoq
THE END. I fight the remaining Aliens and return to Earth. This is the last episode of Mothership Zeta and the walkthrough itself. It was a long journey.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:47 - Teleporting to the Living Quarters. I go to the corridor blocked by an energy wall. I shoot the turret while two Abominations attack the Aliens, and the barrier goes down.
- 02:12 - Looting and going upstairs. I reach a larger room with more energy shields left and right. I use grenades against the enemies.
- 03:38 - The west room has a container.
- 03:58 - I jump on the floor below to bypass the shields and reach the other side. It's looting time. Another room on the west with more containers.
- 05:08 - The south door leads downstairs. I checked the east bedrooms first and the ones on the lower floor.
- 07:05 - To the south door and downstairs. More enemies to the northwest.
- 08:31 - I look at the map and head to the east side. I quickly dispatch the Aliens.
- 09:18 - I forgot you can shoot the shield generators to destroy them (LOL). I proceed through the corridor.
- 09:41 - I don't remember seeing one Alien Ball before. Another thing to my collection. I turn to the north. It's inventory management time.
- 10:51 - More enemies to shoot in the room ahead. I find Toshiro there. He defeated enemies with the sword I returned to him. It's time to return to the west side.
- 12:53 - I throw a grenade over the shield to hit everyone behind it, but I fail. They try to flank me through the west room.
- 14:05 - I retrieve the Alien Captive Recorded Log 23 (25 of 25) from the control between the doorway and the shelf to the north. It's the last one.
- 14:49 - Inventory management and looting.
- 16:09 - I go to the next room, but forgot a turret was there. I go through the corridor and upstairs, where more turrets, Abominations, and Aliens wait.
- 17:59 - Vengence vs. Abominations in the larger room. I go upstairs and kill more of them.
- 19:14 - Room to the east has containers and shelves. I head to the west side to reach the teleporter to The Bridge. The south door to the room with an Alien Workbench. I repaired my stuff before the final battle.
- 22:53 - Opening the north door and making the Alien Captain eat a grenade. The other enemies are killed. More Aliens spawn from the teleporter.
- 23:32 - Another Alien speaks through a hologram, and a second Mothership can be seen through the windows. I take the Alien Captain's Sidearm from the Alien Captain.
- 24:05 - The team shows up, and... my eyes! The Power Distribution Control distributes energy to the shield or the weapons. The red icon indicates the enemy mothership.
- 24:43 - I was dumb but figured out how to operate the thing.
- 25:24 - Restarting the generators. The controls are on the left and right side. Some Aliens try to attack the bridge through the teleporter.
- 27:10 - Yay! The enemy mothership is gone, and This Galaxy Ain't Big Enough Is Finished.
- 28:06 - Containers and shelves to loot downstairs. I checked the Alien Captain's Sidearm.
- 28:42 - I talk to Sally. She'll stay in the mothership. She will give Alien Power Modules and other things to you sporadically.
- 29:28 - I talk to Paulson. He'll return to Earth, never to be seen again.
- 30:10 - I (try to) talk to Toshiro Kago. He'll stay in space.
- 30:16 - Eliott informs that, during the battle, a Homing Beacon was dropped in the Capital Wasteland. Now, I can go back and forth between the two places.
- 30:56 - I talk to Eliott again. He crafted more cryo mines and grenades. He'll stay on the mothership.
- 32:26 - I talk to Somah. She'll return to Earth, never to be seen again.
- 33:30 - The destroyed mothership debris is falling and burning into the atmosphere.
- 34:48 - The teleporter to the Homing Beacon is in the workbench room. I reached the Alien Crashing Site, and a Super Mutant Overlord was nearby. I take the Onslaught - a unique missile launcher (4 missile clips) - from his body. Weird, I got one from a Super Mutant in Seward Square (New Uniques mod).
- 36:49 - The dead alien from the Recon Craft Theta is still on the ground to the south. Also, the Alien Blaster and many Alien Power Cells are near it.
- 37:52 - Checking the weapon. A second one can be found in the Mobile Base Crawler (Broken Steel DLC).
- 38:29 - I fast-travel to Megaton. Oh, that Megaton Settler hasn't forgotten about me.
- 39:27 - Later, I returned to the mothership to see how things were going (and to loot the place). One last talk with Sally.
- 41:01 - To the Engineering Core to grab more stuff.
- 42:28 - Back to the Capital Wasteland. I reunite with Dogmeat (Vault 101 entrance), Star Paladin Cross (The Citadel Laboratory), and Fawkes (Museum of History).
- 44:38 - Back outside for one last look at the Washington Monument during the sunset.
- 45:13 - Rachel's history has reached its end. Ah, the memories.
Over 410 hours of gameplay over seven years. I hope you liked the content. What'll happen next? Hmm, who knows...
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https://3speak.tv/watch?v=realdcghoul101/acoucvfs
I reach the Death Ray control room to disable it. This is the seventh episode of Mothership Zeta.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:47 - I take the teleport in the shooting range (Weapons Lab). It leads to the lower area where the targets are.
- 01:20 - I return to the previous areas and downstairs.
- 02:01 - I return to a room where I forgot to take the Atomic Pulverizer. I show the position right after.
- 03:44 - I return upstairs to the large room's east side. There's a path leading upstairs.
- 04:15 - I mentioned in the previous episode that Drone Cannon Ex-B didn't spawn in the Experimental Weapon Drones (due to user stupidity). I use console commands to get them.
- 05:32 - Entering the Experimentation Lab. I walk to the room where the Alien Workers are. I proceed to the nearby operation room.
- 06:47 - Looting the dead. The Alien Captive Recorded Log 20 (21 of 25) is on the control nearby.
- 08:25 - Opening the west door. I follow the corridor and open the first door on the right. Some Biogel on the shelves.
- 08:56 - The room on the left has some Alien Crystals and Alien Epoxy.
- 09:11 - Opening the second room on the left through the control. More Biogel on the table and shelf.
- 09:57 - The last door on the right leads to a larger room. A container on the left and the Alien Captive Recorded Log 10 (22 of 25).
- 11:05 - I activated the Power Generator control at the center and disabled the coolant system. The explosion disabled the energy fields in the area, and the Abominations in the other room escaped. They chased the Alien Workers and reached the corridor, where I blasted them with a MEC Gauss Minigun (FWE).
- 13:39 - I enter the room where they were contained and retrieve the Alien Captive Recorded Log 9 (23 of 25) near the tables. Also, more containers.
- 15:20 - I return to the corridor and head to enter the Biological Research. The door on the right has some Alien Epoxy. I enter the larger room, and the Abominations are attacking the Aliens in the upper area (west/southwest). Some grenades were enough.
- 17:33 - I go upstairs and loot the place. The Alien Captive Recorded Log 18 (24 of 25) is on control near some other panels.
- 21:59 - Another room to the southwest. One hostile Alien remained. I disable the energy field and proceed to the catwalks. Shelves and containers are on the floor below.
- 24:08 - Alien Epoxy and Alien Power Cells are on the shelf under the catwalk you were in.
- 24:34 - I return to the catwalks and move forward. The control at the center of the room enables the teleporter so the team can arrive.
- 25:41 - I talk to Sally and then to Eliott. He had crafted some cryo mines and grenades. The New Uniques mod also allows you to craft them in the workbench (if you find their schematics).
- 26:42 - I talk to Somah and Paulson.
- 27:10 - I use the teleporter to the Death Ray Hub. I opened the room on the southwest side and found one container and a Drone.
- 28:29 - I open the room on the northwest and find another container and a Drone.
- 29:04 - I open the door on the south side and follow the Alien before placing a frag mine on the corridor. The explosion kills him, and more Aliens attack.
- I kill the other enemies and loot the place.
- 30:54 - I enter the larger room and destroy the turrets. I go downstairs to the door and sneak attack the enemy guarding the corridor.
- 33:20 - I enter the next room and quickly dispatch the other Alien guarding it. The Release Mechanism disables the energy fields leading to the corridor. I follow the only path available.
- 34:51 - I go downstairs and kill more enemies. The room nearby has a healing archway and container. I continue downstairs to the Death Ray Control.
- 36:57 - Clearing the room of enemies. I'm surprised the Drone following me (https://fallout.fandom.com/wiki/Drone_control_device) is still alive.
- 38:50 - You wanted to see that happen. Be honest.
- 40:52 - I disable the first coolant systems while Aliens try to stop me.
- 44:04 - Disabling the second coolant system. I place some frag mines near the teleporter.
- 45:22 - Disabling the third coolant system. The Death Ray is disabled.
- 46:22 - I use the teleporter to the Living Quarters.
The final battle against the green men is about to begin.
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I went to the Robot Assembly and destroyed the last power generator. It's time to walk into space. This is the sixth episode of Mothership Zeta.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps are below:
- 00:48 - The Engineering Core. I go downstairs to take items that spawned there.
- 02:02 - Frag mines, ammo, and two Nuka Cola Quantum on a wooden crate.
- 02:24 - Inventory management. The toolbox near the workbench is a safer container.
- 04:15 - To the Robot Assembly area. Beware of the turrets. Two containers to the southwest.
- 05:17 - Downstairs to the lower area and fight some Drones. They also teleport from the west side.
- 06:11 - Containers and shelves.
- 06:48 - Alien Power Cells are on a shelf behind that table. They may fall on the floor.
- 07:12 - Two turrets and more Drones further north. The MPLX Novasurge is effective.
- 07:46 - Another container and shelf to inspect. I go to the corridor nearby and reach another section of the Robot Assembly area.
- 08:30 - Overloading one turret through its control. I started shooting the enemies to the north, and two turrets were still active.
- 09:43 - One last turret. I use the Electronic Access Panel to overload the Assembly Line. The explosion opens a hole in the wall, and I walk into the conveyor belt.
- 10:35 - I place plasma mines in the next section before shooting the lone Alien. The Drones remained in their pods.
- 11:42 - I place more plasma mines and walk northeast. More enemies appear, and I retreat to the conveyor belt while some mines detonate.
- 12:12 - One Alien - with more HP - attacks. I tested the MEC Gauss Minigun on him and on the others.
- 13:40 - I retrieve the Drone Control Device from that stronger Alien. It's looting time. I entered the room below the upper area and found another container + a healing archway.
- 15:18 - Upstairs to the control panels. More bodies and containers to loot. I check the local map.
- 16:07 - To the east side. The last generator is downstairs. I disable the coolant system and wait for the explosion. The energy field to the room under the stairs is gone, so I collect more stuff before teleporting to the entrance.
- 18:21 - I'm in the Engineering Core. The place has more junk and items scattered around. Also, Nuka Quantum and some Alien Power Cells are in a wooden crate near the Alien Workbench.
- 19:32 - Inventory management and equipment repair. Every area we visit from the Engineering Core (until this point) will become inaccessible once the main quest is finished.
- 22:21 - I talk to Sally and then take Colonel Hartigan's Space Suit. I equip it before entering the Air Lock To Decompression Chamber. The switch decompresses the next area.
- 24:49 - I loot the dead enemies before opening the next doors and upstairs.
- 25:27 - A door and a control near it. The room has containers and Alien Biogel on the table.
- 25:49 - I open the Door To Space Walk. Sorry, I got distracted by the lens flares.
- 26:57 - Exposed Panel (01).
- 27:26 - Exposed Panel (02).
- 27:42 - Exposed Panel (03).
- 27:48 - The transporter at the center of the area opens. I levitate again.
- 28:21 - I reach the Observation Deck. Among the Stars is finished. The Galaxy Ain't Big Enough... begins. I use the switch to recompress the chamber.
- 29:15 - Enabling the teleportation device to the Engineering Core. The team arrives.
- 30:36 - I go to the west to another room. A nice view of Earth through the glass floor.
- 31:22 - The Alien Captain is pissed and blasted something near Earth. Somah talks.
- 32:34 - The teleporter at the end of the corridor is disabled. I tell Sally to stay while I move forward to the Weapons Lab.
- 33:24 - Overloading the turret before entering the next area. I place some frag mines before attacking the enemies.
- 35:38 - A grenade to the Aliens in the upper area to the northwest.
- 36:31 - Looting the shelves. Thermal view reveals more enemies above me. I open the door in the corridor, revealing a Drone Pod, containers, and some shelves. I missed the unique Atomic Pulverizer - lying on the floor - and only got it in the next episode.
- 38:19 - The Guardian Drone is now following me. I continue in the corridor and turn to the right to kill an Alien. I check the map before going upstairs. The passage is blocked, so I return to the lateral path leading to the upper area where I killed the Aliens.
- 40:22 - Sneak attack. More enemies spawn on the teleporters.
- 41:47 - A container. I return upstairs to disable the energy shields. I walk around, checking which door was previously blocked.
- 42:25 - One shield is still up.
- 43:31 - That's the now open path. Aliens on the catwalks. I loot the dead and the containers.
- 45:55 - Another corridor and two Guardian Drones in the larger room.
- 46:35 - Alien Power Cell on the floor. My grenade blasted them around.
- 46:47 - Alien Captive Recorded Log 24 (20 of 25).
- 47:26 - Containers and Alien Power Cells above them. More stuff on the tables.
- 48:46 - Disabling energy shield to the west rooms.
- 49:16 - More Alien Power Cells on the floor.
- 49:34 - The controls outside the spawn some Brahmins, but the Experimental Weapon Drones don't attack them. They have a unique Drone Cannon Ex-B - which failed to spawn due to user stupidity - so I used console commands to get them.
- 51:38 - Looting the east side.
- 52:27 - The next area is a shooting range. The Destabilizer is on display near the teleporter. The controls spawn some creatures in the area below so you can shoot them.
- 53:48 - A second shooting range. I use the control to spawn more creatures/raiders to shoot them with the Destabilizer. I earned the Xenotech Expert Perk by doing so.
I continue my battle through the upper levels of Mothership Zeta.
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kay, I'm beginning to distrust those Buttercup toys. Also, I found a unique weapon. This is the fifth episode of Mothership Zeta.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:51 - I'm in the Engineering Core. I checked the map before returning to the Cargo Hold. There's a locked door to the Research Lab near the entrance.
- 02:16 - I check the map and head south through the catwalks. The unlocked door to the Research Lab is downstairs.
- 03:17 - Downstairs to the new area. Human vehicles can be found here. I throw some grenades to eliminate the Aliens in the catwalks to the south. Also, some turrets in the area.
- 05:04 - The Alien Captive Recorded Log 13 (18 of 25) is on the control between the stairs to the west and the chairs.
- 06:26 - Colonel Hartigan's Space Pod.
- 07:30 - Looting the dead and inventory management.
- 08:25 - Many Toy Cars on the shelves near the door.
- 08:45 - Where did that Alien come from? More enemies attacked from the door I was heading to.
- 09:24 - I enter the corridor and reach another room with many Giddyup Buttercups. I kill the enemies.
- 11:26 - I opened the door to the south and found a Healing Archway.
- 12:31 - The control at the center of the room contains the Alien Captive Recorded Logs 21 (19 of 25). It's on an audio log with Sally, the Aliens, and the Giddyup Buttercups.
- 13:32 - More Buttercups in the areas to the north. I go downstairs, and there's another storage room.
- 14:57 - Back upstairs, I open the round door to the south and... more Giddyup Buttercups (+ electricity). I open another door to the south and reach a room with dead human bodies and a lone Giddyup Buttercup. Its eyes glow red as I get close, and I notice observations rooms left and right (WTF is happening around here?).
- 16:46 - I return to the previous larger room. I go downstairs to the lower area and enter. Some pulse grenades are on a table near the Buttercup shelves.
- 18:58 - I check the local map and return to the dead bodies room to use the teleport to the Cargo Hold. I use the control to unlock that locked door seen in the previous episode. I return to the Engineering Core.
- 20:04 - Looting some Dead Aliens. I head to the workbench area and find a bottlecap mine and pulse mines in a wooden crate. Many other items are scattered around the room.
- 21:48 - Inventory management. I was dumb because I forgot to search for a container to store things. Later, I found a footlocker in the room with a makeshift bed (to the right when looking into space).
- 22:59 - The local map. I head to the Engine Room and reach a corridor with some enemies.
- 25:00 - I pass the Healing Archway towards the next room. Support and Guardian Drones ahead.
- 26:12 - The door to the north is inaccessible (for now). I use the controller on the west wall to overload the turret in the room seen through the glass.
- 26:59 - I inspect the rooms to the southeast (I missed something here). Some enemies and containers to loot.
- 27:59 - I return to the previous larger room to enter the southwest corridor and kill an Alien.
- 28:11 - I assume that the control disables an energy shield. I enter the door to its left, and an Alien appears on my back.
- 29:10 - I continue to the west corridor and bump into some enemies. I open the door to the north and reach a room. One Drone was on the same level, and another was on the floor below.
- 30:46 - Instead of opening the door downstairs, I check the other room and kill a Guardian Drone.
- 31:54 - I open the door, and it connects to the room where I exploded the turret. I killed the Alien and looted the containers.
- 33:21 - Back to the room with the stairs to the lower area. I overload the turret ahead through the control and move forward. I placed some frag mines and attacked the Drones in the corridor.
- 34:27 - I continue east to the Healing Archway room. I overload the turret to damage the Alien ahead. I go upstairs to another area with more Sentry and Guardian Drones. The frag mines were effective. I retreat to the Healing Archway, and an Alien appears in a previous location.
- 36:52 - I go upstairs to the Drone room. They were not attacking me. Inventory management time.
- 39:17 - More containers in the room. I take the Alien Biogel and Epoxy.
- 39:54 - I pass through the open door to another and reach the first room through the previously inaccessible door.
- 40:27 - I was about to leave the Engine Room, but soon realized I forgot the Electro-Suppressor - a unique Shock Baton - which fell from the table in the southeast room. It's near the entrance.
- 42:05 - I'm back in the Engineering Core. It's time to sleep on my RobCo PBX-19 Portable Bed (FWE). I lost track of day and night in space.
Continues in the next episode.
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https://3speak.tv/watch?v=realdcghoul101/qaruwkri
I head to the Hangar Bay to destroy the second generator. Also, the Cargo Hold has a weapon in it. This is the fourth episode of Mothership Zeta.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:48 - I'm at the Engineering Core. The place gets more destroyed and full of junk each time I return.
- 01:07 - Some grenades, a frag mine, and an Auto-Fire Mechanism (WMK).
- 01:52 - I go to the Alien Workbench and manage my inventory. I also repaired the Samurai's Sword found at the end of episode 317. Remember to install the Alien Workbench Fix if using FWE.
- 05:55 - I locate Toshiro downstairs (near the workbench) and give him the Samurai's Sword. He seems happy.
- 06:34 - Some Alien Epoxys are on the table. Sally talks to Paulson.
- 07:32 - I ask Paulson to join me on my trip to the Hangar Bay.
- 08:09 - I still don't know what causes the pip-boy to be off-center.
- 08:52 - Entering the Hangar Bay. One container to the right. I follow the path to the Hangar area.
- 10:36 - One container near the control panels.
- 11:24 - That is the alien spaceship (Recon Craft Theta) found in the Alien Crash Site.
- 11:49 - Another container on the mezzanine.
- 12:11 - Aliens are on the mezzanine across the hangar and in the control room to the right. I snipe them.
- 13:48 - Eliminating the remaining enemies before crossing the hangar to the south. More enemies come from the corridor on the left.
- 15:33 - Looting the dead and checking the east corridor. Some paths are blocked by energy shields.
- 16:29 - Going upstairs to the mezzanine. More Aliens to loot. I use the control to disable the energy shield on the west door. I checked the energy shields below, but they are still working. I missed two turrets on the east corridor.
- 17:55 - I go through the open doorway and reach the control room. Two more containers to open.
- 19:34 - I use one of the five Pylon Controls, and it blasts some energy waves on the floating alien ship below.
- 20:37 - I try to disable an energy shield, and the alarm goes off. The doors on the hangar below are open, and many Aliens appear. I use the five controls to blast energy when the enemies approach the center.
- 22:32 - Aliens attack from the generator room. A robot remained in the lower area. I return there to loot everything (including the containers in the previously inaccessible areas).
- 26:40 - A closer look at the alien ship.
- 27:39 - To the generator room. More Alien Power Modules on the shelves. I opened the coolant system and disabled it. I return to the Engineering Core after the explosion.
- 31:39 - The place is a mess. Some Aliens attack from the south. I talked to Paulson and told him to stay.
- 32:42 - I now go to the Cargo Hold. The door to the east is opened elsewhere, so I go to the catwalks near the three containers. I take the stairs to the lower area to attack some drones at the end of the corridor. It's Drone Cannon time.
- 35:10 - I go upstairs to destroy the nearby turret before returning to the lower area. The corridor I was in had shelves on both sides.
- 37:06 - Another Guardian Drone is gone. I inspect the east/southeast side. Man, those Aliens are collecting a lot of junk.
- 37:54 - I go south/southeast on the conveyor belt. Ammo boxes and missiles are on it.
- 38:34 - Brahmins and junk are being dropped on the space. I go upstairs on the catwalks and kill an Alien. I go through the catwalk (north), downstairs, east, and upstairs again to the upper catwalk. I go west back to where all the junk was being dropped to shoot more enemies.
- 40:22 - There's a Healing Archway to the east. I continue south on the catwalk and the west. Sneak-attacking Aliens with The Dismemberer is fun.
- 42:23 - Oops! I was detected by an enemy on the catwalk below. I kill the Aliens and reach the southwest corner. I turn to the right and then north and east. I killed two Aliens and a turret.
- 44:22 - I go downstairs near a Nuka Cola Vending Machine. I went west on the conveyor belt and found Reid Underwood's Terminal. I hack it and read the entries.
- 45:06 - Log Entry 4-11-2063.
- 45:41 - Log Entry 4-15-2063.
- 46:13 - Log Entry 4-16-2063. Things went south. Who is Doctor Morley?
- 46:43 - Log Entry 5-01-2063. It mentions a safe and a remote lock. What is Quare Verum?
- 47:16 - I click the "Remote Unlock Safe" option.
- 47:22 - That's the position of Reid Underwood's Terminal.
- 47:46 - Many ammo boxes on the shelves.
- 48:14 - One mini nuke on the conveyor belt.
- 48:23 - Weapons and more on the shelves south of the wooden furniture.
- 49:01 - Inspect the trash piles to the south. The Underwood's Safe was near a Lawnmower and a bathtub. I take the MPLX "Novasurge" Prototype Plasm Pistol note, some Energy Cells, and the MPLX Novasurge itself. I'll show the position on the map (it is near the hole where Brahmin are falling).
- 51:03 - New mesh for the weapon. I'll use it.
- 51:40 - Ammon and chems on the conveyor belt. I continue following the path back to the Engineering Core.
I'll return here in the next episode.
View Details
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Eliott found his team, and I destroyed the first power generator. This is the third episode of Mothership Zeta.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:47 - I continue to the next corridor and end up in the surgery room. Eliott sees some of his team on the tables and uses the switch to freeze the Aliens inside.
- 02:21 - The bodies of Corporal Spurlock, Corporal Rheems, and Private Mears.
- 02:28 - I talked to Eliott, but he had nothing to say. Keep asking about anything that can prove helpful.
- 02:51 - A shelf nearby with Purified Water, Rad-X, frag mines, a scope (WMK), pulse grenades, and more.
- 03:13 - I retrieved the Alien Captive Recorded Log 11 (13 of 25) from the control on the right side of the round door. The Alien Captive Recorded Log 17 (14 of 25) is on the left side. I listen to them.
- 05:50 - We find the remaining soldiers in the next room. Eliott doesn't know how to awaken them now that the aliens have already injected them with unknown substances. I ask how long they'll live if awakened. I tell Eliott to revive them so they can help us in the fight.
- 07:31 - I need to press the switch when Eliotts says. He tells the two soldiers to get ready to fight. I think Eliott has no ammo, or he lost his weapon.
- 08:43 - I ask Eliott again about anything that can prove helpful, and now he can craft some cryo grenades (and cryo mines). I'll talk to him later about this. The New Uniques mod has already implemented those features through schematics.
- 09:17 - I ask him why we are stuck in the Laboratory. Well, the door to Cryo Storage is now open.
- 10:06 - The Alien Captive Recorded Log 25 (15 of 25) is to the left. I open the container before proceeding to a large room with many cryogenic chambers. We all attack the Aliens in the area.
- 12:08 - Looting the dead. Eliott got his gun and ammo back. More Aliens attack from the east chambers. Sergeant Daniels bites the dust. Private Beckett will soon collapse.
- 15:31 - Downstairs to the lower areas. I forgot to listen to the Log 25.
- 16:18 - The Alien Captive Recorded Log 16 (16 of 25) is on the southwest corner.
- 17:14 - Alien Epoxy on the table. I return upstairs and use a switch to open some cryogenic chambers. It was an Overlord.
- 18:47 - I return downstairs and take the path to the east side. More Aliens to shoot.
- 21:54 - Opening another chamber and fighting two Overlords.
- 23:52 - The local map. I missed a fourth Overlord.
- 24:24 - I go upstairs to the generator room. I activate the control to open it and disable the Core Coolants (retreat before the explosion).
- 26:32 - I use the switch to enable the Teleportation Matrix back to the beginning of the Cryp Lab. An Alien Worker is being chased by a Feral Ghoul. We helped him.
- 28:08 - We return to the Engineering Core. I check the map and take the Teleport Matrix to the Maintenance Level. Some containers and shelves in the first rooms.
- 30:06 - The only door is the one on the right. I find Sally here, messing with the cables and such. The elevator moves after we talk.
- 31:53 - Twister movie reference.
- 32:21 - Shooting some Aliens outside. Sally jumps into the corridor, and the elevator falls with me. Their left leg was crippled. Sally finds me in the trash compartment.
- 34:24 - Door to the Waste Disposal. Beware of the trash compactors.
- 35:11 - I run as they lift to find two safes and a first aid box.
- 35:54 - Door to a corridor. Another safe and first aid box was found.
- 36:25 - Another door. A Support Drone and a Guardian Drone were blocking the way. I take a Drone Cannon from the Guardian.
- 37:34 - Another room. I press the control and hear Sally. The room on the other side is where I need to go. I proceed through the next door and find Aliens on the platform above me.
- 38:36 - I jump outside the catwalk and find the Military Footlocker containing the Anchorage Quartermaster Shipment (holotape) and General Chase's Overcoat.
- 39:37 - A closer look at the Overcoat.
- 40:43 - Entering the room. Some enemies appear on the same path I used.
- 41:49 - Another door. I go upstairs and destroy the Drones with their own Cannon. Sally disables the energy field so I can enter the area. These are trash compactors.
- 42:26 - Another shield is disabled, and I find a safe on the floor. Aliens attack in the next room but are crushed by the trash compactor. Operate the control to shut it down.
- 42:52 - The shield is down, so I run to the third trash compactor. One Alien was there. I reach a corridor.
- 43:41 - I open the door to another section. Many Aliens to shoot and throw grenades at.
- 46:10 - The Alien Captive Recorded Log 19 (17 of 25) is to the right of the door.
- 47:31 - Looting the dead and the room.
- 48:53 - Another room and a corridor with stairs. I fight on the way up and find Sally.
- 50:14 - Sally goes to the teleporter (to my left), and I find the Samurai's Sword and first aid boxes on the shelves nearby. I return to the Engineering Core.
I believe I know the owner of that weapon.
View Details
https://3speak.tv/watch?v=realdcghoul101/yxzlnsgw
I reach the Engineering Core and rescue some people from their force hibernation. We team up to fight the Aliens. This is the second episode of Mothership Zeta.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:40 - I'm at the upper area and walk into some Aliens in the doorway. Also, a turret in the next room.
- 02:09 - I pass through the Healing Archway and fight more enemies downstairs. I follow the corridor to kill more Aliens in the next room. The Demon's Dance was quite effective.
- 04:13 - I inspect the area before checking the map. I open the door to the north to go upstairs to the room with more Aliens. Sneak melee attacks with the Demon's Dance are particularly effective.
- 07:13 - Sally appears. The west room has two containers (ammo and weapons) and a Healing Archway. Alien Power Cells are on a shelf near the second container.
- 08:39 - Going east through the catwalk. There's some Alien Worm Food on a table to the east.
- 09:47 - The local map. I was heading in the wrong direction. I only detected the turret when I was too close. Entering the Engineering Core.
- 10:24 - We go upstairs, and Sally tells me she found something. The elevator, however, was shut down.
- 11:13 - This machine you see is a workbench. I recommend you install the FWE Alien Workbench Fix to fully utilize it.
- 11:20 - I go one set of stairs below and take some Alien Epoxy from the tables. I checked the lower area of the Engineering Core. Some containers (ammo, weapons, and more) are scattered around.
- 12:31 - I return upstairs and go to Sally in another room. She tells about the cryogenic chambers in the area. I'll need the Spacesuit from one of them to go outside. Not Of This World is finished, and Among The Stars begins. Oh, look! Somah finally showed up.
- 14:49 - I interact with the control near the cowboy guy and retrieve the Alien Captive Recorded Log 5 (7 of 25).
- 14:56 - The control on the left, near the samurai guy, gives me the Alien Captive Recorded Log 7 (8 of 25).
- 15:01 - The second control on the left, near the soldier, gives me the Alien Captive Recorded Log 6 (9 of 25).
- 15:05 - The second control on the right, near the astronaut, gives me the Alien Captive Recorded Log 8 (10 of 25).
- 15:18 - Activating the Stasis Mechanism. Looks like the astronaut didn't make it. Sally tells about the three generators located in the different areas of the Mothership.
- 17:01 - Paulson and Somah talk to each other. I didn't want to interrupt, so I waited to talk to him.
- 19:09 - Talking to Eliott Tercorien. He's worried about his team. The soldier has some medical abilities and can adapt the Alien Biogel to have better effects. I also learned how he ended up in this place.
- 24:01 - I tried to talk to Toshiro Kago, but he didn't speak English.
- 24:59 - Somah and Sally conversation.
- 25:32 - I listen to the Captive Logs of Paulson (5) and Elioth (6).
- 26:51 - Eliott talks to Somah about what happened to the world.
- 27:48 - I listen to the Captive Logs of Toshiro (7) and the astronaut, Colonel Hartigan (8).
- 29:00 - Talking to Paulson again. I want to know how he ended up here. I used the Speech option to convince him (Black Widow was an option).
- 30:22 - Asking Eliott about Toshiro. I soon asked him to come with me to the Cryo Labs.
- 31:21 - The local map. We enter the Cryo Lab. Some Aliens are in the large room ahead.
- 33:05 - The room visible on the floor below can only be entered if I disable the energy field through the nearby Release Mechanism.
- 33:46 - A container near the inactive teleporter.
- 34:07 - Heading downstairs. Some Alien Epoxy and Alien Crystals can be found. I enter the room and collect some medical supplies from Earth, Alien Biogel, ammo, and three containers with more loot. A control between them has the Alien Captive Recorded Log 4 (11 of 25). I listen to it.
- 37:42 - I return upstairs to open the subsequent two doors. Some aliens were in another room, so I used the switch to unfreeze some enemies on them.
- 39:49 - Looting the dead, the containers, and the area. There's another room to the north, so I go there to kill more enemies.
- 41:43 - The Alien Captive Recorded Log 2 (12 of 25) is in a corner in the south room. I listen to it.
- 44:11 - Through the corridor to the next section. Lots of Aliens and cryogenics chambers. Beware of the turrets.
- 45:30 - Looting the dead and containers.
- 45:58 - I return to the corridor to enter the room. There's a switch to free some open a few chambers and controls I can rewire for a proximity explosion. Also, a storage room with ammo, items, containers, and Alien stuff.
- 47:36 - Back to the cryogenic chambers. One raider to kill and some bodies downstairs to loot.
- 49:00 - More shelves to loot (items from Earth).
- 51:11 - Back upstairs. I head north.
I need to find the generator in the Cryo Lab.
View Details
https://3speak.tv/watch?v=realdcghoul101/vuqxxpuy
I found a strange spaceship crashed north of MDPL-13 Power Station. A mysterious light lifts me to the skies, and I meet some creatures not of this world. This is the first episode of Mothership Zeta.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Here are the timestamps:
- 00:51 - Fast traveling to the MDPL-13 Power Station. I kill a Young Deathclaw.
- 01:58 - A Talon Squad is near the Power Station.
- 03:41 - I go north, following the power lines to the Alien Crash Site. I approach the spaceship, and a blue light hits me. I think I'm being abducted.
- 05:59 - I have a bad feeling about this. They are really green, after all. I wake up in a cell and meet Somah.
- 08:51 - We are interrupted, and Somah tells me to stay close to the walls. A robotic army picks someone from another cell.
- 09:40 - They took all my equipment. I talk to Somah again, and we plan a fight to trick the guards.
- 12:33 - The energy field is turned off, and we attack the Alien guards. I take a Shock Batton, and we kill the other Aliens in the corridor.
- 13:38 - I open the other cells using the Release Mechanism near the door. A Rivet City Guard is in denial.
- 14:10 - The room on the east has three controls containing the Alien Captive Recorded Log 22 (1 of 22), the Alien Captive Recorded Log 15 (2 of 22), and the Alien Captive Recorded Log 14 (3 of 22). I listen to them.
- 16:58 - I go west through the corridor. I take the uniform of a Dead Enclave Officer in one of the cells.
- 18:02 - I pass through a Healing Archway on the path to the next section. I chose not to modify it.
- 18:24 - It's a security room of sorts. I retrieved the Alien Captive Recorded Log 3 (4 of 22) and the Alien Captive Recorded Log 1 (5 of 22) from the Controls on the south side. I listen to them.
- 22:53 - The Alien Captive Recorded Log 12 (6 of 22) is on the right side of the south doorway.
- 23:53 - The west door is sealed, so I open the south one. A girl is on the first cell to my right. She tells me to destroy a machine to disable the energy shields. I use the control to open the system and interact with the Core Coolant Switch. It overheats and explodes.
- 26:25 - I go to the cell and meet Sally. She returns to the previous room and enters a small air vent next to that sealed door to open it from the other side.
- 27:12 - We talk again, and I learn more about her.
- 29:10 - I continue to the now open path. An Alien was in the room to the south. I retrieve my equipment from the containers. I also press a switch on the panel to open the door to the west.
- 30:09 - It's time to reequip all my stuff.
- 31:51 - Entering the Steamworks. Sally tells me to wait, but I move forward and kill the Aliens. I take their stuff and move forward.
- 34:26 - Sally warns about another group of Aliens. She opens a door on the left, and I enter. The container in the room has an Alien Power Module, Alien Biogel, Large Alien Crystals, and an Alien Disintegrator.
- 35:32 - The Alien weapon doesn't work well with RH Iron Sights.
- 35:44 - I open the door to the other path and kill the Alien. I return to the corridor and kill the other ones.
- 37:32 - The shelves have Small Alien Crystals. I also loot the dead. More Aliens attack while I move forward.
- 39:56 - A Healing Archway on the room on the left. The path connects to the room Sally opened earlier. There are still enemies in the room to the right.
- 40:29 - I throw a grenade and shoot the survivors. I loot the room.
- 41:34 - I go to the west path and upstairs to sneak attack some enemies with the Demon's Dance (Washington's Malevolence).
- 42:19 - Sally creates a distraction to help, but I fight everyone on my way. Some Support Drones show up.
- 43:51 - Looting the dead. I enter a room to my left, and Sally mentions an "Alien goo" used to repair weapons and gear.
- 44:52 - I return downstairs to see if I missed anything. I check the local map and walk around the area before heading to the north doorway.
- 47:03 - Some Aliens in red uniform. They run from me. Sally says they won't attack me. Some hostile ones (+ a turret were guarding the door further away. I heal myself on the Archway before opening the next door.
- 48:31 - More Aliens in the area. I sneak attack most of them with the Devil's Dance.
- 50:09 - Switching to the Alien Atomizer. Also, Ironsign doesn't work with it.
- 50:29 - Going upstairs. I didn't notice the Aliens up there, but they were killed.
Continues in the next episode. Has anyone seen Somah?
View Details
https://3speak.tv/watch?v=realdcghoul101/keyzsnxj
I wrap things in Maddox Island before I return to the Capital Wasteland. This is the fifteenth (and last episode) episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Note: The mod was updated since I played it, so things may differ when you play it.
- 00:40 - I left Schyyt's Market, and I headed west. A Sentry Bot was between the threes.
- 02:11 - Two truck trailers are abandoned behind Schyyt's Market.
- 02:46 - I turn southeast towards the houses. I entered the 208 Fisherman Road. The path upstairs is blocked, but there's food in the kitchen.
- 04:40 - Back outside. Houses near the Rolfe Hospital are all boarded up.
- 06:01 - To the road south. I entered 112 Outer Grove Lane. The home has footlockers, cabinets, and a dead Wastelander in the bathroom.
- 07:46 - Back outside. I turn west and enter the 705 Rizzota Street. Not much on this home and the upper floor is blocked.
- 08:49 - Back outside. I checked the map and noticed I missed the 732 Factory Road (near the rocks to the south). I take the psycho on the bookshelf.
- 11:14 - I go east and enter the 712 Factor Road. This place is empty, and the door upstairs doesn't work (maybe the area was unfinished).
- 12:06 - The 702 Factory Road is to the east. Another empty home. I returned outside and headed to Meridiport. I may have missed one more home on the northeast side. One of the homes you can see in the distance when I appear outside.
- 12:58 - I go northwest to meet Jimmy. I open the Rusted Utility Door and go downstairs. I reached the car tunnel and found the other door to a partially flooded corridor.
- 15:46 - Another section of the cart tunnel and another door. I check the map before going downstairs to a flooded area. I keep walking until I'm teleported to Capital Wasteland, west of the National Guard Depot (close to the Asylum from the AWOP mod). The Vertibird can be used to return to Maddox Island.
- 18:19 - I fast-travel to Megaton (inventory management time) before returning to the National Guard Depot. I discovered the Vertibird To Maddox Island.
- 19:44 - The Vertibird lands on the Derelict Hangar, and I fast travel to the Trash Heap in the swamp area to the northwest.
- 19:56 - I head southwest/west towards the trees; I check the map and then turn north.
- 22:04 - I continue north between the trees. There's another hidden path behind the bushes to the west (I check the map). I turn northwest/north to an open area, and a mysterious man appears at my side and shoots a giant dog.
- 23:24 - I talk to Trapper Henry. He invites me to his home and gives me a gun to hunt a big Yao Guai - Big Berta - near Flackland. He promises a reward. Southen Survivalist begins.
- 24:44 - Talking to the kids. They didn't have much to say, so I left the place (I'm at Trapper's Farmstead). I fast-travel to Old Jimmy Shack.
- 25:26 - I take the road south and turn southwest past the old truck. I found some Yao Guais there, but Big Bertha was already dead (LOL). The other bears didn't like it very much. I take Trapper's Bullets from Big Bertha.
- 27:12 - I return to Trapper's Farmstead and give the items to him. The reward is Francine (a Sniper Rifle). Southern Survivalist is finished.
- 28:39 - I talk to Trapper Henry. He has a list of some stashes hidden on the island. He'll tell the swampfolks at Circle Junktown - discovered at episode 309 - that I'm all right (if I find everything).
- 29:54 - I search for the list on the barn to the north. The Trapper's Cache Locations note was between pre-war books on a box (upstairs). Trapper's Stash begins.
- 31:32 - All the stashes are visible on the map. The northwest Trapper's Cache is the closest (west of East Shore Speedway). It's like the Hollowed-out Rock in the vanilla game.
- 32:55 - I go northeast to find the second Trapper's Cache. I read the Trapper's Cache Locations note. I cross the road and find it.
- 35:18 - Creatures fought and killed each other in the area.
- 36:06 - I fast-travel to Rolfe Building to find the third Stash. I walk northeast of the building to find Trapper's Cache between the trees.
- 37:34 - I fast-travel to Accomack County Waste Disposal to find the fourth Trapper's Cache. It's a rock past the old truck.
- 38:11 - I fast-travel to Circle Junction. The Trapper's Cach is to the southwest on the cliffs.
- 39:02 - I return to Trapper Henry. He'll talk to the swampfolks, and they will leave some reward to me in a mailbox, where the circle meets back the road. Trapper's Stash is finished. I leave the place, and the Swampfolk Radio signal is detected. I fast-traveled to the Circle Junction and found ammo, chems, and armor in the mailbox.
- 40:31 - I fast-travel to the Derelict Hangar. I take the Vertibird and return to the Capital Wasteland.
- 41:13 - I go to the Ranger Compound to give the mapping data collected in Maddox Island (2760 caps). I return to Megaton.
Washington Malevolence is finished (what I could find). Thanks to Janitor Dave for creating the mod. It's hard to find stable quest mods for Fallout 3.
View Details
https://3speak.tv/watch?v=realdcghoul101/nxdqasau
We enter the Cape Bank Vault and finish the main quest. This is the fifteenth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:40 - Downstairs to a room with many Deposit Boxes. Locked doors to the left, right, and center.
- 02:13 - I noticed the signs above the central door (and the others too). The "1" is on the corridor leading to the door at the center. The "6" sign is to the left passage. The "2" sign is on the right. The password is 216.
- 03:24 - The door on the left requires a key, so I go to the room on the right. I hacked the Circuit Room Terminal and read the "Note from the Overseer to all residents" entry. The code to his office is the inverse of the one used.
- 04:08 - To the next door. I follow the path to the right. It's marked as inaccessible, so I return and head to the Overseer Office. I type 612 on the console to unlock. I meet Commander Rusty, and it says the Overseer is taking a nap. I don't think he will wake up.
- 05:36 - The Overseer's Terminal. I unlock the Armory, the Simulation Pod Room Door, and the Stasis Room.
- 06:00 - Back to the corridor, I turn right to open the door. A few steps back to the corridor. I open a door on the left side. It's the Stasis Room. Jimmy says they're dead.
- 07:01 - I open the door on the other end of the room before checking the map. I return through to the corridor and turn left to the Armory. Lots of ammo and weapons.
- 07:56 - A Power Suit Armor. I don't think I picked one earlier.
- 08:22 - The R&D Terminal disables the stasis fields. Due to a now-fixed bug, the Stasis Fiend couldn't be disabled. I had to use console commands to clip through the energy shield. I gave Jimmy and Lizzy two TR 89 Power Armor and a Helmet. The third one is mine.
- 09:22 - Downstairs to the Overseer Office. I accessed the terminal to check if the "Emergency Stasis/Simulation Purge" did something. An error Report is added. I click, and it's added to the pip-boy.
- 10:47 - I turn left from the path to the Overseer Office. The corridor leads to an Inaccessible place.
- 11:14 - Downstairs to the left on my way back. We enter a room with Pods like Vault 112 (Tranquility Lane). Jimmy calls everybody to see what we found. I hear their plan for the future.
- 13:07 - We are at Ralph's funeral. Homebound begins. I check the map and head southeast to Jimmy's position.
- 15:15 - He talks about the door nearby leading to a car tunnel. It's a way back to the Capital Wasteland. I have things to do on Maddox Island.
- 16:27 - I'm back to Vault 89 to give Brian Ramsey the ingredients he asked for. I wait for the food to be cooked. Chef's Delight is done.
- 19:06 - I'm back to Vault 63 (that locked one). There's no way to get inside, so I return to the cliffs.
- 22:00 - I didn't discover (earlier) the Red Rocket Gas Station Overlook map mark (visited in a previous). I head southeast and then south to see what I'll find.
- 24:04 - One slaver attacks. I continue south and spot a radio tower to the east. I walk there. I checked the picnic tables to the north.
- 25:46 - To the radio tower. There's a building near it. The gates to the military garage are to the south. There are toolboxes and items on the shelves. Also, a mini-nuke on a metal shelf on the right side, and some BB Guns on the floor.
- 28:02 - Leaving through the north door. There's a bed and some supplies near the radio tower. I enter the garage again and exit through the south exit.
- 29:48 - On the road to the south, I spot a Radclaw to the east (Imperfection mod).
- 32:08 - Back on the road south, I discover Schyyt's Market. Feral Ghouls are in the front of the building.
- 33:29 - I enter through the westmost door (with an "Apparel" sign above it). I shot the Feral Ghouls at the south end before inspecting the restrooms (the place is mostly empty).
- 35:03 - East to the Gun Section. The cell door requires the Gun Section Key, located on the counter to the left. The protectrons near the shelves attack me (again, not much to see here).
- 37:44 - East to the Robots and Cars Section. I check the desks before finding a door and many skeletons (I lockpick it). I locate two mini nukes and ammo under the desk to my left.
- 39:29 - Inventory management. I go upstairs to the left and into the office. One Feral Ghoul was dispatched. A mini-nuke and ammo boxes on the counter. Also, two Pre-war books are on the desk.
- 40:55 - I hack the Mr. Schyyt's Personal Terminal. I read the Weekly Sales Report and clicked on the Master Unlock (all doors are unlocked). The Personal Journal is corrupted.
- 41:28 - From the office to the corridor leading to the mezzanine. I jump on the floor and head to the Radio, TV, and more Sections. One deathclaw is on the east side behind the counter.
- 43:42 - Walking around. Mostly, tin cans are scattered everywhere. I enter the restrooms and inspect the counters.
- 46:32 - The door behind the counter leads to a collapsed path. I soon left the place.
We aren't done yet.
View Details
https://3speak.tv/watch?v=realdcghoul101/ojkkcuym
We fight our way to the bank interiors. Can I reach a good outcome? This is the fourteenth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps below:
- 00:41 - I head south to meet Jimmy near the firehouse. I equip the ZX-98 Cannon found at Vault 98.
- 01:31 - Talking to Jimmy. We must reach a sewer entrance to the south. While they take down the shields, I hold the enemies attacking us from the north and northeast.
- 02:52 - First enemy wave (Enclave) from the north. The frame rate will drop in this episode. I use the ZX-98 Cannon on them (see why you can use that weapon in closed spaces?).
- 03:41 - More enemies from the northeast (between the two buildings).
- 03:55 - The allies sometimes run towards the enemies and in front of me. I'll run out of ECP for the ZX-98 pretty soon. Each blast from the weapon consumes 50 of them.
- 07:24 - Where are you guys running? Anyway, the shield is down. We go south and spot the Brotherhood. They are hostile towards us. Fighting them here, don't turn the folks at the Citadel against us.
- 10:47 - I wait for the team to open the sewer entrance. More Enclave units spawn in the north, and I throw more grenades at them. A few more shots of the ZX-98 help, too.
- 13:21 - It's Missile Launcher time.
- 14:55 - We can use the Entrance To Underground Tunnel. Jimmy says to take Zachary and a few others.
- 16:03 - The BoS and the Enclave are shooting each other in the Underground Tunnel.
- 16:51 - That door to the southwest leads to the Clearbank. I'll clear the area first.
- 18:42 - A few Enclave crates near the northern exit. I returned south, collected some ammo, and then used the door to Manhole Ladder To Cleabank. Oops! It's just another was outside. I return to the Underground and take the path to the north.
- 20:44 - Turn east instead of following north. It's the right path (more Enclave units). We push forward, killing more of them. Jumping The Gun is finished when we reach the door To the Manhole Ladder To the Rock Cape Bank - Entrance. The Great Bank, Part III begins.
- 23:21 - More enemies on the surface. I listen to the team conversation. Jimmy and the others catch up with us.
- 25:18 - Entering Rocky Cape Bank. Pre-war books on the counter. On my way upstairs, Ralph Moritz talks to me. He'll follow us.
- 26:58 - I go downstairs first. The Cell Door requires a key. The door on the opposite side is inaccessible. Well, I go upstairs to the Rocky Cape Bank - 2nd Floor.
- 28:05 - Enemies will attack as we advance through the corridors and room (BoS, Pirates, etc.). I dispatch them as fast as I can.
- 29:07 - Collecting ammo from the dead.
- 29:33 - More Outcasts now. The frame rate will suffer here, too.
- 30:24 - A few more Pirates near the stairs to the Rocky Cape Bank - 3rd Floor.
- 31:33 - More Pirates in the room ahead. Enclaves attack us in the corridor. Even Heavy Gunners with the classic armor showed up (FWE). I take some of their stuff before moving.
- 33:37 - Stairs behind the door on the left are blocked.
- 34:22 - The local map reveals the right path. A grenade kills the enemies on the stairs. We enter the Rocky Cape Bank - 4th Floor.
- 35:12 - I enter the room on the left and kill some enemies. More Pirates attack from the corridor on the other side. (I skip some useless scenes.) I went south, then west, and found the stairs to the Rocky Cape Bank - 5th Floor.
- 36:25 - Another door to the 4th Floor below to the north. I return to the 5th Floor to take the path to the east and the stairs. More Pirates and Enclave units attack us.
- 37:45 - Taking their ammo. I enter the next room, and more BoS units appear. Two grenades helped a lot.
- 38:31 - Bugs never change
- 39:04 - The west path leads to the stairs to the Rocky Cape Bank - Admin Office. I go to the corridor after the room, then to the left, and upstairs. The Memento Mori quest has been added.
- 40:23 - Watch as I use my diplomatic skill to avoid a bloodbath between all factions. Also, pretend you didn't see all the slaughter I caused outside and on the floors below. I go upstairs to talk to them.
- 41:35 - Talking to Sam first. Pay attention.
- 44:13 - Talking to Protector Newman.
- 46:18 - Talking to Commander Newman.
- 48:42 - Talking to Sterling. The situation is under control (mostly). Sterling and Sam have one argument, and Sam's head explodes (literally).
- 50:45 - Talking to Sterling again. He gives me the President's, Bank Manager's, and General Chase's keycards. Also, the Rocky Cape Bank - Saxton's and Chase's passwords.
- 52:25 - I activate the switch on the counter and talk to Eyes. Memento Mori is finished. I and Lizzy return to that locked Cell Door in the lower levels to find Jimmy. The End begins.
- 54:03 - Jimmy opens the Cell Door, and we go downstairs to the Bank Vault. We find Marion and find out that Ralph died from a heart attack. We continue to the elevator and press the switch.
- 55:58 - Activating the Vault Door Control Pod.
We are almost there.
View Details
https://3speak.tv/watch?v=realdcghoul101/mtryfoxt
I turn the power back on before heading to another Vault. This is the thirteenth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:40 - I leave Jimmy Shack and fast-travel to Rowe Gap. I take the southwest path towards the cliffs and jump on the home below. A Wastelander on the water attacks me.
- 02:34 - Stimpaks and chems on the table outside the Moonshiner Shack. I enter the place. The items inside are owned by someone.
- 03:48 - Back outside. I investigated the area below Rowe Gap but found nothing.
- 05:59 - I returned to Meridiport and went to the clinic.
- 07:20 - I entered Lorenzo's Wares but didn't locate the man. I go to Virgo Arms to sell some stuff.
- 10:57 - I'm at the Clearbank area. I found a Vault-Tec Office - Clearbank (unmarked location). I quietly dispatched the pirates inside.
- 12:19 - Two Tales of a Junktown Jerky Vendor were on the bookshelves.
- 12:37 - I hack the Manifest Terminal. I read the "Maddox Island Vault Listings" entry.
- 12:45 - Vault 63 information.
- 13:24 - Vault 65 information.
- 14:13 - Vault 89 information.
- 15:13 - Vault 98 information.
- 16:15 - Other Planned Vaults entry.
- 16:23 - Vault-Tec Personnel Assignments entry.
- 16:26 - Order Requisition Forms entry.
- 16:29 - Other Vault Listings entry.
- 16:33 - A Tumblers Today is next to the Manifest Terminal.
- 17:26 - Back outside. I go north to the Clearbank Power Station.
- 20:28 - I go downstairs through the open trap door (I opened it with the switch near the workbench). I go to the Elevator Door Terminal to unlock it.
- 21:09 - I follow the path and open the door on the right. I accessed the Auxiliary Power Terminal to activate the systems.
- 22:28 - I return to the corridor and continue further. I open the door to another area. I had to fix the Broken Fuel Pump (1 conductor) before I used the Main Power Terminal to start the Main Geothermal Generator. Temporary Setbacks is finished. Synchronized Swimming begins.
- 24:33 - I leave the Power Station and return to Jimmy's shack.
- 26:46 - Reporting to Jimmy. I chose to go to Vault 98 instead of 63 (which one you pick locks you out of the other). Jimmy will go to the third one in the Power Station. Tank and Chains go to Vault 63.
- 27:42 - While they talk, Vertibirds fly above us. Jimmy gives me a communicator so we can activate the time locks.
- 29:49 - To Vault 98. I use the access code on the Control Pod. I hear the radio.
- 32:00 - The Atrium. I enter the clinic and only find skeletons. I hack the Ward Terminal and read the entries.
- 32:56 - Event 19-0061; Event 19-0173; Event 19-0344; Event 99-0000. What happened in this place?
- 34:11 - I open the door and turn right. I go upstairs to the atrium upper area. The door on the other side leads back to the Atrium. I turn left to the Lab.
- 35:38 - A DC Journal of Internal Medicine is under the skeleton on the operation table.
- 36:05 - Back in the corridors, I was lost for a second. I check the map.
- 37:25 - From the corridor (path with debris), I go upstairs and to the left. It's the Overseer Office. The Security Override Switch is on the desk (I unlocked some doors). I collect Alien Epoxy, Small Alien Crystals, and Pre-War Books.
- 38:18 - Back to the generator room near the entrance. The door on my left can is unlocked. I entered the Vault 98 - Security area.
- 39:06 - The Outcasts are here (and they are hostile). Disclaimer: Fighting them here didn't anger the Outcasts in the Capital Wasteland. I throw grenades to kill them (there are mini-nukes in a room to the left - be careful).
- 39:53 - I take their ammo. A storage room on the left. More ammunition, and mini-nukes on the shelves, and a unique ZX-98 Cannon. Don't use this weapon in closed spaces. You'll die with the radius and damage of the explosion.
- 40:33 - Two US Army: 30 Handy Flamethrower Recipes are on the floor near the ZX-98.
- 40:43 - The ZX-98 damage is insane. Consumes a lot of Electron Charge Packs.
- 41:03 - More enemies downstairs. Grenades are effective.
- 41:33 - Walking into another Outcast. The room to the east is flooded, so I check the stairs to the north. The room had nothing, so I followed the path back to the first room.
- 42:49 - The door to my right is locked, so I return to the flooded room below. I kill more Outcasts.
- 44:56 - The Security Override Switch is activated. I leave the room, and enemies show up. That door upstairs is open now.
- 46:29 - I activate the Vault 98 Timelock Activator and more talk on the radio.
- 47:27 - Sam shows up and.. not again. Now he took my keycard. Synchronized Swimming is finished. The Great Bank, Part II begins. I leave the Security area and meet Jimmy and the others outside. The three keycards were taken, and we returned to the shack to plan the attack on the bank.
- 51:13 - Now we are north of the bank. Pretend you didn't see that dead Pirate flying. Oh, and some wastelanders attacked us.
The battle to get inside the Cape Bank Vault is about to happen.
View Details
https://3speak.tv/watch?v=realdcghoul101/lwbjeekv
I explore the northern areas of Maddox Island on my way to the main quest objective. This is the eleventh episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:40 - Heading southwest to the swamp.
- 02:54 - That Derelict Hangar was visited in part 308.
- 03:40 - Lighting Bugs, Fireflies (Imperfection mod), an Albino Radscorpion, an Abominable Mutant, and a Deathclaw were fighting each other.
- 04:47 - Mirelurks on the path ahead. Trash Heap (not the one from Point Lookout) was discovered. A mini nuke and bottlecaps are in the open safe.
- 07:28 - I turn south to the swamp. I missed some stuff on my visit here, but I'll return later.
- 09:13 - I spotted some smoke and fire to the west. It is a Sentry Bot (after killing everything else around him). The Methane Gas Pis were discovered.
- 10:20 - Inventory management. I'm so dumb. Why on Earth didn't I give stuff for the followers to carry? Even the MTS-400 can carry some weight.
- 11:48 - I went north/northwest and found some paths between the trees.
- 15:06 - A path between the rocks leads me to the west/southwest. I discovered the Abandoned Campsite.
- 17:57 - The map. I walk around the area before heading south. Some Mirelurks and Albino Radscoprions attacked.
- 22:00 - Another look at the map. The path between the trees leads to the shores. I found nothing and returned to the left route.
- 24:29 - Mirelurks ahead, including Overlords (Imperfection - The Definitive Creature Mod). The Greenwood Ruins were discovered. I jump on the sunken homes to avoid getting irradiated.
- 28:06 - Inspecting the southwest areas. I turn southeast and discover the Derelict Barracks. Jimmy shoots the lock, and we enter.
- 29:47 - I talk to Sam, and everybody fast-travels to Jimmy's shack near Meridipot. I hear their conversation and Jimmy's explanation.
- 33:41 - Jimmy says I can take the weapon in his display case. Also, a modified Chinese Assault Rifle (faster fire rate).
- 34:43 - "This Keycard" and the "Rocky Cape Ban - President's Password" note are added. Also, the President's Keycard.
- 35:19 - I take the VX-98 Experimental Rifle from the display case. 100 Alien Power Modules and the Modified Chinese Assault Rifle are on the counter to the left.
- 35:47 - Three ammo boxes. I place some useless items in them.
- 36:25 - I noticed I was not equipping some apparel, which increased my carry weight (facepalm).
- 37:18 - Jimmy's terminal requires a key.
- 37:36 - Repairing my equipment on the workbench.
- 38:13 - Talking to Ian Horner and hearing his stories.
- 40:39 - Talking to Marion Baker and hearing her stories. The other folks didn't have much to say.
Tons of things to do in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/hbvsykoj
I explore the northern areas of Maddox Island on my way to the main quest objective. This is the eleventh episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:40 - Returning from the Derelict Hangar, I discover the Circle Junction. The Swampfolks in the area aren't hostile.
- 01:46 - I enter their homes out of curiosity. First house to the south.
- 02:35 - Second house to the southeast. That Brawler needs to clean the place.
- 03:05 - Third house (across the street - southeast/east). I didn't want to take items from their homes.
- 03:59 - Fourth Swampfolk house (east).
- 04:57 - Fifth Swampfolk's House (east/northeast).
- 05:37 - Sixth Swampfolk's House (northeast).
- 06:05 - Seventh Swampfolk's House (north).
- 06:32 - Eighth Swampfolk's House (northwest)
- 07:10 - Nineth Swampfolk's House (northwest/west)
- 08:02 - The map. To reach the swampy areas, I have to go to the path further north.
- 08:34 - I spot a home to the north/northeast. Some non-hostile Sentry Bots guard the place.
- 10:01 - I enter the old barn and find some boxes upstairs. The truck trailer was empty.
- 10:48 - I walk around the fences to reach the home entrance. Trappe's Farmstead has been discovered, but I need a key to open it. I'll return here later. Also, I couldn't take the paper at the door.
- 13:26 - I follow the road north and find a ruined house. One stimpak on the desk near the bed.
- 14:19 - I turn northwest. I spot some Night Ghouls attacking something near many old cars. I shoot them and the old vehicles. Things are about to explode in a chain reaction.
- 17:20 - Looting the Night Ghouls (and the vehicles continue to explode). East Shore Speedway was discovered.
- 20:05 - A dead Bloodclaw (Imperfection mod) and a Matriarch. The Night Ghouls manage to kill the two. The vehicles continue to explode.
- 22:11 - I turn west/southwest towards the cliffs. There are some shacks down there.
- 23:24 - A camping trailer with some medical supplies. I take the path downward. The Rowe Gap is discovered.
- 24:41 - I enter the Storage shack. It was mostly empty.
- 25:20 - I proceed through the catwalks and enter the Florist shack. The Nuka Colla Appleseed and a Nuka Cola Atreides are on the desk near the bed. I sleep in the desert town.
- 26:28 - Back outside. I go northeast and enter the Barracks. More food and beverages were there. A Nuka Cola Harefruit was on the metal shelf. The footlockers near the beds have some ammo.
- 27:32 - Back outside. I cross the catwalk to the other side and enter Water Pumps shack (nothing to see there).
- 28:18 - I go west to the Prison shack. Some purified water is on the table. I lockpick the cell door and find a dead wastelander.
- 29:07 - Back outside. I should have checked the west path but decided to go east/northeast (it leads to the lower areas and near the swamp). I walk uphill between the rocks and to the road heading north.
- 31:20 - To the south is East Shore Speedway, and some feral ghouls are still alive.
- 34:40 - Back on track. I spot a makeshift shack to the north. Some chems were on the shelf.
- 36:33 - I'm attacked by some Pirates further north. I enter the nearby Crossroads Gas Station. Mole Rats live there.
- 38:04 - I don't think skeletons are supposed to stand still. The safe had a copy of Tumblers Today.
- 38:18 - A Nuka Cola Quantum is on the office floor (near a desk).
- 39:28 - Back outside. To the northwest, I discovered Wetland Overlook Campground.
- 40:31 - Some ammo boxes near the old truck parked nearby.
- 40:48 - I go northwest towards the beach below. I discovered the Vault 63 entrance on the rocks in the sand.
- 42:30 - Mirelurks were in the tunnels. The only path not blocked leads to the south door.
- 45:25 - I go downstairs to the lower area and open another door. More Mirelurks to kill.
- 47:57 - The Vault Door Control Pod requires an access code I don't have. (From what I understood later) I could only enter Vault 63 by choosing it instead of another Vault in a future quest. I chose the other one.
- 48:23 - Time to leave the place.
- 50:29 - Back outside. I walk around the beach before turning southwest to the swamp areas.
I'll be back to the main quest in the following episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/pmttpegy
I walk around Vault 89, meet some people, and start some quests. This is the tenth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:39 - I enter the Vault 89 - Living Quarters and turn west.
- 01:11 - Apartment 8 is inaccessible.
- 01:16 - Apartment 7. Nothing of value.
- 01:40 - Apartment 6. I met Sandy Cook. She asks me to buy a Nuka Cola for her.
- 02:13 - Apartment 5. Nothing of value.
- 02:26 - The local map. I am on the northwest side of the Living Quarters.
- 02:31 - Apartment 4. This room is more decorated, but nothing much else.
- 02:41 - I pass the Atrium sign and turn left. I continue north and proceed to the door to the Atrium's upper floor. Randy Berry, on the bench, doesn't have much to say.
- 03:29 - I return to the corridor and continue north. Apartment 3 is inaccessible. I turn left to the Classroom. Not many kids attend the class.
- 04:22 - I go to the right side and enter the clinic. I met Doctor Falconetti and Carl Stefan. They are buying stimpaks for 30 caps.
- 06:02 - I returned to the corridor and turned right. I ignore the stairs and enter the Apartment 1. I take two Vault 89 Jumpsuits.
- 06:22 - Apartment 2 is inaccessible.
- 06:25 - I turn left near the Nuka Cola Machine and find the door to the Reactor (not now). I take the stairs to the floor below near the Apartment 1.
- 06:46 - The Atrium is to the left. I enter the diner to my right and meet Cheri Martin. She's responsible for the haircuts in the Vault.
- 07:19 - I meet Brian Ramsey and Darrel Williams in the kitchen. Asking about Darrel's story begins the Lost Branch quest. I'll have to retrieve a Family Tree Book from a restaurant (diner) in Clearbank.
- 08:57 - Talking to Brian Ramsey again. If I offer my help, the Chef's Delight quest begins. I'll need 5 fresh apples, 3 refined punga fruits, and a slab of Brahmin meat.
- 09:39 - I exit through the other door and return to the corridor around the Atrium. I open the Storage door but don't take anything.
- 10:27 - I return upstairs and check the map. I have missed the southeast side of the Living Quarters. First, I go to the Reactor Sub-Level.
- 11:38 - I go downstairs through the sub-level and meet Danny Culver, Noah Hardy, and Martin Terrell. We talk for a bit.
- 13:40 - I return to the corridor and turn to the right. The stairs lead to the Entrance. I begin exploring the area and enter the detention area (I presume). The officers here don't have much to say.
- 15:26 - I hack one of the Desk Terminals. I read the Assign Duties entry. I didn't open the cell.
- 15:51 - The local map. I take the path near the Desk Terminal I hacked and go downstairs. It leads to the Overseer's office, so I return upstairs and back to the Living Quarters.
- 16:44 - Inspecting Apartment 9. Back in the corridor, I turn left before checking the map. I want to go southeast. I check the map before going upstairs.
- 17:55 - Apartment 13 is open, and 14 is inaccessible.
- 18:01 - Apartment 15 can be entered. 16 is not.
- 18:16 - I see a vending machine and turn to my left. Apartment 18 can be entered.
- 18:30 - I turn left again and enter Apartment 17 to find Marion Baker and Ian Horner. Oldi Jimmy talks to them.
- 20:35 - Talking to Jimmy. It's time to leave.
- 22:51 - Marion And Baker show up near the exit. They'll join the team. We return to Jimmy Shack. Old Runner is finished, and Temporary Setbacks begins.
- 24:13 - I fast-travel to Meridiport to sell some stuff I collected.
- 26:42 - Walking around the town looking for the people to sell some stuff. I soon gave up.
- 30:34 - I fast travel to Rolfe Building. I turn south and spot the old diner mentioned by Darrell. I find the History of the Maddox Williams Family on the floor.
- 33:41 - I return to Vault 89 to give the book to Darrell. He lives in Apartment 7. Lost Branch is finished.
- 39:26 - It's time to leave. I return to Old Jimmy Shack, and from there, I go west past Flackland. Nothing to see on the cliffs.
- 45:19 - I go north near the shores and discover the Abandoned Raider Camp. Some water and food are on the shelves.
- 47:03 - I continue north. Yao Guais, Radscorpion, Lighting Bugs, and Fireflies (Imperfection mod) are fighting each other. I continue heading north.
- 50:20 - I spot a landing track to the west. I discovered the Hangar and met Brent von Harman. I learned his story.
- 54:52 - Walking around the area. I soon return to the main island (I'll return here later).
- 58:14 - I go east and uphill until I see some houses.
What will I find there? Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/cowrrafo
I inspect the Rolfe Hospital building, looking for clues about some people. This is the ninth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may differ when you play it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:40 - Entering Rolfe Hospital - 1st floor. Thermal vision reveals we are not alone.
- 01:44 - I go west to the corridor. I sneak attack the pirates I find and turn south. The path continues west and turns north. I switch to the Demon's Dance earned in the previous episode to dispatch the pirates in one hit.
- 03:19 - The restrooms. My right arm is crippled because of the lengthy exposure to the Demon's Dance. Switch to another weapon if not using it.
- 04:46 - Inspecting the rooms to the north side. First aid boxes, blood packs, clutches, and medical braces may be scattered around.
- 06:29 - Opening the door on the north corridor. Pirates are guarding it but are quickly dispatched.
- 06:47 - Inspecting the room. A blood pack and some bottle caps are on the table.
- 07:16 - I go east through the corridor. I loot the dead (ammo) and enter another room. More bottlecaps on a table, a first aid box on the wall, and a blood pack.
- 08:28 - A 3rd room. One first aid box. I continue through the corridor and take more ammo from the dead pirate.
- 09:03 - A 4th room. One first aid box. I open another door in the corridor. Three pirates are dispatched.
- 09:59 - I enter the last room on the north side. One first aid box is on the wall.
- 10:28 - I skip the room right in front of me. I opened the door on the east corridor and eliminated more pirates.
- 10:38 - Now I return to enter the room (previously ignored) and open the door on the west side. To the south, I kill one more pirate near the doorway to the east corridor.
- 11:40 - The local map (I'm on the east side). I returned to the north corridor but alerted one pirate (I missed him somehow). I took the passage on the east side, walked south, and turned west, north, and west. The stairs took me to the Rolfe Hospital - 2nd floor.
- 13:20 - The corridor on the south side seems empty. The room near the 1st-floor door has some medical supplies.
- 14:22 - A few pirates are on the corridor (and rooms) on the north side.
- 14:39 - 1st room on my right. One pirate dies. Some medical supplies.
- 15:12 - 1st room on my left. Some medical supplies.
- 15:38 - 2nd room on my left. Same as before.
- 15:57 - 3rd room on my left. Same as before. The wall is broken, so I cross to the 4th room. The corridor ahead is at the center. I see heat signs (more pirates).
- 16:32 - 2nd room on the right. A pirate is eliminated. The door on the corridor is locked. I enter the room to open the first aid box.
- 17:02 - Back to the room with the broken wall. I reach the west side corridor and kill the pirates there. I enter the 3rd room on the right.
- 18:07 - (On the central corridor) I kill the pirates in the cafeteria/kitchen. I open the door on the passage with gas leaks. I return to the cafeteria/kitchen.
- 19:37 - 1st room in the central corridor. I go south to the corridor connecting the west and east sides (I check the map). The path to the west is blocked, so I return to the kitchen and use a grenade to ignite the gas in the room and the north corridor.
- 21:24 - 4th room on the right. Same as before.
- 22:02 - The 5th room on the left has only some pipes. The 5th room on the right is the same as the others.
- 22:42 - Back in the corridor, I open the door to the path connecting the south and the north side.
- 23:00 - Pirate in the west room.
- 23:45 - Door to the third floor. The next door is to the first floor but is marked as inaccessible. I go south, then east, to open a door in the corridor. I return to the third-floor door.
- 25:00 - I take the only path available to the offices. A door to the right leads to another corridor (not yet).
- 25:45 - The path on the left has a door to the 2nd floor marked as inaccessible. I go to the corridor seen above. I turn right x3 before entering the room in front of the men's room.
- 27:24 - This part is confusing. I was lost. Watch as I lose myself in the office.
- 29:16 - I found Ian Horner's Terminal on a desk behind a blocked path (lockers on the north and west sides of the corridor. The Scouting Reports are corrupted, but the Jimmy entry isn't. The note is added, and we must go to Vault 89.
- 31:32 - I return to the levels below. Memorize the path.
- 35:30 - Back outside. We fast travel to Vault 89. I talk to Scribe Newman on its tent inside the cave. The Vault 89 Access Code has been added.
- 37:37 - Opening the door. I walk in and meet Officer Richards. We are taken to see the Overseer (I was so stupid, I thought I had to follow the woman).
- 39:53 - Meeting Rachel O'Connolly. I ask about Marion Baker and Ian Horner.
- 41:10 - I'll find the two in Apartment 17.
- 41:24 - A Nuka Cola Vending Machine.
I'll check Vault 89 for a while.
View Details
https://3speak.tv/watch?v=realdcghoul101/efcesiam
I summoned something evil and earned one strong gauntlet after the battle. This is the eighth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may be different.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Here are the timestamps:
- 00:45 - Back outside. I kill the Bloodclaw and head south to fight a Sentry Bot.
- 03:11 - I spot a ruined church and barn. Linden Tabernacle discovered. Someone comes running toward us and gets shot.
- 04:13 - Inspecting the barn first and then the Linden Tabernacle. I interact with the Strange Book on the table and get the Summoning Note Piece.
- 05:44 - I must find four pieces of a summoning phrase. I check the map to see their location.
- 06:02 - I go north to the Southern Peak. Some abominations attacked.
- 07:56 - I see three crosses. The first Summoning Note Phrase was in a Hollowed-out Rock.
- 09:16 - Heading east to the second one. More Abominations attack me. The second Summoning Note Phrase was in another Hollowed-out Rock near the shores.
- 11:14 - Heading north to find the third Summoning Note Phrase. More Abominations attacked me. I found it in another Hollowed-out Rock.
- 12:15 - I go further north. More Abomnations attack. I find the fourth Summoning Note Phrase in a Hollowed-out Rock.
- 13:42 - I return south to the summoning site. It's southwest of Linden Tabernacle.
- 16:12 - I interact with the Grave Marker, and Mammon appears. I introduced it to my Lews Machine Gun.
- 16:47 - I find 250 caps and the Demon's Dance (unique Deathclaw Gauntlet) in the Grave Marker. He Went To Georgia is finished.
- 17:17 - Equipping the weapon. It can cripple your arm if you use it for a long time. Also, inventory management time.
- 19:01 - It's time to return to Meridiport. The weather will change once I fast-travel.
- 20:52 - Entering Lorenzo's Wares to sell some stuff. Where was he?
- 21:38 - Entering Virgo Arms to sell some stuff. Diggory was there.
- 24:50 - Back outside. Jimmy talks once we get close to Ralph Moritz's home. We jump to him and Ralph having a friendly conversation. He will be recruited to the team, and Jimmy will talk to me.
- 27:10 - Now we travel to Jimmy's old shack. Ralph is there, too. My next destination is an old hospital in the Cleaarbank area. I fast-travel to Roger's Toy Factory and go north/northwest through the streets.
- 29:53 - Some raiders near the ruined houses. Looting their stuff.
- 31:16 - Jet and RadAwary on a table and shelf near the tents.
- 32:23 - More raiders on a dinner to the north.
- 34:10 - Some Mentats and other items on the shelves.
- 34:47 - A truck bin with some ammo and other boxes.
- 35:14 - I discover Hull Drive-In Threatre north/northeast of the diner.
- 37:06 - I turn west to the path up to the Rolfe (Hospital) Building.
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/pqyqubfg
I continue exploring the island and uncovering its mysteries. This is the seventh episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may be different.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:42 - I leave the lighthouse. I go west towards the hills.
- 02:12 - A broken leg. I go southwest/west past the Roger's Toy Factory.
- 05:25 - I take the road south and turn around to reach the rocks at the top.
- 06:44 - I walked into a Deathclaw.
- 07:48 - Heading southeast. I stand near the cliffs, looking for possible things to discover. I jump on the rocks below.
- 09:30 - An Abominable Mutant. I discovered Vault 89. Also, I check the map and quests available.
- 10:33 - I'm inside the cave. I follow the path to a tent. Scribe Newman was sleeping there. He didn't have much to say.
- 12:16 - I go up the rocks and turret to try opening the door. I have no code, though, so I leave the place (for now).
- 13:34 - I jump on the rocks to the north and find a walkable area. Vault 65 was discovered.
I'll update the post with more timestamps. The previous episode was updated.
View Details
https://3speak.tv/watch?v=realdcghoul101/cjkveqwd
I explore Maddox Island after escaping the prison. This is the sixth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may be different.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:40 - I'm at the beach, and the sun is setting. I check the map before heading west.
- 02:13 - Red Rocket Gas Station - North Clearbank discovered. Some Mole Rats inhabit the place. I loot the shelves and cabinets.
- 03:34 - One Tumbler's Today is in the open safe.
- 03:52 - A Nuka Cola Quantum is on the floor near a desk in the office.
- 04:19 - Back outside. I go west and spot some Pirates on the road, so I turn south. I thought the red brick building could be entered.
- 05:40 - I go northwest to where I saw the Pirates. I test the Tyrant's Sniper Rifle on them.
- 08:06 - Looting the dead. I'm carrying too much stuff.
- 08:40 - Heading north, discovering Clearbank Power Station, and killing an Albino Radscorpion.
- 10:00 - No one seems to be inside the building. I inspect the ground level and find a switch on the east side near a workbench. The trap door opens, and I go downstairs.
- 11:27 - I tried to unlock the door to the Geothermal Reactor Level things didn't work. We'll return here when the time comes.
- 13:09 - I return upstairs to use the workbench.
- 14:12 - I check the area upstairs before leaving. I go south towards the building and then east to the fenced area. The Bobby Childs Memorial Field is discovered.
- 16:32 - I go south through the street, checking the Mail Dropboxes and buildings.
- 17:55 - I turn east and towards the beach. I jump on the bins on the beach but find nothing.
- 19:36 - I return south/southwest. A sewer hole can be opened (yet).
- 21:41- Clearbank Bus Stop is discovered. I continue southwest and found the Rizzota Bus Terminal. Passing through the building, I turned southeast to the ruins near the beach.
- 24:44 - I can see the tents and the lighthouse further south/southeast. I jump on the old ships in the sand, and some Pirates attack me from the south. I take their ammo.
- 26:18 - Looking for more enemies, I spot Ray's Hardware entrance north of the red wall building. More Pirates on the ground and upper floor. I take their ammo and inspect the area. Various are scattered across the shelves.
- 29:32 - Back outside. It's really dark. I return to the old ship areas to inspect them. The Abandoned Shipyard is discovered. Crates, first aid boxes, and the usual.
- 32:19 - I jump from the boats back to the ruined buildings and discover Henry Wise High School.
View Details
https://3speak.tv/watch?v=realdcghoul101/lfdqorgj
I've been captured again. This is what? The fourth time now? I have to find a way out. This is the fifth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may be different.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:40 - I wake up in a cell. All my equipment is gone. I hear voices.
- 01:53 - Someone enters the cell and talks. The Brig begins.
- 04:06 - A raider speaks to me. I was taken to the hall to hear their leader speak.
- 05:33 - I'm back in the cell, and the door is open. I take the "Work Assignment" paper on the wall. The Round And Round quest begins. I enter some cells in the area before going outside.
- 06:48 - Reading my Assignment. I go to the door to Sterrek Island. The only door in the fenced area was to the mid-level. I go downstairs and open the door on the west wall. Lots of turrets and Pirates in the area.
- 07:54 - The local map tells me to go to the north, behind the blocked path. I take the west corridor to reach the door to the Sterrek Island 1st Level. I continue downstairs and open the door on the west wall. I then go south to meet Kassius.
- 09:18 - I ask him about some equipment and about the basement. The door nearby opens once the conversation is over. I only need to clear the basement common area. Clear the cells and eliminating the source of the mirelurks are optional (I'll complete everything.)
- 10:32 - The door closes behind me. I take the "How to fix the axe" note and the Auto Axe from the footlocker. Also, three stimpaks and dirty water. I enter the Sterrek Island Jail - Basement.
- 11:20 - I go downstairs and enter stealth mod. I go north and find a lot of Mirelurks. A quick attack is effective.
- 13:34 - I kill one last creature on the east side of the common area for it to be cleared. I'll eliminate everyone. Some cells have Scrap Metal to repair the Auto Axe.
- 13:52 - Entering the office or security room (I missed the key in this place). Not many supplies there. I return to the corridor, and the cell doors blocking the path require a key. I return to the common area and head to the west side.
- 15:19 - Another office/security room. Not much there either. I return to the common area, then to the north and east again. I find the Basement Cell Key on a desk in the northeast corner of the Office/Security room.
- 16:56 - Opening the first gate to the south. Mirelurk Hunters are the enemies now.
- 17:11 - I open the cells, looking for supplies. I turn right and kill another Hunter. More cells to unlock.
- 18:37 - To the west side. I kill another Hunter and find a Chinese Army Spec Ops on the first cell.
- 20:34 - Gate to the north side opened. Another Mirelurk was killed.
- 21:32 - Another crab is killed. Cells on the north side are unlocked.
- 22:14 - A second Chinese Army Spec Ops on the last cell near the gate.
- 22:17 - I unlock the door on the north wall. It's another office/security room. The wall is broken, revealing a cave.
- 23:09 - I enter the cave. As I go deep into the cave, a "Bad feeling" message appears. I continue and reach a chamber. Two Mirelurk Kings and a third with dark skin and red eyes. It's the Mirelurk Blaze.
- 24:50 - I stop for a second, thinking about how to deal with the situation. I attack the King on the left first, everyone is alerted, and I have to Auto Axe everyone. The funny thing is I didn't use the two grenades I had the whole time! Luckily, I have a lot o HP and many perks.
- 26:36 - The source of the infestation was destroyed. No reward in the chamber, so I returned to cells.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/vcbbmkzk
I make my way to the old shipyard Jimmy mentioned. Well, things didn't go as planned. This is the fourth episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may be different.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
And here are the timestamps:
- 00:40 - I'm at Old Jimmy's Shack and check the map. I take the road to the south to see what I can find.
- 02:13 - A few boxes in the trailer. I check the cliffs to the southwest before going to the lower areas.
- 05:46 - I can see Flackland Village from the rocks. I return to the road and walk west.
- 08:56 - Another look at the map. I continue heading west and find a building.
- 10:34 - Some boxes near the truck and inside the trailer. I open the gates and discover the Bay Paving & Towing Company office.
- 11:16 - Some Feral Ghouls were inside. Not much to loot. I access the Bay Paving Terminal. I read the "Employee Messaging" entry but missed the "Daily Reports" one (how blind).
- 12:32 - A Dean's Electronics is on the desk and under some burned books.
- 12:47 - Back outside. I make my way to the elevated highway. It's when I noticed I forgot to regenerate the LOD with xLodGen.
- 14:13 - See the ranches on the left? I forgot about it.
- 14:31 - I continue on the highway, looking for something, but found nothing. I return to the road and then north from the Bay Paving office.
More timestamps are coming soon. Sorry, for the delays.
View Details
https://3speak.tv/watch?v=realdcghoul101/ipzjmnti
Our next destination is Flackland. What clues will we find there? This is the third episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may be different.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are coming one day.
- 00:40 - I leave the bar and enter Merideport Clinic. I talk to Bethany Moore.
- 01:48 - Back outside. I go to Moore Residence and to Aiden Lorenzo's House. I didn't want o steal from anyone.
- 02:18 - To Lorenzo's Wares. I sell some stuff.
- 03:51 - I enter the Derelict House across the street. Louis Beck and Renee Traverso were there.
- 04:05 - To the left was the Abandoned Shop. Lots of Tin Cans inside the place.
- 05:04 - Now I enter Virgo Arms and talk to Diggory Virgo. I sell some stuff I don't need.
- 06:23 - I ask him about Aiden Lorenzo. He mentions the two folks in the Derelict House.
- 06:56 - I return to the Derelict House and talk to Renee Traverso. She and Louis only ask for caps.
- 07:50 - I go check Aiden Lorenzo. I was expecting some quest of sorts related to the Derelict House. (To be honest) I didn't try hard enough.
- 08:44 - To Hart's Residence and then to the Fishing Shacks. I find Larry Evans near the inaccessible Fishing Shack. He didn't have much to say.
- 09:43 - Back outside. Nate Takei's House was marked as red, so I didn't enter it. I entered Young Residence instead. I didn't want to upset anyone by looting the place, so I left.
- 10:22 - To the Big Al's Attire near the water. I talk to Big Al Young, and he sells apparel.
- 11:07 - I return to Mayor Bailey's House. I ask him about the town.
- 12:30 - Asking about any job available. He mentions Ol' Nate Takei near Dock 2.
- 13:13 - Back outside. I go to the Seaside Tavern to talk to Sam. Back to the main quest.
More timestamps will be posted whenever possible. It may take a while.
View Details
https://3speak.tv/watch?v=realdcghoul101/zwjlbscy
Episode 300! I didn't imagine a modded Fallout 3 game could offer this much content.
I begin my exploration of Maddox Island, including the tunnels mentioned previously. This is the second episode of Washington Malevolence.
Note: The mod was updated since I played it, so things may be different.
Timestamps will be posted whenever possible. It may take a while.
View Details
https://3speak.tv/watch?v=realdcghoul101/zsukzaed
A message leads me to a new adventure at Maddox Island. What will I find there? Also, that boat wasn't safe at all. This is the first episode of the Washington Malevolence mod.
Note: The mod was updated since I played it, so things may be different.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps will be posted whenever possible. It may take a while.
View Details
https://3speak.tv/watch?v=realdcghoul101/eszxjziv
I find out what happened to certain people from Overpass. This is the second and final episode about this mod.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are coming soon (I hope). Thanks to JkKILER for creating the mod and JanitorDave for fixing and improving the original work.
View Details
https://3speak.tv/watch?v=realdcghoul101/hnfcslhg
This is the first episode covering The Overpass Remastered mod. What will I find there?
The timestamps are coming one day.
View Details
https://3speak.tv/watch?v=realdcghoul101/jnmqscvj
I was listening to the Existence radio and received a mysterious message. It's time to see what's going on.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Oh, this is a busy week. No timestamps yet.
View Details
https://3speak.tv/watch?v=realdcghoul101/hkhichmz
Third episode in a row covering the MTS-400 upgrades. This is the twenty-first episode of An Evening With Mr. Manchester.
Note: I recommend you get the MTS-400 early in your playthrough. Take advantage of the moment you retrieve the Xuanlong Assault Rifle in Jury Street Metro Station (Jigg's Loot), head south to the Manchester Estate, and complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps are coming soon. The previous two posts were updated.
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https://3speak.tv/watch?v=realdcghoul101/atzcsuor
I go to different places across the Capital to collect CDUs for the MTS-400 upgrades. This is the twentieth episode of An Evening With Mr. Manchester.
Note: I recommend you get the MTS-400 early in your playthrough. Take advantage of the moment you retrieve the Xuanlong Assault Rifle in Jury Street Metro Station (Jigg's Loot), head south to the Manchester Estate, and complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps will the added soon (I hope). Sorry about the delays.
View Details
https://3speak.tv/watch?v=realdcghoul101/hahjvczp
I will focus on the upgrades of the MTS-400, the turret added by An Evening With Mr. Manchester. This is the nineteenth episode covering that mod.
Note: I recommend you get the MTS-400 early in your playthrough. Take advantage of the moment you retrieve the Xuanlong Assault Rifle in Jury Street Metro Station (Jigg's Loot), head south to the Manchester Estate, and complete the quests.
Timestamps will the added soon (I hope). Previous post was updated.
View Details
https://3speak.tv/watch?v=realdcghoul101/rheguoex
I join the Underground Railroad to attack The Plague. It's time to go home. This is the fourteenth (and final) episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:40 - Entering the Vault 59 - Undercroft. I continue south through to the tunnel. A Friend To The Needy is finished.
- 01:58 - I meet Hartrick and his team on the passage to the other tunnel.
- 02:33 - The north end of the west tunnel is radioactive. Nothing to see there, though.
- 03:32 - Talking to Hartrick. It's time to finish this. I activate the Remote Detonator, and the Fight Fire With Fire quest is completed. The Final Stand begins. I help the team fight the Plague soldiers, as I can absorb more damage.
- 05:00 - Don't get in the way of my Burnmaster.
- 05:26 - We enter Vault 59 - Living Quarters and fight more Plague units there. We go upstairs and turn right. A previously locked door to the overseer's office is open now.
- 06:08 - Hartrick tells us not to shoot. He confronts Stephen Clark. I let them fight, and Stephen bites the dust.
- 07:45 - Should we bury them? No? Okay. Now help me return home. A Dashboard Farewell begins. I take the Grime's Mask and the Plague Assault Armor from Stephen's body.
- 08:46 - Accessing the Plague terminal. I leave the Overseer Office and head to the Atrium. A few things to loot there.
- 11:46 - Inspecting the other rooms. I've already been here in a previous episode.
- 13:05 - Checking the Grime's Mask taken from Stephen.
- 14:09 - Back to the Atrium. I go upstairs to loot the rooms. Some doors up there are inaccessible now.
- 15:56 - Downstairs to the previous corridors. I take some stuff from the dead enemies.
- 17:04 - I return to Vault 59 - Undercroft. The cave first, then the metro tunnels, and then back to the Underground Railroad.
More timestamps are coming soon. Previous posts have been updated.
View Details
https://3speak.tv/watch?v=realdcghoul101/qygmhfdm
I complete some side quests and prepare for our assault on Vault 59. This is the fourteenth episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:41 - Quest objectives. I return to Frank to tell him about Hartrick's proposal.
- 01:42 - I'll return in a few days to check on him.
- 02:16 - Now I'll focus on fixing the Boiler. I go south (and downstairs) to the Natural Spring. I open the door with the Boiler Room Key.
- 03:12 - I follow the pipe through the cave. I swim through the flooded passage and emerge on the other side. Many Mirelurks were there. The Overlord was added by Imperfection, and the Venomlurk was added by The Mantis Imperative.
- 04:24 - I forgot to bring the materials to repair the Boiler. I return to the Underground Railroad.
- 06:38 - I return to Frank to buy some items to fix the Boiler. Scrap Metal x1, Wonderglue x2, and Lead Pipe x1.
- 10:04 - To the Natural Springs to repair the Boiler. I then report to Hartrick. Give It A Good Mopping is finished.
- 12:11 - Back to the main quest. I go outside and fast-travel to the Outcast Hideout.
- 14:31 - Talking to one of the Plague Outcasts about attacking the Plague.
- 15:17 - Borrow your armor and the Vault ID Card? For a cost?! 400 caps?! I have some Plague Armors with me! Speech check to lower the price.
- 15:46 - The Light Plague Armor and Vault 59 ID Card received. It automatically equips the Plague Armor.
- 17:03 - I store some stuff in the cabinet and toolbox down the rocks.
- 17:58 - I step on the water and immediately get Minor Radiation Sickness (LOL).
- 18:27 - Back outside. I fast travel to Vault 59 and enter it. I show my ID Card to the guard. Their security is awful.
- 20:01 - Quest updates. I can destroy the GECK or cut off the water systems. I was confused about the two markers on the map, so I went outside.
- 20:49 - The Vault 59 Exterior Storage is to the south, past the ruined building. I go to the lower and radioactive area and found the GECK Container. I loot the place first and leave.
- 23:00 - I return to Vault 59. I open the massive door through the control pod.
- 23:44 - A frag mine on the floor.
- 24:12 - A rigged terminal in the other room.
- 24:20 - The west path leads to the Utility area. The south door is to the Atrium. I chose the former.
- 24:36 - I continue west past the pipes to find the Vault 59 Server Module. I take the "Vault 59 Server Logs" from it. Quest objective completed.
- 24:57 - I read the note on the pip-boy before returning to the Vault 59 Exterior Storage.
- 26:03 - The GECK Container is open. I save before continuing. I use the Science option to shut down the water purification. I leave the place and return to the Outcast Hideout.
- 27:54 - I put my Hellfire Power Armor back, enter the place, and take the stuff I left in the toolbox.
Post will be updated soon (I hope).
View Details
https://3speak.tv/watch?v=realdcghoul101/apjwrgfx
I finish exploring the northeast areas and then return to Hartrick to advance the main quest. This is the thirteenth episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:41 - Heading southwest after leaving the Last Chance Gas building. I find a path between the rocks to the south. Wastelander Hideout discovered.
- 01:43 - A "Go Away" note is in the mailbox. Of course, I'm not going away.
- 02:30 - The structure had an entrance, but not what I expected. It's a hatch to the Wastelander Cave, near the garden gnome outside.
- 03:26 - The Wasteland didn't have much to say, so I left.
- 04:14 - I go northwest past the road. A sentry bot was on the way.
- 06:38 - I continue heading northwest. Mirelurks live in the ruined and flooded area.
- 08:02 - A fridge in one of the houses. Sunken Hollow was discovered.
- 08:27 - I enter a Flooded Ranch on the east side of the road. A footlocker was near the bed. A copy of the DC Journal of Internal Medicine was on the kitchen table.
- 09:46 - Back outside. I take the road to the north. The rocky area under the elevated highway caught my attention.
- 12:41 - I jumped on the rocks to the north and discovered a path between the rocks. It led to nothing, so I returned west. The northeast areas looked unfinished.
- 13:31 - I take the road north (again). The road ends in more rocks. I check the map and turn west under the highway.
- 14:17 - Sentry Bots south of a waste disposal area.
- 16:11 - I cross the north fence and follow northwest. I checked the map and noticed the Faramount Toxic Waste Dump to the northwest. I (decide to) fast-travel to Riverview.
- 17:41 - I go northwest to finish exploring the city ruins and then focus on the main quest.
- 18:54 - Passing by Wild Track Bikes (seen in part 279). I turn east and discover the Grain Mill. I take the road northeast to see where it goes (invisible wall). I return and enter the Industrial Ruins.
- 21:22 - I deploy the MTS-400 before eliminating the Feral Ghouls. A few frag mines are placed in the area.
- 22:38 - A tripwire near the door to the hallway.
- 23:21 - Some filling cabinets. I retrieve the MTS before moving forward. I go to the room on the left first. Only a first aid box.
- 24:32 - I go to the right and then upstairs. A lone Feral Ghoul to the left, near the vending machine.
- 25:14 - I take the left path and enter the room on the right. Some shelves and items.
- 25:48 - The last room floor collapsed. The area below has many radioactive waste barrels and the "Doctor's Orders: #2" on the ground (Sneak +5). The first "Doctor's Orders" was found in episode 279, in a ruined house (43 minutes mark).
- 26:17 - The holotape mentions a Godfrey, but I was too tired to check what the person was doing.
- 27:08 - Now I'll check the right side. The path is blocked, so I only reach the cafeteria. A rigged shotgun was on a bench on the left. I almost missed the tripwire.
- 29:04 - Going downstairs and leaving the building.
- 30:08 - The local map. Time to move on. I go northwest and find a (highly) radioactive crater to the northwest. It was deadly even with Rad-X.
- 32:52 - I turn west and spot raiders in the parking lot below. I kill them, jump on the rocks below and go north toward the water. A few more enemies near the picnic tables (+ a first aid box).
- 35:01 - I jump on the water, trying to swim to the north side, but the invisible wall haltered my attempt. Back to the parking lot to loot the raiders.
- 37:47 - I finally return to the Underground Railroad.
- 38:23 - Talk to Frank Randolph in the corridor. He doesn't have the 1000 caps required to move into the station. The "Friendy To The Needy" quest begins.
- 39:05 - I offer to talk to Hartrick for him. No reward is required.
- 39:26 - First, I'll sell some stuff.
- 41:04 - I go south and into the tunnels to meet Hartrick.
- 42:16 - A quick stop at the workbench to manage and repair.
- 44:05 - Looking for Hartrick. I found him in the room with the sandbags.
- 44:31 - Godfrey is free of Super Mutants. Also, the truck to return home needs a Prism Fusion Coil Reflector Device.
- 45:10 - Telling Hartrick about my capture.
- 45:53 - Hartrick mentions a GECK in Vault 59. I don't want to destroy it, so the option to disable the water purification system arises.
- 46:48 - I talk to Hartrick again. It's about Frank's situation. He offers a spare room in exchange for 50% of Frank's profits.
- 46:59 - The "anything else that I could help" option is a quest to fix the boiler. The "Give It A Good Mopping" quest begins. I need to find Tom Howard.
I complete the two side quests in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xefcuibz
Some places may never be discovered if we don't pay attention. This is the twelfth episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps coming soon. Previous post (parts 287 and 288) are being updated now.
View Details
https://3speak.tv/watch?v=realdcghoul101/fuypejru
In the ruined areas to the south, I meet Obongwa. He is (was) a weird person. This is the eleventh episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps coming soon (I hope).
View Details
https://3speak.tv/watch?v=realdcghoul101/eaqthygt
I leave the main quest and focus on exploring the southern areas of Alton - IL. It's the tenth episode.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:40 - I'm outside of Houck Residence. I inspected the ruined house across the street and found a safe.
- 01:24 - The local map. I go east/southeast and bump into the invisible wall near the rocks.
- 02:54 - I spot the satellite towers to the northeast. A Colossal Deathclaw on the road ahead.
- 03:27 - SatCom Outpost 013a discovered. This place was mentioned in a note found at an Enclave camp in episode 285.
- 04:03 - A few Enclave Scientists and many Troopers. I retreat and attack again.
- 05:29 - I deploy the MTS-400 and loot the dead.
- 06:54 - The ladder to the top is blocked. The top of the facility is destroyed.
- 07:41 - I collapse the MTS-400 and leave.
- 08:40 - I take the road leading north/northeast. The satellite dishes behind the rocks couldn't be reached, so I returned to the northwest.
- 10:04 - Abandoned Shack discovered. More Alton Wanderers around the area.
- 10:38 - I find Eli's body in a bedroom. Eli's Knife - a unique weapon - was in his body.
- 11:27 - Leaving the place. I go north through the road near Hopp Hollow Farmstead and turn west.
- 14:26 - I spot a cave entrance hidden in the rocks. Mechant's Hideout discovered. One ammo box and a baseball bat were inside. The cave is small.
- 15:33 - Back outside. I go west towards the building. A few Giant Ants on the way. Underground Gaming LLC discovered.
- 16:52 - I entered the place, and more Giant Ants were inside. I deploy the MTS-400 and lure the insects while the turret shoots them (Zebra/Mud Ants belong to some Puce Moose mod).
- 20:52 - Accessing the Reception Terminal and reading the Applicants' Logs.
- 21:12 - The restrooms (a few first aid boxes).
- 22:11 - The Cafeteria/Kitchen.
- 23:40 - To the upper floor. Desks and filing cabinets to check.
- 25:25 - A locked door (average lock). One safe and a first aid box. I open the other door.
- 26:19 - Leaving the Underground Gaming. I go west towards the ruined houses.
- 27:53 - A safe in the ruined house. I cross the street and discover Alton High School. I enter the ruins, cross the planks, and find an ammo and first aid box.
- 28:55 - Entering the place. Super Mutant ahead, so I deploy the MTS-400 near the door.
- 29:56 - Door to the room on the right. I hack the Attendance Records terminal and read the "RE: Attendance Records, 10/22/2077" and "Attendance Records, 10/22/2077" entries.
- 31:00 - I go to the room across the corridor and fight Super Mutants.
- 31:56 - That Overlord didn't see me at first.
- 32:55 - I enter the room across the hallway to shoot the other Super Mutants.
- 33:53 - Back to the rooms on the right (where I killed the Overlord). A Tumbler Today is on the wood bench near the locked door (very hard lock).
- 34:59 - I unlock it and find a Nuka Cola Quantum on the desk. Also, a Missile Launcher (+ ammo) and a safe.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/ppcaldwr
I'm captured and ended up in Vault 59. Also, side quests finished. This is the ninth episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:39 - Baseball bat to the head. I wake up in a cave, and Stephen Clark wants to talk, so I hear his story.
- 03:01 - Why kill innocents? Followed by all the other questions.
- 04:22 - "So you expect to just believe this?" I listen to his plan.
- 05:21 - Message box. Pick a side. Underground Railroad or The Plague? This guy didn't convince me. Also, the Plague has been hostile to me since I fell into this place.
- 06:30 - I take a few items, knife and armor included, from the dead. I approach the locked gate and steal the Vault 59 Key from the Plague Grunt. I stealthily kill him.
- 08:23 - I equip his Light Plague Armor and Helmet before opening the door to the left.
- 09:29 - I go west, past the floodlights, and open another door. The path on the left leads to the Plague Sniper overlooking the place. He didn't die with one hit.
- 10:27 - First aid and ammo boxes. I return to the lower area to take Sniper Rifle from the dead guy (+ stimpaks).
- 11:08 - In the same path I turn to the right. A few guards on the Vault level. Plague Commander had a Flamethrower.
- 11:53 - The locker near the door has all my items. I equip everything (please, stop taking my stuff).
- 15:09 - Door to Vault 59 - Living Quarters. I enter each room, looking for something valuable (a few first-aid boxes).
- 15:43 - Going upstairs. The path on my left has the classrooms and equipment room.
- 16:36 - More stairs. A few Plague soldiers to the right. I head east and reach the Atrium's upper floor. One or two guards + a few boxes to loot.
- 18:07 - Door near the sandbags lead to Vault 59 - GECK Labs. The nearby door requires a key. I take the Vault Lab Uniform and the Makeshift Gas Mask. The door opens by itself.
- 18:41 - I return to the Living Quarters. The other door on the left also leads to the GECK Labs. I cross the Atrium and turn left twice. The door is inaccessible.
- 18:54 - From where I killed the plague guards, I turn left, then to the right twice, and go downstairs. The door closes, and I can't open it. I return upstairs and to the left and move forward and downstairs to the classroom hallway.
- 19:14 - Near the lockers, I turn left again, but the door to the Atrium lower floor can't be opened either. Okay, I get it now. The GECK Labs.
- 19:42 - To the corridor with the blue lights - which opened when I took the Vault Lab Uniform and Makeshift Gas Mask - I meet Dr. Tom Johnson.
- 19:56 - Good time to remove the Rad-x/RadAway addiction. I sold some stuff before leaving. The other people in the room aren't hostile.
- 21:25 - The local map. I go south through the corridor and bump into a Plague Commander. One Lab Assistant ran towards me, and I shot him (sorry about that man).
- 22:14 - The lab's lower floor.
- 23:04 - The local map. I find a door third door to the Living Quarters (the one further to the left), and I can reach the Atrium lower area through it.
- 23:32 - I go upstairs and kill the Plague guarding the place. I enter the cafeteria to the north and meet Linda Linda Roberts (another look at the map).
- 24:10 - I started quest (Linda Lovers) in part 283. I found Josh Roberts's body, the Employee Message and Linda's Package. I talk to her to see where this goes, then I chose the "bitch" option.
- 25:14 - She mentions her husband was in South Godfrey Metro Station. Quest updates to find him (I already did). The next dialogue has the option to tell her you found Josh and the item. 200 caps and the Lindanizer (unique pistol) earned.
- 26:26 - A storage room in the atrium. I go to the rooms on the other side.
- 27:35 - Some scared folks.
- 27:41 - A locked door on the west wall. I go to the east wall and open a door. The Entrance door is to my left. An explosion jams the east most door, so I go to the Entrance.
- 28:06 - I move foward shooting the Plague, and upstairs to the rooms until I reach the exit. A few guards to kill.
- 30:41 - The switch on the pillar opens the Vault door. I unlock the exit with the Vault 59 key. Finding Godfrey is finished and Behind Enemy Lines begins.
- 32:20 - I Fast travel to New Godfrey to deliver the necklace to David Hawthorne (Smaller Shovel, Smaller Hole quest).
- 34:24 - Selling some stuff.
- 36:10 - I go to Hopp Hollow Farmhouse and follow the road south. I enter the Small Ranch. An Alton Wander kills Radroaches.
- 38:00 - The Houck Residence discovered. I hack Elijah's Terminal (Easter Egg) on the upper floor.
- 39:11 - I try take the Mysterious Book from the desk (Am I unlocking something??).
- 39:16 - I find Houck Basement Key in the floor safe. I check the other rooms before going downstairs.
- 41:09 - Houck Residence door is inaccessilble (weird).
- 41:17 - Door to the garage. Inventory management at the workbench.
- 42:59 - (map) That inacessible door and the book... I'm missing something.
- 44:15 - I gave up (an unsolved mystery).
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/nzisomub
I finish clearing Old Godfrey and then move north to release the captives. This is the eighth episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps below:
- 00:40 - I leave the Derelict Apartments and enter the gates to the east.
- 01:29 - Looting the gore bags and entering Omi's Pizza Parlor. I run to the back rooms to kill the mutants.
- 02:29 - I loot the place.
- 04:23 - I leave the room and check the map. The "Phil's Subs and Sandwiches" is to my left (behind the cars). The remaining Super Mutants are there.
- 05:42 - A safe in the back room. I leave the place and head north/northeast to the Super Mutant camp.
- 07:23 - A large irradiated crater.
- 09:12 - Changing marked quest (Smaller Shovel, Smaller Hole). I go east and find an Enclave camp.
- 11:13 - I loot the place. The Reported Sightings holotape is on the table near the terminal. It mentions a SatCom tower to the east.
- 13:48 - Accessing the Enclave Field Base IV terminal. FEV Journal added to the pip-boy.
- 14:26 - I go east, and only now the Enclave Scout Outpost is marked as discovered. I continue east towards the ruined houses.
- 15:31 - Southeast across the road. I find a safe containing a stimpak, a Nuka Cola Quantum, and a Dean's Electronics.
- 16:04 - I continue east. A barn and a silo are visible. Raiders are hidden in the cornfields.
- 18:55 - Hopp Hollow Farmstead discovered. The fight continues.
- 21:04 - I check the north side of the cornfields. The first burial mound I find is near a few rocks. More raiders attack.
- 23:52 - Another burial mound is further north (near the fence). I return south, searching each row.
- 25:25 - A third burial mound (between the first and the second one). I take the Gold-Chained Necklace.
- 25:49 - The burial mound location.
- 26:34 - Inspecting the south side of the cornfield.
- 27:15 - A fourth burial mound.
- 28:27 - A fifth burial mound.
- 30:10 - The old barn. I don't think the machine upstairs does anything.
- 30:41 - Entering the silo. The "Graves" holotape is on the table inside.
- 31:05 - I take the ladder to the top, and what the heck happened to the weather?! I go down the ladder (and the weather changes again. LOL).
- 31:27 - The Hopp Hollow Farmhouse. I kill the raiders living there. It's looting time.
- 32:59 - Guns and Bullets in the wooden crate on the bookshelf.
- 33:51 - Leaving the Farmhouse. Changed the marked quest to the Finding Godfrey and head northwest.
- 34:46 - A Bloodclaw (Imperfection mod).
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/pkcvvwet
I begin eliminating the Super Mutants from Old Godfrey. This is the seventh episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:40 - Metro exit to Old Godfrey. Godfrey South Metro Station was discovered.
- 01:54 - The world map. Most doors on the east building are boarded up. Too bad there isn't an "Alton Interiors Project" mod.
- 02:47 - One ruined house with a few supplies.
- 03:14 - A Nuka Quantum inside the open trash bin.
- 03:52 - Heading south. I reach the end of the map, so I walk west between the two buildings. The north gate is inaccessible.
- 05:30 - I go further west through the alley near the local Super Duper Mart building (fences block both doors, no interiors to enter). I bump into another invisible wall.
- 06:29 - Heading northwest. I enter the Godfrey Pump Station. I kill the mutants inside as part of the Finding Godfrey quest.
- 08:24 - I go east and back west towards the place with tall walls. Old Godfrey discovered. I check the area to the north but found only boarded-up buildings.
- 11:05 - I go further west and behind the brick building. I turn south and then southeast, discovering Sunnyside Bar & Grill. A few radroaches inside.
- 13:19 - Back outside. I go south towards the Super Mutants position. I alert them to my presence, and the fight begins.
- 15:09 - More Super Mutants to the northeast (and around the tall wall).
- 17:04 - Entering Wally Green's Pharmacy. I kill the Super Mutants inside (eliminate all mutants you find in the town) and loot the place.
- 18:43 - A Nuka Cola Quantum right of the vending machine.
- 19:52 - Room with a container, gore bags, and a dead wastelander.
- 21:00 - "Finding Godfrey" quest objectives.
- 22:13 - Back outside. I approach the metal gates and attack the Super Mutants. I loot the dead.
- 25:00 - The local map. I noticed I missed a building to the southeast. I go outside and towards the Derelict Apartments.
- 26:21 - A few Mutants in the entrance hall. I take the stairs on the right to attack the other ones.
- 27:32 - Hallway to the right, I enter the door on the left to kill another enemy.
- 28:28 - A Dead Godfrey Settler and a first aid box in the restroom.
- 29:44 - Back to the hallway. I return to the entrance and lockpick the safe on the counter.
- 30:50 - To the left hallway on the left. I kill a few more mutants, and a message on the top corner informs me I killed 10 of 20 Super Mutants.
- 32:08 - Accessing the Employee Terminal in the office.
- 32:57 - The westmost room has a locked door leading to a storage area with shelves and a safe.
- 34:19 - Back in the corridor, I go further right. The path is blocked by rubble, so I hack the door near the locked door. The room has a workbench. I take the Guns And Bullets and the Rifleman's Lament (unique assault weapon) on the counter. I repair my equipment, manage my inventory, and craft ammo.
- 39:57 - Back to the entrance. I shoot a Super Mutant and a Centaur standing by the door frame.
- 40:38 - I take the stairs at the entrance to reach the floor above. I inspect the rooms.
- 42:26 - Another Mutant byte the dust. The stairs near the vending machine take me to the entrance. A door on the way requires a key.
- 43:46 - I (once again) take the stairs at the entrance. I return to the vending machine area and enter the room to its right.
- 44:58 - A hole in the floor. Ammo boxes are near the bed. Gore bags near the couch.
- 45:57 - I jump in the hole and find Robert Johnson's dog (RIP Smokey).
- 46:33 - A safe on the floor behind the couch. I take the Godfrey Room Key. I turn around and move the cabinet blocking the door. I can unlock the door now.
- 47:51 - I leave the room and check the quest objectives. The only thing left to do is kill the remaining Super Mutants.
Continues in the next episode. Bye.
View Details
https://3speak.tv/watch?v=realdcghoul101/rzqtnwce
I resume my trip to Old Godfrey. Many things to see on the way. This is the fifth episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
And here are the timestamps:
- 00:40 - I leave Faramount Office, and three Deathclaws appear around the Faramount Toxic Waste Dump.
- 03:56 - The world map. I go east and find some Deathclaws eggs.
- 05:12 - I go north through the rocks and bypass the fences. The invisible wall is reached.
- 06:38 - I fast-travel to the Forsaken Brotherhood Outpost and take the past northwest. Deathclaw is on the way.
- 08:15 - I go south towards the ruins. An Albino Radscorpion at the end of the train tracks.
- 09:25 - I follow the train tracks west. Some raiders are between the wagons.
- 11:26 - I may have shot the grenade off the hand of that raider.
- 12:15 - I go southwest, then east towards the bridge above the train track. A lone raider guarded a trailer.
- 12:38 - I continue south between the rocks and past the Fortified Overpass.
- 13:49 - I'm south of the boarded school building. I check the map and go southeast and then east.
- 15:45 - Sneaking between the rocks. An Abominable Mutant is on the way.
- 17:16 - I spot in the distance a raider (southwest). I approach the ruins, killing more raiders.
- 19:02 - I enter the diner and head and kill the remaining raider. A few Giant Ants are around the area.
- 20:43 - I inspect the ruined house to the south and find a safe. More Giant Ants.
- 21:16 - Entering the brick house. There's a locked cell with a turret. I hack the terminal in the table to disable it, so I can lockpick the cell door to loot the room.
- 21:58 - I go upstairs to sleep until the morning.
- 22:30 - I jump through the west window and discover South Godfrey State Street Metro.
- 23:24 - More Giant Ants on the east side. I jump on the ruins near the diner to loot the raider killed the previous night.
- 24:49 - I follow the road northeast, discovering Mole Rat Den between the rocks.
- 25:56 - I explore the cave. A "Chinese Army: Spec Ops. Training Manual" is on the ground near the broken fence. Also, some ammo boxes.
- 26:24 - That path leads to a toolbox and a footlocker. I look at the map (the place is pretty undersized). I leave the cave and return to South Godfrey State Street Metro.
- 29:00 - (I must be blind) I see the Manhole to South Godfrey Metro Station. Glowing Ones and others feral in the area.
- 29:55 - I follow the tunnel south/southwest. More feral to burn.
- 31:03 - A door on the right side requires a key. I continue forward and kill the ghouls coming from the two doors on the left.
- 32:32 - Both door lead to the same room. There's a locked door on the left side. The switch is hidden on the other side of the two columns.
- 34:03 - I enter the larger room. A few radroaches here and there. The area downstairs is partially flooded.
- 35:08 - Inventory management and ammo crafting on the workbench.
- 36:29 - The door to the right lead to a flooded area. I swim around the place and find the stairs to an elevated tunnel.
- 37:57 - Josh Roberts's body is on the floor. I take the Employee Message and Linda's Package from his body. It's reading time.
- 38:48 - Godfrey Metro Key is on the brick next to the body. I take the supplies before moving.
- 39:19 - I use the key on the door further away from Josh. It's the locked door I passed by earlier (another look at the map).
- 39:54 - I unlock the other door. I hack the Wave Valve Control Terminal. The valves are unresponsive to open/close commands. There was nothing left to do (I guessed), so I returned to the workbench room.
- 42:23 - Crafting ammo.
- 44:14 - I return to the room with the Nuka Cola machine and take the only path I haven't seen yet. The door on the left leads to another section of the metro tunnels.
- 44:49 - Super Mutants are guarding the station escalators. I kill them, inspect the station and then proceed to the exit.
- 48:36 - Feral ghouls and a reaver on the left. I inspect the restrooms before leaving.
- 50:13 - One Nuka Cola Quantum in the vending machine.
Old Godfrey awaits us in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/prpwgooa
I talk to the people of New Godfrey and take some quests. This is the fourth episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:40 - Entering New Godfrey (Pretend you didn't see the weather change from foggy to sunny).
- 01:05 - I meet Robert Johnson and mention Hartrick. Also, a way back home.
- 01:40 - Robert wants me to clear Old Godfrey from Super Mutants and investigate the area east of Dust Bowl.
- 02:45 - Entering the General Store. I meet David Hawthorne, and he wants to know what happened to his father. I'll have to look at the Hopp Hollow Cornfield area (Smaller Shovel, Smaller Hole quest begins).
- 03:51 - Selling the stuff I've collected.
- 06:06 - I go to the Medical Shack and meet Stan Arnold. I need some medical treatment.
- 07:20 - Back outside. I enter Will's Workshop and use the workbench repair boost to manage the inventory.
- 08:24 - I meet Will Arnold, the Repairman.
- 09:26 - Entering the Saloon. I meet Jack Yearlen, and when asked about rumors, he mentions a place up north called the Divide.
- 10:55 - I didn't enter Robert Johnson's or the Settler House.
- 11:20 - Leaving New Godfrey. Oh, look. We're back in the foggy weather. I go north first.
- 12:31 - Alton Ranch discovered. The Alton Wanderers don't have much to say.
- 12:54 - I enter the Ruined Ranch and see Wanderer shoot a Radroach.
- 13:25 - Albino Radscorpion on the northmost shack. He killed one Alton Wanderer.
- 13:44 - An explosion to the east. I go northwest/north and spot some ruins.
- 14:44 - I see a BoS-like flag and a crater of sorts. I kill the Deathclaw in the lower area and jump there. Forsaken Brotherhood Outpost discovered.
- 15:42 - I enter the Buried Trench. I walk and spot a Matriarch, so I place some frag mines before attacking her.
- 18:42 - Entering the Forsaken Bunker. More Deathclaws ahead and some dead Brotherhood of Steel units.
- 19:25 - I wait for the Matriarch to leave and place some frag mines. I shoot the creatures. They can't pass through the door frame, so I throw grenades inside their room.
- 22:59 - I turn right and try to lure the Matriarch as it runs downstairs.
- 24:15 - I set a frag mine, and a Deathclaw stepped on it. I put more mines on the stairs. The other Deathclaws are on the stairs, so I shoot them.
- 27:08 - Retrieving all the mines.
- 28:14 - The door on the left can't be opened (and the switch does nothing).
- 28:31 - Going downstairs to the right.
- 28:56 - The first room on the right had a tripwire by the door.
- 29:17 - The first room on the left has the Weapon Log: Project Mutilator terminal. I read the "Success!" and the "Project Mutilator" entries.
- 30:08 - The corridors near the terminal are highly irradiated. I go right, then left and the door to the right was inaccessible.
- 31:16 - I return a few steps and turn left. The door is open. There's a room with a Deathclaw inside and a Purge Console. I can't activate it.
The remaining timestamps will be added soon.
View Details
https://3speak.tv/watch?v=realdcghoul101/zhcskspe
I continue exploring the land on my way to New Godfrey. This is the third episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The timestamps are below:
- 00:42 - Inspecting the sewer. Many radioactive waste barrels. I follow the only path available and lockpick the door. Only a Radiation Suit on the floor.
- 01:50 - I return to the Western Forest. I go east, then south across the rocks and road. Some Plague units were on the way.
- 03:43 - A path between the rock leads to Vault 59. The entrance requires a key. I go to the gates uphill and continue heading south.
- 04:38 - I open the gates and inspect the destroyed building. A surviving Plague unit was nearby+
- 06:15 - I return to the ruined building and the upper floors. Nothing to loot there.
- 07:19 - Back to the south road. The sewer hole leads to Power Substation 51b. I enter the place and kill the Plague Interrogator guarding the area.
- 08:00 - I enter the next room to attack the other Plague soldiers.
- 09:33 - Looting the room. I go downstairs and reach the dormitories. Ammo box, a Nuka Quantum, a first aid box, and metal boxes.
- 11:07 - Back to the room with the pool table. I follow the door to another sewer area.
- 11:46 - I continue through the sewer. Two Plague soldiers are on the way.
- 12:52 - I go up the tunnel and open the door at the end. Another guard bytes the dust.
- 13:28 - Lockpicking the door to my left. Inventory management time. I loot the shelves and open the safe.
- 15:10 - I go upstairs to a room with a workbench and a Nuka Grenade.
- 15:42 - I leave through the door. I'm a Substation (51b, probably). I check the map and notice I'm way to the northeast of where I was.
- 16:52 - A robobrain by the broken bridge. Some Plague guys are further to the northeast.
- 17:27 - A few metal boxes on the trailer.
- 17:47 - A dead Colossal Deathclaw (Imperfection mod). I continue north and discover the Ramshackled House.
- 18:40 - Inspecting the old barn and the fallen silo behind it (ammo).
- 19:44 - Entering the Ramshackled House.
More timestamps coming soon.
View Details
https://3speak.tv/watch?v=realdcghoul101/gmvwmitz
I walk around the place repairing broken things (I'm good at the job). This is the second episode of Alton - IL.
Note: My experience with Alton wasn't the best. Many instabilities and crashes, but I managed to complete the quests.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
And here are the timestamps:
- 00:40 - John Hattrick requested me to repair some stuff so I'm considered trustworthy. First, I check the nearby bridge.
- 01:01 - Shooting the raiders on the bridge and taking their stuff.
- 01:54 - Ammo boxes in the trailer.
- 02:25 - A few raiders ahead. The path is blocked.
- 03:54 - South of the bridge, I find the crashed plane. Commander Atkins's body was there.
- 04:59 - I leave the crate and continue heading south. A Colossal Deathclaw was to the west. I didn't know the mod could affect this mod (cool).
- 07:14 - I check the west road before returning to the crater area.
- 08:34 - Abandoned Medical Outpost discovered. I find a first aid box in the church.
- 09:05 - Entering the first Medical Tent. Ammo boxes, first aid boxes, and safe on the ground.
- 09:51 - Entering the second Medical Tent. Ammo and a first aid box. Also, another safe on the ground.
- 10:36 - I turn east towards the main objective. I find a safe in of the destroyed houses.
- 11:25 - The houses on the street further east are boarded up.
I'll update the post later. Sorry, for the delays.
View Details
https://3speak.tv/watch?v=realdcghoul101/ctlajaer
So, that flight wasn't safe at all. A new area to explore, with new possible allies and enemies. This is the first episode of Alton (IL).
Note: My experience with Alton wasn't the best. Many instabillities and crashes, but I managed to complete it.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
I'll add timestamps later.
View Details
https://3speak.tv/watch?v=realdcghoul101/wtaomhby
The location of all the Drunken Gnomes of The DC Interiors Project. Thanks,
It took me five years to put this video together. I started playing and recording in mid-2015 and slowly collected the Drunken Gnomes as I played the game. I found the last gnomes in 2020.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps. Thanks to Handrewallheimr for marking the time for the gnomes.
- 00:41 - Willy the Wineo.
- 05:48 - Babe.
- 06:37 - Boozo the Clown.
- 09:31 - Happy Hour.
- 11:32 - Norton.
- 12:15 - Caporal Punishment.
- 14:51 - Sergeant Schlitze.
- 15:41 - Mad Max.
- 16:15 - Ranger Rick.
- 17:03 - Colonel Klink.
- 18:08 - Al Coholic.
- 20:32 - Officer Frienldy.
- 25:27 - Gomer.
- 27:33 - Dr. Smith.
- 28:57 - The Mechanist.
- 31:00 - Antagonist.
- 32:30 - Lone Ranger.
- 33:58 - Last Call.
- 35:26 - Mr Robinson.
- 37:00 - Otis.
- 38:43 - Major Tom.
- 39:52 - Sammy Six Pack.
- 41:08 - Tanto.
- 42:16 - Private Ryan.
- 44:33 - Minor League.
- 45:15 - Whiskey Dick.
- 46:28 - Johnny Reb.
- 48:23 - Chairman Moa.
- 49:38 - Uncle Fester.
- 50:45 - Fire Marshall Bill.
- 53:10 - Fast traveling to the Ranger Compound. I head west to map marker.
- 54:35 - Super Mutants in the area (including a Behemoth).
- 57:17 - Looting the dead.
- 57:37 - I enter the sewer hole to Alcohol Abuse Center. Gas leaks in the area.
- 58:45 - I take the Drunken Gnome Key to unlock the door. The Drunken Gnomes' quest is completed.
- 01:00:25 - The restroom. Also, some medical supplies.
- 01:01:41 - The bedroom. Also, spoiler of the next destination?
- 01:02:48 - Leaving the place.
New stuff is coming in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/ppnehgkr
It's time to check what the Tiger Caspian is capable of. This is the fifth episode of the In The Shadow of Swamp by Puce Moose.
Note: Point Lookout Reborn and In The Shadow Of Swamp conflict in some aspects when editing the Homestead Motel. Luckily, DeadMano's The Wasteland Patch Collection addresses most issues, minus the Punga Script conflict, which I'll cover in a later episode.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps coming soon. Previous post update with all timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/pfgruptg
I enter the SuperChemBot Dealer Shop building and eventually gain access to the Conference Hall. This is the fourth episode of In The Shadow of Swamp by Puce Moose.
Note: Point Lookout Reborn and In The Shadow Of Swamp conflict in some aspects when editing the Homestead Motel. Luckily, DeadMano's The Wasteland Patch Collection addresses most issues, minus the Punga Script conflict, which I'll cover in a later episode.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 41:00 - I just entered the SuperChem Dealer Shop. I enter the terminal by the table and read the "What is SCB?" and "How many different SCB models exist?" entries.
- 02:13 - An empty safe and the Point Terminals. I see the (Tiger Caspian Challenge) Terminal to the right.
- 02:21 - I see a display case and the Upgrade Terminal across the room. I click on the Available Upgrades And Products.
- 04:02 - The display case below the terminal opens, but I can get the item. I'll need 21 SCB Points to buy the upgrade.
- 04:46 - The terminal on the left has the same options as the first one I saw.
- 04:55 - I enter the room near the windows. It's a small room with a dining table, a Nuka Vending Machine, and a fridge. A Nuka Quantum was in the Vending Machine, and another was above the cabinet.
- 05:28 - The Points Terminals. "What are SCB Points?" entry.
- 06:14 - "How do I acquire SCB Points?" entry. Points can only be bought in blocks of eight.
- 07:17 - I'll buy SCB Points later.
- 07:41 - Inspecting the rest of the room. I hack the terminal on the table. "SCB Team Push!" and the "Team Alert" entries.
- 09:30 - The restrooms. A Tales of a Junktown Jerky Vendor is under some burned books on the metal shelf.
- 10:01 The Points Terminal. I fast travel to Megaton to get some pre-war money.
- 12:39 - I put pre-war money on the safe to buy Points.
- 14:20 - To the Upgrade Terminal. I buy one Stealth Boy MK II and the Analysis Module. The "Swamp (3) - Analysis Module Upgrade" note is added to the pip-boy. It mentions Analysis Fluid.
- 15:50 - Back to the dining table room, a "Punga Fruit, Easter" (03) is in a wooden crate on the floor near the fridge. I eat it, and the "Swamp (3) - Easter Punga Note (3)" is updated (Punga the Third).
- 17:18 - I missed a room to the southeast. I lockpick the safe (only pre-war money inside). The Analysis Fluid is on a wooden shelf next to a toolbox.
- 18:17 - Poking the SuperChemBot Machine at the center of the room. I must return to Point Lookout (Biologist House).
- 20:22 - I approach the SCB and the message box pops. I put the Analysis Fluid first, then the Chunk of Rubble in the component. I take the "Swamp (3) - Analysis Report: Concrete" from the bin.
- 22:27 - Sulfamic Acid: Punga Fruit Mutated (x1), Wild (x5), Turpentine (x1), Poisonous (x2). I collect all the materials and put everything in the bin.
- 26:26 - I create the substance and take it. I'll take a nap.
- 27:06 - It's morning (a sand storm reached the swamp), and I return to the Capital Wasteland (the Henry Clay Conference Hall).
- 28:43 - I approach the debris blocking the door to apply the Sulfamic Acid. The path is clear.
This is a long video. I'll update the timestamps in a few hours.
View Details
https://3speak.tv/watch?v=realdcghoul101/pmmezgbx
I examine Room M-1 and end up on another adventure. This is the third episode of In The Shadow Of The Swamp.
Note: Point Lookout Reborn and In The Shadow Of Swamp conflict in some aspects when editing the Homestead Motel. Luckily, DeadMano's The Wasteland Patch Collection addresses most issues, minus the Punga Script conflict, which I covered in the previous episode.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps coming soon! Previous posts updated.
View Details
https://3speak.tv/watch?v=realdcghoul101/lbjwdqif
I enter the deepest areas of the Punga Cave. First I had to deal with some mod conflicts. This is the second episode of This is the first episode of In The Shadow of Swamp by Puce Moose.
Punga Script Fix: https://wiki.step-project.com/User:Kelmych/Fallout3#Point_Lookout_Reborn
HOW TO FIX: DON'T DELETE THE RECORDS! Copy the two records (xx004269 and xx00426a) from PointLookout.esm to PointLookout Reborn.esm. Drag and drop in their respective locations (USE Fo3Edit).
Quote from the STEP guide:
Notes: Point Lookout is the spookiest location in the game. This mod adds locations, content, and short quests to Point Lookout, and along with In the Shadow of the Swamp (the fourth of the optional Puce Moose quest mods) makes Point Lookout much more immersive. Fortunately, The Wasteland Patch Collection provides a patch to make these two mods compatible. One additional change is still needed for compatibility with In the Shadow of the Swamp. The patch for this is included in CPD_General_Patch from here. (Alternatively, xEdit can be used with the mod's plugin to remove the records it adds to Activator records xx004269 and xx00426a (where xx = Point Lookout DLC esm).(Thanks to user NFDan96 for this change).
Fortunately, it is still possible to add these items to your inventory.
Open the console and enter the command below. Change "xx" to the number equivalent to the mod in your load order. In my case, PLweightadjust.esp (it's the name of the .esp) is mod number 36:
player.additem xx008040 10
(adds 10 Poisonous Punga to your inventory)
player.additem xx008041 10
(adds 10 Mutated Punga to your inventory.)
That's all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/aezruwcq
A visit to Homestead Motel reveals more mysteries to be uncovered about Point Lookout. This is the first episode of In The Shadow of Swamp by Puce Moose.
Note: Point Lookout Reborn and In The Shadow Of Swamp also conflict when editing the Homestead Motel. Luckily, DeadMano's The Wasteland Patch Collection addresses most issues, minus the Punga Script conflict, which I'll cover in a later episode.
Timestamps for you:
- 00:41 - Another morning in Point Lookout. I go to Homestead Motel Room 10 (through an outside door).
- 01:26 - A poster on the kitchen wall mentions an Autodoc.
- 01:57 - I take the "Swamp (1) - Note on the desk" and read it. It mentions a Punga Cookbook, a passcode to the small safe, and lost passwords.
- 04:44 - A Big Book Of Science on the bench. I inspect the place.
- 07:11 - That's the AutoDoc thing. I'm not authorized to use it, so I check the terminal on the table.
- 07:52 - Journal Entry One. It mentions the bumper cars and the lost lunchbox.
- 09:18 - Journal Entry Two.
- 10:02 - I don't have the Access Card to use the AutoDoc.
- 10:13 - I find the "Swamp (1) - Note on the nightstand" near the bed.
- 11:19 - Leaving the place. Heading north, the first door leads to the Offices (PL Reborn); the second one is to Room 1M (requires a key). Then, another door to the Offices.
- 11:35 - I turn right and check the doors facing north. The first, third, and fourth ones lead to the Offices. The second is boarded up.
- 12:07 - I go east and meet Loretta Duke and her Yao Guai (PL Reborn).
- 12:50 - Inspecting the bumper cars and finding the lost lunchbox (the one to the northeast). I take the AutoDoc Access Card, a Nuka Cola, and the Punga Bread.
- 13:53 - Returning to Room 10. I noticed the Mail 10 Box by the door (it's locked).
- 14:09 - To authorize the AutoDoc Access Card, I need the missing password
- 14:32 - Reading the "Swamp (1) - Note on the desk." again. It mentions the pier, his friend's birthday, how many children he has, and a cargo ship.
- 15:59 - Ignore the Offices. I'll check the door on the other side.
- 16:42 - Unlocking Room 1B. Flashback: the key was on the Loan Officer's Desk (People's Bank of Point Lookout).
- 19:36 - Hacking the terminal. The "Bad Start" entry first (mentions a prototype pistol and unique 15mm ammo type).
- 20:26 - "Project Completion List" entry mentions the new weapon (Tiger Sumatran).
- 21:17 - "Maybe I can pull this off" entry mentions a biologist and his SuperChemBot.
- 22:07 - "Alright! Finally, a break." entry mentions the biologist's home.
- 23:34 - Opening the briefcase near the table, I find the Gun Case Key and the "Swamp (2) - Tiger Sumatran" note.
- 25:10 - Leaving the place and entering Room 1D
I'll update the post later. Bye.
View Details
https://3speak.tv/watch?v=realdcghoul101/bxenzrio
I go to the remaining locations (the ones I could find) from Point Lookout and PL Reborn. Also, I restore the light at Point Lookout Lighthouse. This is the twelfth covering the DLC and the mentioned mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:41 - I'm at Point Lookout Pier. Some Smugglers spawn on the path to the House of Wares.
- 01:56 - Looting the dead. Also, inventory management.
- 03:16 - Selling stuff to Madam Panada.
- 04:10 - It's time to sleep.
- 05:13 - Inspecting the ruined houses north of the motel. I shoot the swampfolks to the northwest before crossing the rope bridge.
- 07:41 - I travel to the Scavenger Encampment (PL Reborn) and go to the west.
- 08:47 - Digging some loose piles of dirt (requires a shovel) on the sand.
- 10:27 - Dove Delta discovered. I dig more loose piles, and I find a footlocker in the one near a tree.
- 11:39 - Heading north. I find a "For Ozwaldo" on the ground near a skeleton and a shovel. I mention the footlocker I found.
- 13:02 - Fast traveling to Haley's Hardware. I repair some stuff on the workbench.
- 14:23 - Selling more stuff to Haley.
- 15:32 - Leaving the place. I go east to the shores and discover Cliffview Shack (PL Reborn).
- 16:22 - A bottlecap mine on the workbench behind the Shack. Some shelves and a Nuka Cola Vending Machine on the front.
- 17:01 - Checking the inside. Not bad at all.
- 18:49 - I swim to the north shore and kill a Smuggler near the Tribals Camp (PL Reborn).
- 19:32 - I enter the Tribal Bunker (PL Reborn) again and fight the tribals. My Fertilizer Shovel vs. their knives.
- 20:45 - I leave the Bunker and turn north, only to be attacked by Smmuglers near their HQ (PL Reborn).
- 23:06 - Looting the dead and inventory management (I know I carry too much stuff)
- 24:30 - Another Smuggler on the road to the north.
- 25:16 - I go to Marguerite's Shack to check my batch of Moonshine. It's finally ready. A Spoonful of Wishes is finished.
- 26:05 - I return to Haley's Hardware. A "Holotape Note" was near the door. It mentions a Lighting Bulb in a truck for Point Lookout Lighthouse.
- 26:46 - Selling more stuff to Haley.
- 30:03 - Fast traveling to the Truck Wreckage. Smugglers were nearby. I take the Lighthouse Bulb from the trailer.
- 31:36 - Heading to the Ark & Dove Cathedral. A Reaver and a Glowing One were on my way.
- 32:44 - Shooting the Tribals around the Cathedral, they are mad at me for destroying their master. I enter and finish everyone inside the place.
- 35:31 - Looting the place and taking all the Refined Punga Fruits.
- 37:18 - Woodrose wasn't hostile (a feature or a bug?). More medical supplies on the altar.
- 38:01 - Back outside. I take more Refined Punga from around the Cathedral.
- 38:34 - Jason was guarding the back gate and attacked me.
- 39:05 - I find a door to the Ark & Dove Passage to the right of the back gate. I kill the tribals there and loot the place.
- 40:54 - The door to Point Lookout leads to the outside. I didn't find the key to it (I tried).
- 41:51 - Leaving the place behind and heading north.
- 42:45 - That well is one I used to leave the Sea Cave. Also, Smugglers in the cemetery.
- 46:26 - I'm on the beaches near the USS Ozymandias, heading east to the cliffs near the Calvert Mansion ruins. I spot the Calvert Cliff Shack between the rocks (PL Reborn).
- 47:48 - A Pint-Sized Slasher Mask was in a footlocker on the shelf outside.
- 48:12 - A safe to the left near the hanged skeleton. Some laser pistols on the cabinet and some bottlecaps near the bed.
- 49:30 - Back outside. I return to the Calvert ruins and find an entrance to Calvert Mine in the well to the east.
- 51:35 - I didn't see anything valuable inside, just some items, a dead Creeper, and a hatch underwater. I checked the local map and inspected the other path, only to find a wall of dirt and rock (It looked like a door, though).
- 53:57 - Using the hatch to leave Calvert Mine (PL Reborn). I'm near the PL Lighthouse, and someone was shooting missiles at me.
- 54:20 - I kill the Smuggler by the door before entering.
- 55:53 - Going upstairs and killing the Smmuglers on the way. There's one enemy with a Missile Launcher.
- 58:11 - Ammo boxes by the door.
- 58:38 - I kill the last Smmugler outside and install the Lighthouse Bulb. Many missiles and first aid boxes under the stairs.
- 59:23 - Another set of stairs. I install the Lighthouse Bulb on the Lighthouse Mechanism. The Beacon Switch is to the left.
- 01:00:00 - Nice view of the sundown with the Lighthouse working.
It's not over yet. There are still things to uncover in Point Lookout, brought to you by Puce Moose.
View Details
https://3speak.tv/watch?v=realdcghoul101/oskyrhpk
Some people are looking for a particular book. What should I do? This is the eleventh episode of Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
The timestamps are below:
- 00:40 - Entering the Blackhall Manor and meeting Obadiah Blackhall. A charisma dialogue option is available.
- 01:42 - Obadiah is looking for a book - the Krievbeknih - and wants me to retrieve it from the swampfolk. The Dark Heart of Blackhall begins.
- 02:42 - Asking about the Blackhall Manor.
- 03:28 - Asking about the swampfolks.
- 03:58 - I go upstairs and check the place
- 05:02 - A door to the balcony. I shoot the swampfolk to the south.
- 05:47 - I enter the mansion again, and Marcella shows up (I don't think she was supposed to appear inside). She knows about the book and explains why she should have it.
- 07:39 - A footlocker on the corridor. I check the other rooms and find a safe in the bedroom.
- 09:38 - Leaving the Blackhall Manor and fast traveling to Hailey Hardware.
- 10:34 - I go east/southeast to the Ritual Site. Some swampfolk were guarding the place.
- 13:49 - I see Uncle Fester - one of the Drunken Gnomes of The DC Interiors Project - on the bushes north of the basement door.
- 13:59 - Entering the Burned-Out Basement. I move forward into the cave.
- 15:03 - There's a path on the left and one to the right. I go to the right first.
- 15:33 - Gas bubbles and some coffins. Also, a Stealth Boy on an open safe.
- 16:07 - Upon returning through the same way, I find a hidden path on the right with a coffin, two stimpaks, and a Nuka Cola Quantum.
- 16:27 - I follow the left path now. Another turn to the left, and I find a skeleton on a dining table.
- 17:12 - Back to the main path. I find an Altar, the Krievbeknih, and the Ritual Knife. Swampfolks are now inside the cave.
- 19:11 - I return to the entrance killing the enemies.
- 21:19 - I fast-travel to the Scavenger Encampment. From there, I head southeast to Disaster Relief Outpost.
- 22:13 - Some medical supplies in the north Medical Tents.
- 22:38 - To the eastmost Medical Tent. More medical supplies, ammo, a Stealth Boy, and a terminal.
- 23:13 - "Unit Mission Parameters" entry.
- 23:23 - "New Plague Public Information" entry displays more options (Know the Signs, Remember to C.I.R., Protect Yourself, and Get Registered!).
- 24:27 - The "Unit Lead Logs" leads to Log Entry 001, Log Entry 002, Log Entry 003, and Log Entry 004.
- 26:34 - Entering Marcella's Tent to the south. She is dead, and I take the "Marcella's Last Words" holotape from the desk. Ever heard of the Dunwich Building?
- 28:23 - I take Marcella's Safe Key and open the safe (she doesn't need the supplies). Also, I forgot to check the terminal on the desk (facepalm).
- 29:13 - Fast traveling to Point Lookout Pier. To the Capital Wasteland.
- 29:32 - Oh, Nadine owns the boat now.
- 30:28 - I talk to Catherine at the Riverboat Landing. Unmarked quest completed.
- 31:15 - Fast traveling to Megaton. Hello, Megaton Settler, that always gives me gifts.
- 32:03 - Healing myself and removing the Rad-X and RadAway addictions.
- 32:42 - I have no idea why the pip-boy is not centered on the screen. I fast travel to Dunwich Megaton.
- 33:25 - Meeting some Adventurers and selling some stuff.
- 34:27 - Entering Dunwich Building. I equip the Ghoul Mask so the ferals don't attack me and head to the Forsaken Ruins.
- 36:17 - Making my way to the Virulent Underchambers. It's good to check the local map.
- 38:31 - Jumping down and heading to the cave.
- 39:43 - I approach the Obelysk and press the Krievbeknih against it. Lol, ferals got burned (quest completed).
- 40:16 - It's time to leave the place. I then fast-travel to Riverboat Landing and return to Point Lookout.
- 42:51 - Oh, by the way. The footlocker under Passenge Cot is where I store all the stuff collected.
There's more stuff to do in this swamp yet.
View Details
https://3speak.tv/watch?v=realdcghoul101/cgelqqfy
With the main quest finished, I pivot my attention to the unexplored areas of the swamp. This is the tenth episode of Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
And here are the timestamps.
- 00:41 - I return to the ruins of Calvert Mansion and enter the panic room. Many shelves to loot.
- 02:47 - Back outside. I go northwest, and some Smmuglers in the birdhouse shoot me.
- 03:43 - Looting the dead and their supplies.
- 05:13 - Walking around the ruins. I ended up heading north to the beaches.
- 06:42 - More swampfolks to shoot.
- 08:18 - Swiming to inspect the boats. USS Ozymandias is discovered. I loot the outside before opening the hatch.
- 10:12 - Accessing the Bysshe Co. Terminal and reading the Mission Parameters. "An Antique Land" quest begins.
- 10:49 - Clicking on the "ERROR: 12XU_user_shell" and reading the Confidential and Null entries.
- 11:49 - The Expedition Supplies safe can only be open after I finish the quest.
- 12:18 - Checking the map markers. I have three muck holes to go.
- 12:58 - Fast traveling to Marguerite's Shack. My batch of Moonshine is not ready yet.
- 13:58 - I go north/northwest first. A Reaver attacks me.
- 15:11 - South of Turtledove Detention Camp, I find a Hockey Mask and the Toy Knife.
- 16:28 - The closest muck hole is to the northwest.
- 17:47 - Feral ghouls are around the area. I kill them before entering the excavated muck hole.
- 18:51 - An Advanced Radiation Suit, some Bio Gas Canisters, and the Soil Survey - Tape #1 are on the table. Don't fire your weapons, as the place is filled with gas.
- 19:29 - Listening to Tape #1 before leaving the place
- 20:26 - Heading further west/northwest. Some swamps ghouls and a Reaver attack me.
- 21:44 - Jet Crash Site discovered. Many skeletons and axes near the plane. The one near the ammo and supplies is likely the pilot.
- 23:20 - I open the Blackbox Recorder and take the Blackbox Recording. I listen to it.
- 25:12 - I continue to the northwest. More feral ghouls around the muck hole.
- 26:58 - Entering the excavated muck hole. I take more Bio-Gas Canisters and the Soil Survey - Tape #3. I listen to it before leaving (damn radiation poisoning).
- 29:44 - I fast-travel to Lil' Tyke Playhouse. From there, I go east to another muck hole (I killed the ghouls in a previous episode).
- 30:55 - I take the Soil Survey - Tape #3 from the table and listen to it. More Bio-Gas Canisters were inside the footlocker.
- 32:29 - I fast-travel back to USS Ozymandias and enter the code of each Survey Tape. The "Access Expedition Supplies" option opens the safe. I take the Radiation Suits and the Bio-Gas Canisters (quest finished).
That is all for today. I'll update the post with some links later.
View Details
https://3speak.tv/watch?v=realdcghoul101/lbrtpqpn
I sneak into the Sea Cave, and I meet a talking brain. The mansion is gone, so Desmond and I go to the Point Lookout Lighthouse to face the brain thing. This is the ninth episode of Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:40 - Leaving Calvert Mansion. I met Nadine at the pier and learned the truth about Tobar.
- 02:31 - Asking Nadine what she'll do now.
- 03:11 - I go to the cabin to confront Tobar. The Dismember did its job.
- 04:26 - I take the Grifter's Fit and the Duchess Gambit Key from his body.
- 04:41 - I retrieve my piece of brain (in the jar) and leave.
- 05:14 - It's morning. I'm near the cemetery and the Cathedral. I go northeast to the cliffs.
- 06:17 - I shoot the Mirelurks before going to the boat.
- 07:13 - A PungaScorpion attacks.
- 07:27 - I jump on the rocks below as a shortcut. I almost die upon miscalculating a jump.
- 08:03 - The key Nadine gave me opens the Hatch to Sea Cave. Mirelurks and Swamplurks inhabit the flooded areas.
- 09:36 - I jump on the water and find a safe underwater. Also, more Mirelurk meat.
- 10:57 - Back to the path, I move forward. More creatures ahead.
- 12:41 - A larger chamber. I hear someone talking.
- 14:07 - Inspecting the coffins. Items and Lever Actions Rifles are on the ground.
- 14:29 - Talking to Jackson. I ask if I can talk with the Transcendent Master.
- 15:44 - More questions first.
- 17:04 - The path to the upper area leads to Holographic Projection. I ask about the Calvert Mansion, Desmond, and more (Hearing Voices is finished - Thought Control begins).
- 19:51 - The ladder to the outside and return to Calvert Mansion to report to Desmond.
- 21:03 - Asking about who "him" is and what's going on.
- 23:34 - I'll have to put a jammer at the Fenris wheel to block Professor Calvert's communication.
- 24:27 - Back to the pier. Professor Calvert proposes I destroy the device instead. I install the Cogwave Jammer and the tribals attack.
- 26:43 - The robots I repaired helped in the fight (PL Reborn).
- 27:14 - Enemies on the roofs too.
- 28:49 - Looting the dead.
- 29:23 - You guys can't hide.
- 31:23 - I go to Calvert Mansion, and the building explodes (Tought Contro is finished - A Meeting of the Minds begins).
- 32:21 - The mansion ruins. I find the hatch to the Panic Room. I speak to Desmond (he's pissed). We go to the PL Lighthouse (I'll return to loot the place).
- 35:35 - Point Lookout Lighthouse discovered. We enter and head to the Underground Lab.
- 36:18 - Lockers, ammo, and more in the room to the left.
- 36:56 - A rigged terminal on the counter. I hack the Turret System to deactivate them.
- 37:15 - Taking the pulse grenades. There are robots ahead.
- 37:36 - Some rare Mesmetron Power cells on the counter (near the broken terminal.)
- 37:42 - The switch opens the door. Robobrains sentries are on the path ahead.
- 37:55 - First room on the left: Flamer fuel, Energy Cells, ECP, and MF Cells.
- 38:54 - First room on the right: I access the terminal and read the Construction Concerns entry.
- 39:29 - Subject Procedure Reminder and Notice To Staff entries.
- 40:04 - Looting the safe and lockers.
- 40:23 - Second room to the left: I access the terminal on the table and read the "To: Doctor Stewart" and "From: Unknown" entries.
- 41:15 - Second room to the right: more ammo on the shelves, more Mesmetron Power Cells.
- 41:44 -Third room to the left: another terminal. I read the "Core Research Progress Notes" and the "An Oversight Review? Already?" entries.
- 43:19 - Entering a circular room. It's a trap! The turrets are destroyed, and I find more Mesmetron Power cells on the left.
- 43:48 - The door to the left of the terminal is open. More ammo on the tables and a Level Alpha Security Badge. A door opens, and one Robobrain Sentry attacks. Oh, my head!
- 44:26 - Two ammo boxes in the small room where it was. Also, I take the Level Alpha Security Badge from its body.
- 45:00 - I use the Badge in the terminal to open the door. Another Robobrain Sentry in the lower corridors.
- 45:37 - A medical room on the right.
- 45:49 - I take the Level Beta Security Badge from the Sentry. Then, I inspect the restroom on the left and the clinic on the right (chems and medical supplies).
- 46:13 - Another Level Beta Security Badge on the round table.
- 46:41 - I use the Beta Badge on the terminal to open the door. Another sentry was awaiting in the next room.
- 47:07 - Lockpicking the safe and opening the lockers. Also, energy weapons are on the shelf.
- 47:48 - Next corridor. Only naval cots left and right
- Confront the Calvert, I side with Desmond, and we destroy the brain.
- 49:40 - Talking to Desmond (Reward Vault key added).
- 51:24 - Reward Vault Key opens the room. I find the Brain Destabilizer. It's looting time.
- 55:24 - Last talk with Desmond. He'll vanish from PL once you leave the Lighthouse.
- 57:00 - Exit hatch path. Who's shooting me?
The main quest is finished, but there are more things to do in this swamp.
View Details
https://3speak.tv/watch?v=realdcghoul101/mwtzniho
I explore the swamp to the west before returning to Ark & Dove Cathedral. Also, I find Nadine. This is the eighth episode of the Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps are below:
- 00:42 - Walking through the swamp. I cross a wooden bridge and shoot some swamp folks.
- 02:37 - Northeast to Trapper's Shack. Many bear traps are scattered around the place.
- 03:22 - I enter the place. The Scrapper didn't stand a chance against The Dismemberer.
- 04:07 - Items scattered across the floor. A Stealth Boy on the desk.
- 04:53 - A grenade bouquet on the kitchen cabinet (on the right, near the fridge).
- 05:16 - Tin cans, not grenades this time.
- 05:39 - I go outside and enter the cellar. It's a prison for feral ghouls and even a Swamplurk Queen.
- 06:41 - I deploy the MTS-400 to get some easy CDUs (An Evening With Mr. Manchester). Also, the switch on the table opens the cell doors.
- 08:31 - Lockpicking the safes on the Swamplurk Queen cell. A Nuka Cola Quantum was above them.
- 09:37 - A bottlecap mine on the workbench and more supplies on the shelves on the wall. It's inventory management time.
- 11:23 - Crafting some 30.06 ammo and flamer fuel. Also, repairing my armor.
- 13:13 - Leaving the cellar. I kill more swamp folks with a grenade. There are frag mines on the ground.
- 14:33 - Killing the remaining enemies.
- 15:24 - A pressure plate, a rigged shotgun, and more bear traps.
- 16:23 - South/Southwest, I discover the Flooded Sinkhole (I killed the swamp folks from afar). The unique Pa's Fishing Aid was between the tree and the camp.
- 18:28 - I go southwest. More swamp folks to kill on the old playground. I fail to shoot the guy inside the shack.
- 20:05 - Looting the dead and discovering Lil' Tyke Playhouse.
- 21:14 - I go southwest to the abandoned trailer, then across the rope bridge to Tracker I just killed.
- 22:02 - Another look at the map. It's time to return north. I draw the attention of some feral ghouls to the east.
- 24:00 - To the northeast. I test the Freedom Bear Target Painter (The Mantis Imperative) on the Creeper (I may need to tweak the damage in xEdit).
- 25:24 - Heading east/northeast and discovering the Trash Heap. First aid boxes, ammo, and even a Mini Nuke in an open safe.
- 27:31 - Heading east towards the Ark & Dove Cathedral. Some Swamp Ghouls were on the way.
- 29:50 - Talking to the intercom so the gates open. I meet Jimson and discuss the ritual: Punga Power perk added (Walking with Spirits is finished - Hearing Voices begins).
- 30:44 - Asking Jimson about the tribe. He mentions Jackson.
- 31:32 - Asking about the attack on the Calvert Mansion.
- 32:04 - Asking where to find Jackson.
- 32:28 - I can collect Refined Punga Fruit without any problem. The issue I had was with the unrefined type script.
- 33:32 - Entering Ark & Dove Cathedral. I meet Croatoa, and I ask him about the Punga Fruit growth. I pass a Speech Check and earn the Fertilizer Shovel.
- 34:54 - Asking about Jackson, the tribe, and more.
- 35:40 - Meeting Woodrose.
- 36:44 - It's a dancing time.
- 37:04 - I meet Nadine. I finally found you, girl.
- 37:38 - Heads cut open? What happened to my head?! A piece of my brain?!
- 38:40 - I tell Nadine her mother was looking for her.
- 38:59 - Asking Nadine to remove my scar. Also, who cut open my head?
- 39:37 - Asking about Jackson. The cave is under the Cathedral, and Nadine gives me the Sea Cave Key.
- 40:37 - Asking about the attack on the Calvert Mansion.
- 41:33 - I leave the Cathedral. I head west to Marguerite's Shack. I gave her the Refined Punga, the Yeast, and the Fission Batteries. I'll return in a day to get my batch of Moonshine.
- 44:39 - Fast traveling to the House of Wares. Lots of stuff to sell.
- 46:04 - Checking the Fertilizer Shovel stats.
- 46:37 - I enter People's Bank of Point Lookout. I unlocked a Safety Deposit Box (bottom left) with "Box 1213 - Bern's Voice" found at Grower's Shack. It's just Sexy Sleepwear.
- 48:07 - Fast traveling to Calvert Mansion to report to Desmond. Well, he wants more information.
I'll go to the sea cave under the Ark & Dove Cathedral.
View Details
https://3speak.tv/watch?v=realdcghoul101/jaxwdxam
I travel to the Sacred Bog to find the Punga Mothe Tree. And then, the hallucinations. This is the seventh episode of Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
Timestamps are below:
- 00:46 - Fast traveling to the Scavenger Encampment (PL Reborn).
- 01:32 - I sell some stuff to Ottis and Karl. Since I saved the camp in a previous episode, new scavengers arrived.
- 04:28 - Heading west/northwest. Mirelurks on the beach.
- 06:39 - Shooting the lone Bruiser to the south.
- 07:26 - Heading north. I find a PungaScorpion (PL Reborn or In The Shadow Of The Swamp).
- 08:20 - Discovering the Fishing Shack (PL Reborn - nothing of value there).
- 08:43 - Heading north/northeast. I discover the Grower's Shack. I kill the Creepers outside. I can't collect Punga Fruits because of a mod conflict fixed later.
- 10:51 - Entering the shack. I test the Dismemberer on a Tracker.
- 11:40 - Looting the shack. A Mini Nuke and the Box 1213 - Bern's Voice holotape is on the desk near the bed. Bern's is mentioned in an entry in a terminal in Point Lookout Bank.
- 12:40 - Many supplies in the kitchen. I then leave the shack.
- 13:47 - Heading northwest to the Sacred Bog. Bloatflies were near the entrance.
- 15:53 - Before entering, I go north through the swamp shooting a few Bruisers.
- 17:24 - Ammo and RadAway in the fireplace of the destroyed house.
- 17:59 - I return to the Sacred Bog Entrance.
- 19:01 - Mirelurks and Swamplurks on the path ahead.
- 22:24 - Food and a stimpak and a dead Smmugler.
- 23:05 - A campfire and some bear traps.
- 23:54 - More Mirelurks and Swamplurks on the water. Also, some PungaScorpions (they drop a Punga Scorpion Poison Gland).
- 26:07 - Food and a dead Smmugler.
- 28:29 - More Swamplurk Queens and PungaScorpions - including a Queen - as I get close to the Mother Punga Tree.
- 31:04 - I touch the Punga Seed Pods. It's hallucination time.
- 31:50 - Schmaul-Tec Intelligence Bobblehead.
- 32:28 - Schmaul-Tec Strength Bobblehead.
- 33:03 - Schmaul-Tec Endurance Bobblehead.
- 33:14 - A handsaw and explosive Quantum bottles.
- 34:46 - Schmaul-Tec Agility Bobblehead and Swamp Ghouls.
- 35:33 - Things are upside down.
- 35:53 - Schmaul-Tec Perception Bobblehead.
- 36:13 - I'm seeing giant needles.
- 36:52 - Schmaul-Tec Charisma Bobblehead. Also, the Washington Monument is in the distance.
- 37:22 - Floating bodies in the water. They disintegrate when interacted with.
- 37:59 - Schmaul-Tec Luck Bobblehead and Megaton's atomic bomb. Hi, Burke.
- 38:47 - I wake up outside, at the Sacred Bog entrance. Some bloatflies attack.
- 39:59 - I go north again.
- 41:19 - I find an alcove to the west, between the rocks (see the map). I found Ruska the Wonder Bear living there.
- 42:30 - Return to the south/southeast. I'll ignore the house on the water (for now).
We'll see more of the swamp area in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/zyeevbym
I clear the rocky east coast of Point Lookout and then investigate the Cathedral. This is the seventh episode of Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps coming soon. Timestamps on old post (part 257 and 249) were updated.
View Details
https://3speak.tv/watch?v=realdcghoul101/grvfewoa
I help a ghoul named Desmond and his dogs (Freki and Geri) to clear the Calvert Mansion from the Tribals. Also, I continue exploring the coastal area. This is the sixth episode of Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:43 - Approaching Calvert Mansion. A voice calls me, and I enter the place.
- 01:30 - Tribals attacking from a door on the right. I kill them, and Desmond asks for help.
- 02:05 - I follow him to the room on the right (west side). Tribals come from the hole in the wall.
- 02:55 - To the dining room. More tribals attack. I take their stuff and proceed through the door (and stairs) to the first floor.
- 04:33 - Tribals break through the wall on the left. I kill them, loot the rooms, and move forward.
- 06:15 - Tribals vs. The Mauler. I noticed I don't have the materials to repair it.
- 07:42 - Entering the large room. To seal the breach, I shoot a pressure vessel through the door.
- 08:57 - Desmond opens the door on the south. We're back in the main hall, and the Tribals attack from the northeast door on the first floor.
- 09:39 - Looting the east are rooms. The floor breaks as I reach the south end of the corridor. I fall into the basement.
- 10:49 - Looting the shelves.
- 11:17 - Tribals breaking the door and attacking. I go upstairs to the ground level and kill the runaway Tribal.
- 12:34 - I turn west and south through the corridor. Enemies attack from the south room.
- 13:12 - Reaching a large room. That hole on the right was the one I created when I fell from the floor above.
- 13:42 - Tribals in the kitchen. Looting the dead and the kitchen.
- 15:32 - Back in the corridor. I go upstairs, and more enemies attack from the room with the pool table.
- 16:44 - I shoot a pressure vessel through the door to seal the breach. Desmond opens the door, and we're back to the main hall.
- 17:31 - Inventory management time.
- 18:22 - I place mines on all the doors before the major enemy attack begins.
- 19:32 - Here they come, and then die. I kill the remaining Tribals.
- 21:03 - Properly talking to Desmond for the first time. I earn the Superior Defender perk.
- 22:07 - Asking about the tribals.
- 22:28 - Asking about Nadine and Point Lookout.
- 23:16 - Back to the Tribals and their attack on the mansion. He wants my help (The Local Flavor is completed - Walking With Spirits begins).
- 24:19 - Asking Desmond about his story.
- 24:33 - What he wants me to do next.
- 26:21 - Looting the dead before leaving.
- 28:22 - I take the path to Pilgrim's Landing. Also, killing two Trackers on my way to Haley's Hardware.
- 31:22 - Selling a lot of things.
- 33:13 - Heading north and crossing the bridge. I follow the shores to the east.
- 34:54 - Makeshift Tribal Camp discovered (PL Reborn). The Tribals aren't hostile, so I enter the Trinbal Bunker.
- 35:52 - Back outside. I continue heading east. A Swamplurk Queen attacks, followed by a Mirelurk. Also, Mirelurk Cave was discovered (PL Reborn).
- 37:25 - Shooting Mirelurks and a Swamplurk Queen inside the place.
- 38:58 - Another crab bites the dust. I go west.
- 39:55 - Mirelurks left and right. Lots of meat to collect.
- 41:08 - A trunk with many ammo boxes.
- 41:34 - Another trunk with a footlocker between the egg clutches.
- 43:24 - I return to the previous area and leave the Mirelurk Cave.
I'll continue exploring the coastal area in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/povgnwcj
The lights are finally back on the Boardwalk. Also, I save a scavenger's life and kill more smugglers in a drainage chamber. This is the fifth episode of Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Here are the timestamps:
- 00:40 - On the pier and heading west. One Fuse remains.
- 02:31 - I discover the Scavenger Encampment (Save the game!). As I enter the place, a quest objective is updated to protect Karl and his dogs from the Smmugler attack (PL Reborn).
- 03:18 - The dogs can die quickly, so run outside as the first wave comes from the north.
- 03:52 - Another attack comes from the beach. I place some mines in the sand before getting inside the Scavenger Encampment. The attack only happens when I enter the camp.
- 04:59 - I enter the camp through the south, beginning the attack. Most Smmuglers were killed by the explosions.
- 05:21 - I must go to the Disaster Relief Outpost to kill the remaining Smmuglers. Run there (southeast) before Karl and kill everyone. The quest is completed, and the "Thank you" note is added to the pip-boy. I'll not enter the tents now.
- 06:23 - Looting the dead. I follow Karl better to his camp, and I sell some stuff.
- 09:22 - Collecting the remaining mines placed on the beach and back to the camp. A tracker appeared near the entrance.
- 10:31 - Entering the Bunkkouse. The Fuse is on the wooden crate on the floor (it's considered a steal). I should have checked Karl's inventory.
- 11:19 - I walk to the House of Wares to install the fuses.
- 13:55 - Turning the generator on. Powering the Boardwalk is finished. We have some light now.
- 17:28 - Checking the electric door near the trucks. Some inactive robots and some shelves to loot (PL Reborn).
- 18:10 - Hacking the Boardwalk Terminal. I use the "Unlock All RobCo Pods" option. The "Run Coastal Boardwalk Patrol" will make the robots protect the Boardwalk area.
- 18:28 - I use my Repair Skill (100) to repair all the robots (Sentry Bot = 75; Protectrons = 35 or 50).
- 19:28 - Checking the local map. I go west/southwest and discover the Beachview Shops (PL Reborn). The one on the right can't be entered (yet), so I go to the General Store.
- 22:09 - Torching the Smmuglers and looting the shelves (misc items, grenades, ammo, and food).
- 25:43 - Leaving the place. I find a drainage chamber entrance north of the first building (PL Reborn).
- 26:42 - Saying "hi" to the first Smmugler in the tunnel. Many items are scattered across the place
- 27:50 - Another Smmugler bites the dust. I reach the utility tunnels.
- 29:20 - I turn left and bump into more enemies.
- 29:37 - That door can't be opened from where I am. I open the door further east and kill the other Smmuglers.
- 30:15 - That's the enemy behind the locked door. Twigbag has the Isla Negra Electrical Store Key. The switch to the door is on the wall.
- 30:58 - I open the other door with the Isla Negra Electrical Store Key. I unlock the Ladder to Isla Negra Electrical Store (the one with the boarded door).
- 31:38 - From the office, I attack the remaining Smmuglers.
- 32:16 - Looting the dead and the place.
- 33:56 - Two Nuka Cola Quantums in each Vending Machine.
- 34:39 - Repairing stuff on the workbench (inventory management).
- 36:14 - Checking the office. I hack the terminal, unlock the safe, take the Nuka Quantum bottle, and return to the Drainage Chamber.
- 36:52 - More weapons, grenades, and items on the tables and shelves.
- 38:47 - I unlock the door in the corner. It leads to the General Store I entered first. I didn't see the sewer hole back there.
- 39:30 - Back outside. I enter the Homestead Motel to sleep.
- 40:36 - Ah, it's good to see the sun. I go east towards the Calvert Mansion.
- 40:58 - Pause the video. I missed the sewer hole (on the left) near the fallen tree trunk. It's a small drainage chamber (PL Reborn).
- 41:49 - Scripted dog attack on the way to Calvert Mansion (PL Reborn).
What I'll find in that abandoned place? Wait for the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/qmhamxfx
I try to restore the lights across the boardwalk area. This is the third episode of the Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps below:
- 00:42 - Trading with Madam Panada.
- 01:56 - Deceased Dogs (PL Reborn).
- 02:31 - The local map. I check the electric door to the south and the Powering the Boardwalk quest begins.
- 03:38 - Heading north, looking for the power source. It's across the street.
- 04:25 - Entering the nearby Grocer (PL Reborn). Looting the place (tin cans, scrap metal, Nuka Cola, Sugar Bombs, etc).
- 05:40 - The floor safe can be opened through the terminal.
- 06:12 - The local map. I return south to the warehouse interior (PL Reborn). I find an Electrical Switch in the workbench room. I need to locate the Fuse Box.
- 08:13 - The fuse box is near Panada, on the other side of the counter. I need to find three Fuses scattered across the map.
- 09:23 - Heading north and discovering Haley's Hardware.
- 10:01 - About the Wild Punga: A mod conflict prevents me from collecting Punga fruits.
- 10:30 - Entering the place and meeting Haley. We talk for a while.
- 12:03 - Buying and selling stuff. Also, the Fuse can be bought from him.
- 13:33 - Leaving the place. I check the map and fast travel to Turtledove Detention Camp. It's the closest place to the second Fuse
- 15:17 - A overturned truck on the road. I discover Brahmin Head Diner further east. I take all the food I can find.
- 16:27 - The Fuse is on the table near the Cash Register.
- 16:58 - Back outside. A skeleton, pre-war money, a 32 pistol, and mentats.
- 17:24 - Heading southwest towards the Truck Wreckage. Many turpentines, Fission Batteries, and other items.
- 18:30 - Johnny Reb - one of the Drunken Gnomes of The DC Interiors Project - was under a barrel.
- 19:28 - Heading south/southwest through the dirt road. The last Fuse is far west.
- 20:27 - Shooting the Smugglers near a Bunkhouse.
- 21:12 - Grenades incoming (ouch). I loot the dead.
More timestamps later. I updated two other post today.
View Details
https://3speak.tv/watch?v=realdcghoul101/fwusbcqb
I go to Turtledove Detention camp looking for the remains of the Chinese Spy. This is the third episode of the Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Follow the timestamps:
- 00:37 - North to Turtledove Detention camp. Some swamp ghouls on the way.
- 02:09 - Sentry Bots behind the fences. Turtledove Detention camp discovered.
- 02:55 - Pulse grenades for the robots. I also destroy the turrets.
- 04:42 - Glowing Ones and Reavers to the east. More feral ghouls from the west.
- 06:00 - The Interrogation Room A.
- 06:58 - Ammo boxers on the northeast tower.
- 07:36 - The interrogation Room B.
- 08:47 - The Bunkhouse B. An axe was on the floor. Other items are scattered around.
- 10:03 - The Bunkhouse A. Items were scattered around, and a Stealth Boy was in the locker.
- 10:49 - No time to sleep. A first aid box near the exit.
- 11:30 - Chairman Moa - one of the Drunken Gnomes of The DC Interiors Project - is on the watch tower near the entrance (east of the truck). Also, an assault rifle and ammo boxes.
- 12:49 - The Administration building. Weapons, ammo, and first aid boxes are in the south room.
- 14:00 - Cryo Mines Schematics are on the table (New Uniques mod). I (almost) missed the grenades, ammo, and Mini Nuke on the shelf above the counter.
- 14:53 - A psycho and some weapons on the toilet.
- 15:12 - The north room. Caps, ammo, and a Magnum in the safe. Ammo and combat armor are near the desk.
- 15:59 - Accessing the terminal. The "Alert: Suspected Spy (Ch.)" mentions a submarine.
- 16:34 - "Interrogation Reports" entry. Reading the "Doe, John (Submariner)" report. The "Yang, Wan" reports the Chinese Spy's death (+ the morgue).
- 17:30 - "Camp Operation Reports" entry. Only the "Escape Route Patrols" is accessible.
- 18:10 - "Intelligence Dossier: Yang, Wan" entry. First, the "Bulletin, Yang Capture/Tranfer" entry.
- 18:36 - "Public Release: Person Of Interest" entry (already seen in another terminal).
- 18:42 - "Photo File: Yang, Wan (alias)" entry. I already have the photo.
- 18:46 - "Intelligence File: Yang, Wan (alias)" entry.
- 19:24 - Leaving and entering the morgue. Two feral ghouls vs. The Mauler.
- 20:20 - Mentats and Rad-X on the counter. A RadAway is on the floor.
- 20:56 - TD-0181: Yang, Wan remains. I take the Self-Destruct Codes from the tooth.
- 21:10 - TD-0204: Shen, Mei remains. I take the bobby pin.
- 21:19 - TD-0831: Cheng, A. A bobby pin and a Stealth Boy.
- 21:31 - Stimpaks. More bobby pins.
- 21:53 - Crematorium Electrical Switch. More two stimpaks on the stretcher.
- 22:14 - Manhole to Septic Tunnel Access. Many tin cans float on the water.
- 22:51 - A first aid box and a Personal Footlocker. I'm carrying too much stuff.
- 24:09 - Another first aid box before the Grates to Point Lookout. I'm somewhere west of the Turtledove Detention Camp.
- 24:43 - Back in the Point Lookout pier. I go east/southeast towards the Chinese Submarine.
- 25:27 - Killing a Scrapper. Organic Sapient Research for the Tiger Malayan reaches 100%, unlocking the Organic Sapient Target Upgrade (An Evening With Mr. Manchester). I have the materials: Sensor Module (x1) and Scrap Metal (x1).
- 26:46 - Looting the dead Scrapper and heading to the Chinese Submarine. Through the shores, I shoot some Mirelurks near the docks.
- 29:41 - Swimming to the Recovery Site. The Chinese Submarine is still submerged.
- 30:24 - Lockpicking the Personal footlocker.
- 30:44 - A Stealth Boy. I use some RadAway.
- 31:02 - The Submarine Operations Terminal. First, the "Mission Parameters" entry. I then click on the "Initiate Self-Destruct." option.
- 32:23 - Confirming the Self-Destruct sequence by activating the switch.
- 32:48 - Swiming to the beach. The Chinse Submarine exploded. I return to the Homestead Motel.
- 33:27 - PL Reborn changes the Homestead Motel doors, so I enter through the office and go to Bedroom G.
- 33:54 - The Safehouse Terminal and clicking on the Extraction Details. There's a Cryptochromatic Spectacles in the toilet tank. The entry mentions the "ground Calvert Mansion" and the code 1323442.
- 35:18 - Taking the Cryptochromatic Spectacles. Now, to Calver Mansion.
- 37:06 - Pretend you're not seeing the fire on the tree.
- 37:58 - To the aviary ruins. I equip the Cryptochromatic Spectacles and vases on the pedestals now display different numbers of lines. Interact with the vases following the Extraction Details code (1323442). The floor will move, revealing the hatch.
- 40:07 - The Chinese Bunker. I meet a Protectron in the next room and use the passphrase (Seraphim Descending).
- 40:58 - Extended Magazine and Bottlecap Mine on the workbench. Many ammo boxes. Supplies (+ Mini Nuke) on the shelves.
- 42:48 - Downstairs to room on the left. The Backwater Rifle is on the shelf near the door.
- 43:53 - The Extraction Terminal. It's a trap! Radiation is pumped through the duct, so I disable it (repair = 30).
- 42:28 - I jump on the locker, then on the container to reach the pipes to get to the hatch.
- 45:30 - Two RadAway. Another hatch. I'm free!
Until the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/rxtdftbl
I investigate the Homestead Motel and its lower levels. It's possible to restore the eletricity in the building. This is the first episode of the Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Timestamps for you:
- 00:40 - Inspecting the bathroom. PL Reborn makes many changes to Homestead Motel.
- 01:01 - That's the door to the Motel office. I walk to the hallway on the left, all the rooms are locked, and the power is off (Restoring The Power).
- 01:39 - Entering the Homestead Motel Office. I loot the metal shelves and go downstairs. The Motel Lower Level door can be lockpicked.
- 02:19 - The generator is on the right. I move forward, then to the right, and then left. The door on the right is locked, and the one on the left is open.
- 02:55 - Looting the room, then reaching the other room through the hole in the wall.
- 03:50 - Another door to the corridors. I follow the path near the filling cabinets and find another generator. A door is nearby, and I walk around the area before opening it.
- 04:52 - The local map. I go through the door and find another locked door on the left. Ammo boxes and crates on metal shelves. I returned to the Motel Office.
- 06:13 - Through the hallway (rooms G to M). The other Motel Office door the near the Nuka Cola machine (lock: easy).
- 06:27 - I turn left (rooms A to F) and find another Motel Office door (lock: Very Hard).
- 06:38 - I turn left and reach the dining area. The Homestead Maintenance Key is near the cash register. Also, an ammo box and a double-barrel shotgun.
- 07:12 - I turn right and see a safe under a table and a terminal. The Office Employee ID is above the computer. It's possible to unlock the door with it (if the power is back on).
- 07:37 - Lockpicking the safe. Also, the Homestead Lower Level Key is on the table. I return to the previous Motel Office (lock: easy) and lockpick it.
- 08:24 - Boxes of detergent, Abraxo Cleaner, and a trunk containing a fission battery, empty bottles, and three Nuka Colas.
- 08:47 - I go to the other Motel Office door (lock: very hard) and lockpick it. It's a storage area with many boxes and crates. The cabinets have more weapons and ammo (lock: very hard).
- 11:18 - Grenades and other things on the shelves to the right.
- 12:02 - I return to the motel hallways and head to the first office. The one with the stairs to the lower level. Contrary to my expectations, none of the keys worked yet (I need to restore the power).
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/xykumuvk
A boat arrives on the Capital Wasteland, bringing tales and the possibility of a trip to a distant land. This is the first episode of the Point Lookout DLC, with the Point Lookout Reborn mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
Here are the timestamps:
- 00:40 - Bloodclaw vs. Albino Radscorpion vs. Renegade Super Mutants near the Regulators HQ (Imperfection mod).
- 02:54 - Giving all the fingers I've collected (603) to Sonora (3015 caps).
- 03:33 - Investing some caps in the HQ security. Turrets are a good idea (The Regulators mod).
- 04:45 - The turrets will surround the HQ. I place more of them.
- 06:39 - Fast traveling to Arlington Library to sell all the pre-war books (+99) I've collected to Scribe Yearling (18900 caps).
- 08:28 - Fast traveling to the Citadel. I'll go to the A Ring to give all the Super Mutant Blood Samples I've collected (318) to Paladin Tristan (15900 caps).
- 10:19 - Leaving the Citadel and heading south/southwest.
- 11:36 - Super Mutants attacking the BoS guarding the Citadel. It's missile launcher time.
- 12:27 - Looting the dead and heading southwest.
- 13:56 - Talon ambush near the overturned truck.
- 15:17 - Discovering Riverboat Landing. A woman named Catherine approaches. Her daughter, Nadine, took the boat to Point Lookout and hasn't returned. I agree to look for her daughter, and the Note to Nadine is added to the pip-boy.
- 17:08 - Meeting Tobar the Ferryman. He's the owner of the Duchess Gambit.
- 17:53 - Asking about Nadine and Point Lookout.
- 18:49 - Buying a ticket. Point Lookout Reborn increases the cost of them.
- 19:40 - Entering the cabin and traveling to Point Lookout. Your followers will return to their default locations.
- 20:27 - I wonder if the boat was equipped in the player's head (as a helmet). That's how the developers animated the Presidential Metro in Broken Steel.
- 21:00 - Discovering Point Lookout Pier and talking to Tobar again. He mentions the Calvert Mansion.
- 21:56 - Asking about the place and about any recommended locations.
- 23:04 - Pilgrim's Landing discovered. I meet Mother Panada's House of Wares.
- 24:16 - Buying and selling things.
- 26:08 - It will be a rainy day.
- 26:19 - Reading the Note to Nadine.
- 26:56 - I'm near the bumper cars. There's a dead Smuggler and some supplies to the right.
- 27:38 - The Recruitment Station. I kill some Radroaches and take some items.
- 28:23 - A Double Barrel Shotgun on the floor near the skeleton.
- 28:34 - A mini nuke on the office desk. A moonshine near the safe and a first aid box.
- 28:55 - Accessing the DIA Officer's Terminal. The "Field Report - Yang Capture/Transfer" mentions a Chinese spy and Turtledove Detention Camp.
- 29:18 - "Public Release: Person of Interest" and "Photo File: Wan Yang" entries. The photography is added to the pip-boy.
- 29:57 - Lockpicking the safe, then leaving the place.
- 30:46 - Checking the surrounding.
- 31:08 - Only tires in the first truck. The blue trailer has some mines as traps. Grenades, stimpaks, beer, and ammo boxes are inside.
- 33:20 - Entering the warehouse near the baby carriages (PL Reborn). One of them was rigged.
- 33:40 - Warning. There's a mini-nuke on a shelf. If the rigged carriages detonate, there's a chance to die pretty fast (FWE feature + Epic Mini Nuke mod). I'll walk (slowly) to deactivate them.
- 35:46 - Collecting supplies and disarming more baby carriages.
- 37:01 - Uh-oh. Those missiles can detonate too.
- 38:41 - Found the mini-nuke on the same wooden shelf as the missiles.
- 39:04 - That was likely the last baby carriage. I open the door to the garage. Many garbage cans and shelves to loot.
- 41:17 - I can turn Tin Cans into Scrap Metal with the Can-O-Matic from the Buba School Challenge in Jury Street Station (An Evening with Mr. Manchester mod).
- 41:28 - Repairing my things near the workbench, then leaving the place. The door connects to the House of Wares's exterior.
- 42:25 - I go left (From the bumper cars) to the People's Bank of Point Lookout. More Radroaches.
- 42:54 - I brought The Mauler from The Pitt.
- 43:25 - Opening the Loan Officer's Desk. I take the Motel Room Key and the Box 1911 - Password Backup.
- 43:42 - The Bank Deposit Box is empty.
- 43:50 - Hacking the terminal on the desk. I read the Personal Notes.
- 44:49 - Opening the Cell Door and killing more insects.
- 45:23 - Lockpicking the safes behind the counter.
- 46:12 - Accessing the terminal on the counter and reading the Security Updates. There's a voice recognition system to open the safes.
- 46:18 - National Security Update mentions the Chinese spy. The Shift Close Notes mention a safe, a woman (Dorothy), and a man (Bern).
- 47:32 - Playing the Box 1911 - Password Backup and taking some chems from the safe.
- 48:10 - Leaving the bank and entering the nearby A Cuppa's Joe (PL Reborn). I trade with Clayton West.
- 49:42 - Door to a small area with nothing in it. I leave the place and discover The Homestead Motel.
What's inside the motel? Wait for the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/tvjwlrys
I continue upgrading the MTS-400 and the Tiger Malayan (four episodes in a row). This is the eighteenth episode of An Evening With Mr. Manchester.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee
And here are the timestamps:
- 00:35 - Entering Sperry Quarry (AWOP) to farm more CDUs for the MTS. Also, progressing the Organic Non-Sapient Research for the Tiger Malayan.
- 02:09 - Deploying the MTS. I'll target the hostile Radscorpions. Massive/Albino Radscorpions grants 100 CDU each.
- 03:16 - Parsely is the Rumble Zone boss and respawns.
- 04:55 - Stun the creatures with the Tiger Siberian and let the turret deliver the final blow.
- 06:33 - Trying to lure Parsely. Organic Non-Sapient Research at 100%.
- 08:44 - Checking the amount of CDU collected.
- 11:22 - Killing Parsely.
- 12:41 - Initializing the Combat Optimization Protocol (upgrade acquired in the previous episode.) Armor upgrade and Light Green Laser unlocked.
- 13:27 - Checking the Tiger CAM. No new potential for upgrades, but I can improve existing ones. Required materials: Fission Battery x1, Sensor Module x2, Glass Pitcher x1.
I'll update the post with more timestamps later. Episode 256 timestamps updated.
View Details
https://3speak.tv/watch?v=realdcghoul101/gvtdtsdo
I continue upgrading the MTS-400 and the Tiger Malayan. This is the seventeenth episode of An Evening With Mr. Manchester.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:34 - Entering Grayditch Libray (AWOP).
- 01:49 - Deploying the MTS-400 to collect Combat Data.
- 02:37 - I deployed the MTS-400 in the wrong place (LOL). Also, walking around the room while shooting the Giant/Albino Radscorpions.
- 05:00 - Organic Non-Sapient Research at 100%. Lots of Combat Data was collected. Also, looting the dead creatures.
- 07:02 - The CAM potential for new schematics is exhausted in that category, so I can only invest in improvements. No materials are available for Non-Sapient Research Upgrade.
- 08:12 - Combat Data Units collected: 359. I collapse the MTS and head to Grayditch Libray Basement.
- 10:22 - Deploying the MTS-400 and shooting more Giant Radscorpions (the hostile ones).
- 11:50 - Heading through the hole in the wall and to Grayditch Sewer.
- 13:46 - MTS-400 on the ground. More Giant Radscorpions.
- 15:36 - Moving through the sewer. I redeploy the MTS-400 in a room with more Radscorpions.
- 18:30 - Back in Grayditch. Killing the Talon Mercs near the Marigold Station and improving the Sapient Research for the Tiger Malayan.
- 20:35 - Looting the dead and returning to Megaton.
- 21:05 - I take the raw materials stored at home and fast-travel to Manchester Lab.
- 22:05 - Installing the Organic Non-Sapient Research Upgrade: Fission Battery x1; Sensor Module x2; Turpentine x1; Glass Pitcher x1. I chose the +5 damage.
- 23:00 - Power Grid Terminal (MTS-400): Combat Potential upgrade. Secondary Upgrade: Remote Connection installed. I can access the upgrade interface from the MTS.
- 24:25 - Leaving the Manchester Lab and heading to Zeus' Vault (AWOP).
- 25:18 - Fighting some robots and collecting Research data for the Tiger Malayan. I stun the Sentry Bots with the Tiger Siberian and then use the Malayan.
- 26:02 - CAM Research Discovery. The Sentry Bot is killed.
- 26:52 - The Secondary Research Upgrade requires 5 scrap metal units and 300 grams of Iridium. I return to the Manchester Lab.
- 28:51 - Accessing the terminal on the round table. The "Transmission: M0000000003" entry is available. There's a Scientific boxcar with Iridium in the Meresti Trainyard.
- 29:59 - Walking around the trainyard. The Scientific boxcar is on the east side. I jump on the rocks behind it to get to the hatch on top.
- 31:47 - Looting the crates.
- 32:53 - A small switch reveals the four Iridium Containers. A total of 381 grams.
- 33:18 - Installing the Secondary Upgrade: Improved bolt Fabrication and assigning it.
- 34:25 - Leaving the boxcar.
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/crzhtjnd
I continue upgrading the Tiger Malayan and the MTS-400. This is the sixteenth episode of An Evening With Mr. Manchester.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
I'm a little sick this week and don't have the energy to finish this part. I will still put timestamps on all the videos that are missing.
View Details
https://3speak.tv/watch?v=realdcghoul101/vzljrkdr
I collect materials for the Tiger Malayan secondary upgrade (unlocked in the previous episode). Also, the MTS-400 upgrades. This is the fifteenth episode of An Evening With Mr. Manchester.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:33 - Flashback from the previous episodes. It's the moment a secondary upgrade is unlocked.
- 01:32 - To Manchester Underground Lab. I access the terminal on the round table.
- 01:56 - The "Transmission: M0000000001" entry mentions platinum and rhodium at the Corvega Factory building.
- 02:44 - Fast traveling to Corvega Factory. It's about to rain.
- 03:16 - Entering and inspecting the entrance. Then I go to the factory floor.
- 04:44 - The local map. I begin looking for the materials.
- 07:26 - Spotting the first Rodhium container from the catwalks. I shoot it from the top of the tall shelf (103 grams).
- 08:26 - I turn around and check the foreman's office.
- 09:02 - A first Platinum container on the shelf near the desk (137 grams). It was on the left side.
- 09:34 - A second Platinum container (85 grams) on the lower level of the tall shelf (total = 222 grams). On the upper level, a second Rhodium container (86 grams) was waiting to be shot down (total = 189 grams).
- 10:57 - The local map and the materials count. I need to find one more Platinum container. Also, the 4 scrap metals.
- 11:48 - The last Platinum container (69 grams) was on a tall shelf near the dead Ant Queen (total = 291 grams).
- 12:27 - I need 4 scrap metals. I forgot to bring them with me. I have a lot of them in Megaton.
- 14:51 - Installing the secondary upgrade. I choose the "Clip and trigger weight" option.
- 15:53 - Assign the upgrades I have.
- 16:36 - I'm west of Gradytich. I deploy the MTS-400 to kill some raiders.
I'll update the timestamps whenever possible.
View Details
https://3speak.tv/watch?v=realdcghoul101/mqmfuzze
I go to Scrapyard to get some stuff before returning to the Spiderdyne Systems building. This is the eighth episode of The Mantis Imperative.
From the mod page: "...If you have Mantis radio turned on, you'll occasionally get anomaly notifications from Mantis. These are smaller adventure areas that open up on a semi-random basis. When you're alerted of one, it updates a note in your journal with the transcript of the broadcast, so if you miss some voice work, that log will help you identify what's happening with the anomaly."
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:34 - From Spiderdyne Systems to Agatha's House. It's a safe location (mostly).
- 01:24 - Meeting Crazy Wolfgang near the rope bridge. He rewards me with six Stealth Boys for investing in his caravan.
- 01:58 - Selling some of the raider armor I collected.
- 02:38 - Heading east to Scrapyard.
- 03:30 - A hostile Robobrain.
- 05:24 - Killing the lone slaver with the Tiger Malayan. A CAM Research Discover happens.
- 05:52 - It's a Secondary Research Upgrade. I have the 4 scrap metals. I need 250 grams of platinum and 175 grams of rhodium. I'll return later to Manchester Mine Lab to get more information.
- 06:39 - The Scrapyard. No sign of enemies (yet).
- 08:29 - Killing some Grinders (Gangs of the Wasteland).
- 10:32 - Looting the dead.
- 11:55 - The wagon home was (probably) added by The DC Interiors.
- 13:00 - Climbing the metal structure. Killing some raiders.
- 13:27 - Oh, that's where I need to go.
- 13:48 - Inventory management and another raider.
- 15:17 - Entering the Scrapyard Office. A lone raider was inside.
- 15:46 - Inventory management and equipment repair.
- 17:04 - There's nothing in the collapsed room.
- 17:13 - Hacking the terminal on the desk. Reading the Spiderdyne Systems Contract and learning that the documents are stored in the room.
- 18:57 - Reading the "Spiderdyne lady" entry (LOL).
- 20:17 - Inspecting the room. I missed the small switch on the poster (under the 24 number).
- 22:04 - I finally noticed the Strange Switch. The poster moves, revealing the safe. I take the Spiderdyne Amor Notes, the Spiderdyne Energy Notes, and the Spiderdyne Payload Notes.
- 23:03 - I hang the documents on the wall. The first poster mentions the power source (ammo) with the most consistent performance over time (MF = Microfusion Cells).
- 23:45 - About the second poster: Tarantula series mentions a 3:1 ratio of Benzene percentage to Flamer Fuel. The Black Widow series notes a popular illegal inhalant (Jet).
- 24:26 - The third poster mentions combat ratio and hull integrity (1 to 5). One scrap metal yields one layer. Most combat operations will occur at 25-75% integrity (3).
- 26:37 - Leaving the office. A deathclaw prevented me from fast-traveling.
- 28:43 - Entering Spiderdyne Systems. The Remote Authorization Tool is detected as I enter the Fabrication Room. I access the Fabrication Terminal Two.
- 29:16 - Setting the Armor Layers to 3 [CORRECT].
- 29:37 - Setting the Energy Composition to Microfusion Cells (MF) [CORRECT].
- 29:48 - Setting the Payload Composition: Tarantula Series accelerant/incendiary units to 9 [INCORRECT! Change to 7]. Black Widow's chemical agent is Jet [CORRECT].
- 30:37 - Testing the Fabrications Settings. It was rejected. Skip to the next timestamp.
- 31:20 - Setting the values again and changing the Tarantula Series value to 7. Testing the Fabrications Settings successfully.
- 32:06 - A paper with the values appears above Terminal Two. Tarantula: Flamer Fuel x7; Microfusion Cells x10; Scrap Metal x3. Black Widow: Jet x1; Microfusion Cells x10; Scrap Metal x3.
- 32:48 - Crafting the Tarantula mine. Use the Fabriceat Tarantula System option.
- 34:07 - Two Tarantulas drop on the bin with the sixth Easter Papaya. I eat the fruit, and the "Mantis - Easter Papaya Notes" is updated.
- 36:32 - Crafting the Black Widow mine. I read the Weapon System Information to learn how to use them.
- 38:46 - Leaving the building. I cross the square to test the Tarantula and Black Widow. The first attempt didn't work (LOL).
- 45:48 - Crafting more Tarantulas and Black Widows.
- 47:18 - Testing them on more raiders.
Anomaly 8 is completed. The Mantis Imperative is finished.
View Details
https://3speak.tv/watch?v=realdcghoul101/qasxwfhh
I go to Evergreen Mills to find the materials required at the Spiderdyne System. This is the seventh episode of The Mantis Imperative.
From the mod page: "...If you have Mantis radio turned on, you'll occasionally get anomaly notifications from
Mantis. These are smaller adventure areas that open up on a semi-random basis. When you're alerted of one, it updates a note in your journal with the transcript of the broadcast, so if you miss some voice work, that log will help you identify what's happening with the anomaly."
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:31 - Leaving the Spiderdyme building. I try to fast travel, but there are enemies nearby.
- 01:14 - I go northeast to the ruined buildings. I was still too close to the enemies. The thermal vision reveals their position.
- 02:55 - Fast traveling to the Family Bomb Shelter (AWOP), as it's safer. From there, I'll go west/northwest.
- 04:01 - Approaching the rocks overlooking the train tracks. I snipe the Raiders with the Tiger Syberian.
- 06:37 - Looting the dead.
- 07:26 - I use the path above the ground to get closer to the Evergreen Mills. I snipe the Raiders outside.
- 11:07 - Heading north to kill the remaining enemies near the northern shack.
- 12:11 - Killing the Raiders near the Behemoth cage and the southern shack.
- 14:24 - Looting the dead and entering the southern shack.
- 15:56 - Killing the raiders and looting the place.
- 17:23 - Leaving the southern shack and looting more dead bodies.
- 18:50 - Entering the northern shack.
- 19:10 - Bad aim with the grenade. There goes the surprise attack.
- 20:13 - Looting the dead and the shack. Inventory management time.
- 23:32 - Leaving the northern shack and heading to Evergreen Mills Foundry.
- 24:03 - The raiders were shooting someone/something as I entered.
- 24:51 - Trying to stealthily kill all raiders on the ground level.
- 25:34 - Looting the dead.
- 27:20 - Going upstairs to the catwalks. A grenade kills most enemies on the catwalk.
- 28:09 - Alerting the enemies in the south rooms. A 14mm Pistol with Auto Fire Mechanism can be deadly.
- 28:40 - Of course, I'm over-encumbered.
- 29:29 - Inspecting the west room. More inventory management.
- 31:57 - Inspecting the storage room to the east. Nothing new there.
- 32:10 - I return to the catwalks looking for clues. I had seen at first the wood door on the east side. It leads to another room in Evergreen Mills Foundry.
- 33:11 - Inspecting the room. There's a periodic table on the west wall.
- 33:23 - A post on the desk with the terminal. The terminal requires a password to open.
- 33:44 - Four Lab Supplies safes under the counter. Three safes can be opened, minus the leftmost one (Contract Materials).
- 34:12 - A blackboard to the north has some chemical element formulas. The Lanthanide and Actinide series is displayed above it.
- 34:55 - Trial and error approach. The password was 144. The terminal is unlocked.
- 35:10 - Reading the "Kathy" entry.
- 36:29 - Reading the "Spiderdyn Systems" entry. Probably contains puzzle-related information. The "Mantis - Alloy Compositions" note will be added to the pip-boy.
- 38:12 - Reading "The Benzene Factor" entry. Probably contains puzzle-related information. The "Mantis - Benzene" note will be added to the pip boy.
- 39:26 - Reading the "Spiderdyne Receptionist" entry.
- 40:20 - Unlocking the Contract Materials Storage. I take Sealed Canister (Benzene).
- 40:47 - Reading the note mentioned above.
- 41:56 - Leaving the room and sleeping on the nearest bed. I need some sleep. It's time to return to Spidedyne Systems.
- 43:45 - To the room on the right. I insert the Sealed Canister into the machine.
- 44:12 - Accessing Fabrication Terminal One. I need to set the correct values for the elements.
- 45:20 - Casing Composition: Setting Nickel Composition to 57%. Setting Chromium Composition to 16%.
- 46:17 - Setting the Benzene Composition to 21%. Go to the next timestamp.
- 47:46 - Test the Alloy Composition in the Fabrication Terminal One. This will unlock the second one.
- 47:56 - Accessing the Fabrication Terminal Two and reading the "Wayne: Read then Delete. Important!" entry. The Schematics Notes and the backup tool were left in the Scrapyard.
- 49:54 - Leaving the building and heading to Scrapyard.
More puzzles to solve in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/spbbebjc
The Mantis Radio reports another anomaly, and I ended in an exploration/puzzle-solving adventure across the Wasteland. This is the sixth episode of the The Mantis Imperative.
From the mod page: "...If you have Mantis radio turned on, you'll occasionally get anomaly notifications from
Mantis. These are smaller adventure areas that open up on a semi-random basis. When you're alerted of one, it updates a note in your journal with the transcript of the broadcast, so if you miss some voice work, that log will help you identify what's happening with the anomaly."
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:34 - Waiting for another transmission from the Mantis Radio. The "Mantis - Orbital Platform Anomaly Warnings" note is updated. Anomaly Eight: green-skinned individuals (super mutants) have overturned a railway car in Meresti Trainyard.
- 01:50 - Fast traveling to Meresti Trainyard. A robobrain attacks.
- 02:48 - I go north/northeast to locate the super mutants and the railway car. I eliminate the green guys and the Raiders.
- 04:05 - Looting the dead near the overturned railway car.
- 04:36 - I find the SpiderDyne Post near a crate and place it on the container. It mentions a showroom near Dupont Station.
- 05:19 - The nearby safe requires a key. I fast travel to Dupont Station.
- 06:30 - I go up the escalator, crossing the bridge to the other side. I kill the Raiders nearby.
- 08:12 - Ooof! That was probably a shotgun.
- 08:50 - Looting the dead, then heading north to the ruined houses and buildings to kill more raiders.
- 10:53 - That "Regulator Marshall is unconscious" is from the Wasteland Violence mod. Some Regulator squads attack raiders and other bad guys across the Wasteland.
- 11:35 - Using the planks to reach the other houses. More raiders to kill.
- 12:37 - Looting the place.
- 14:07- Heading south, discovering Spiderdyne Systems, and meeting the Regulator Marshall. He didn't talk much.
- 15:06 - Entering the Spiderdyne Systems building and inspecting the entrance.
- 15:59 - Accessing one terminal.
- 17:15 - A safe on the counter is locked. I access the terminal on the desk, looking for clues.
- 17:47 - Reading the "Important memo, really" entry.
- 18:43 - Reading the "Delivery Security" entry. It mentions a key.
- 19:58 - I need to type the password to open the safe. I had to think for a while.
- 22:42 - Hacking the other terminals on the south wall. It mentions the "Oxyopidae family" of arachnids.
- 25:00 - I used "Oxyopidae" on the other terminal. Too many letters. I check the other ones looking for the correct word. This will take a while.
- 30:53 - The password is DESIDAE. It was mentioned in one of the "Spider Fun Facts" terminals.
- 31:15 - I take the Delivery Security Key from the safe.
- 31:45 - Stairs to the north. Scrap metal, tin cans, and stuff like that.
- 33:07 - I find "Frank Sinatra: Five Minutes More" on a desk in the west corner. A new track was added to Mantis Radio. I don't know how many other music albums are scattered around the game.
- 33:48 - Downstairs and south to the other room. The terminals there are locked for now.
- 35:08 - Almost missed the restroom. I accidentally changed the order of some texture mods, so the textures of turpentines and abraxo cleaner boxes were changed.
- 35:34 - A Chinese Army: Spec Ops Training Manual is on the floor behind near the toilet.
- 36:07 - Leaving the building and returning to Meresti Trainyard... after I kill the enemies preventing me from fast traveling.
- 38:19 - I moved further north and managed to fast travel.
- 38:39 - Robobrain incoming!
- 39:02 - I open the safe in the railway car with the Delivery Security Key. I take the two Sealed Canisters (Chromium and Nickel).
- 39:33 - I returned to the Spiderdyne Systems building and went to the room on the south side.
- 40:08 - I approach the machine where the two terminals are fixed, and the two Sealed Canisters are inserted on the other side. One empty space remains.
- 41:11 - The terminal on the desk is now working. The Benzene Canister is absent.
- 41:17 - Reading the "Fabrication Status" entry. It mentions Evergreen Mills.
- 43:00 - Reading the "Meeting the receptionist" entry.
- 44:10 - On my way to Evergreen Mills.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/mhuqfywq
The Mantis Radio reports more anomalies across the wasteland. This is the fifth episode of The Mantis Imperative.
From the mod page: "...If you have Mantis radio turned on, you'll occasionally get anomaly notifications from
Mantis. These are smaller adventure areas that open up on a semi-random basis. When you're alerted of one, it updates a note in your journal with the transcript of the broadcast, so if you miss some voice work, that log will help you identify what's happening with the anomaly."
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below in case you need them.
- 00:33 - The fifth radio transmission happens. The "Mantis - Orbital Platform Anomaly Warnings" note is updated. Anomaly Five: a small rockslide reveals an unknown entrance to the Dunwich Building.
- 01:53 - Fast traveling to Dunwich Building and searching for the other entrance.
- 03:51 - Found the Manhole to Dunwich Building Power Substation.
- 04:33 - Downstairs to the east. A feral ghoul was inside the room, and two more appeared when I killed the first one.
- 05:29 - A dead wasteland near the workbench. He had the Yogash, a unique sawed-off shotgun.
- 05:54 - Testing the gun.
- 06:22 - Lockpicking the footlocker on the floor near the bed. Some ammo, caps, chems, a Big Book of Science, and the Mantis - A house behind the horrors note were inside the safe.
- 07:00 - Looting the room and reading the note.
- 08:50 - Leaving the room. I check the toilet on the west side before leaving.
- 10:03 - Fast traveling to Megaton.
- 10:21 - Later on that day, the sixth radio transmission happens. The "Mantis - Orbital Platform Anomaly Warnings" note is updated. Anomaly Six: A naval vessel surfaces in the waterways near Northwest Seneca station.
- 11:27 - Fast traveling to Arefu. I can see the boat to the northeast.
- 12:16 - Sniping the Mirelurk Overlord on the shore.
- 12:38 - Leaving the overpass and heading to the boat. I meet Crow and his caravan. As I invested caps in this caravan back in Canterbury Commons, I earned the Crow's Eyebot Helmet.
- 14:16 - A dead Radclaw (Imperfection - The Definitive Creature mod).
- 14:34 - Heading north. Mirelurks on the water. A grenade helped a lot.
- 16:18 - First aid box on the small pier.
- 16:28 - Looting the mirelurks and swimming to the other side. One mirelurk was still alive.
- 18:04 - Swimming to the north shore to jump on the boat.
- 19:15 - A Lying, Congressional Style on a metal box on the boat cabin.
- 19:29 - I try to open the hatch. The Mantis AI warns that the orbital strike will shoot the boat. I jump on the water and swim south before the explosion.
- 20:25 - Now I'm thinking if I should have inspected the underwater after the explosion. Anyway, I return to Megaton.
- 20:53 - On the next day, the seventh transmission happens. The "Mantis - Orbital Platform Anomaly Warnings" note is updated. Anomaly Seven: A partial collapse of an overpass northeast of the Montgomery County Reservoir.
- 22:35 - I fast-travel to the nearby Broadcast Tower LP8. The dog attacked because I was too close to the robot.
- 23:30 - I can see the broken overpass. A Radclaw was nearby, and I used grenades to kill it.
- 25:09 - I go to the rocks northeast to reach the overpass.
- 26:31 - Inspecting the vehicles. A trailer truck is further west. I found a lone raider inside it.
- 27:46 - Tin cans, bottlecap mines, and the "Mantis - Kathy" note were on the workbench.
- 28:33 - Reading the note. The raider ruined the couple's plans.
- 29:38 - I approach Kathy and Raymond's bodies. You have the option to bury them.
- 30:05 - A footlocker was under the bed. Some ammo and weapons. I leave the place.
Enough anomalies for today. Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/jnuwxeli
With the situation at the Mantis Lab solved, radio transmissions from the Mantis Radio guide me to some "anomalies" across the Wasteland. This is the fourth episode of The Mantis Imperative.
From the mod page: "...If you have Mantis radio turned on, you'll occasionally get anomaly notifications from Mantis. These are smaller adventure areas that open up on a semi-random basis. When you're alerted of one, it updates a note in your journal with the transcript of the broadcast, so if you miss some voice work, that log will help you identify what's happening with the anomaly."
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:35 - First radio transmission. The "Mantis - Orbital Platform Anomaly Warnings" note was added to the pip-boy. Anomaly One: Raiders were observed carrying a safe behind the Nuka Cola Facility.
- 01:28 - It's night. I fast travel to the Nuka Cola Plant.
- 01:58 - Random flying Albino Radscorpion.
- 02:17 - Searching for the raiders. It was just one near the overturned trailer. The safe was inside and contained some ammo, caps, a Stealth Boy, and a D.C Journal of Internal Medicine.
- 04:15 - The other truck had more tin cans, vanilla Nuka Cola, and a Quantum.
- 04:59 - I return to Megaton.
- 05:29 - It's morning, and the Mantis Radio (Dead Air) signal appears on the pip-boy. No anomaly yet.
- 06:34 - Second radio transmission. The "Mantis - Orbital Platform Anomaly Warnings" note is updated. Anomaly Two: Rodents Of Unusual Size (R.O.U.S.) near the Five Axle's Rest Stop.
- 08:03 - I fast-travel to the House Of The Professor (To Sleep - Perchance to Dream mod) as it is mostly safe. From there, I go east/southeast.
- 08:41 - Snping Talon Mercs under a broken highway.
- 09:39 - I find the R.O.U.S. I use the Tiger Malayan against them. I'm still collecting data for the weapon research system.
- 10:43 - Unusual size indeed.
- 10:52 - The body of Dread Pirate Roberts was near the rocks. He was wearing a unique Dashing Attire.
- 11:52 - Heading to Five Axle's Rest Stop to kill the raiders.
- 12:44 - Something's wrong with that skeleton. I looted the trailer and returned to Megaton.
- 13:32 - Third radio transmission. The "Mantis - Orbital Platform Anomaly Warnings" note is updated. Anomaly Three: A military vehicle is overwhelmed by unusual bloatflies near the Reclining Groves Resort Homes.
- 14:52 - Fast traveling to the location. I ran toward the road and found the bloatflies (Firefly type) attacking an Abominable Mutant.
- 16:47 - Two safes near the truck. One safe had plasma/pulse mines and grenades. The other had Electron Charge Packs, Energy Cells, and Microfusion Cells. No unique item was found there.
- 17:25 - Back to Megaton.
- 17:46 - Another day passes, and the fourth radio transmission happens. The "Mantis - Orbital Platform Anomaly Warnings" note is updated. Anomaly Four: Unknown bipedal crustaceans are entering the sewers near Anchorage Memorial.
- 19:05 - Fast traveling to Wilhelm's Wharf. From there, I walk to the Anchorage Memorial.
- 20:50 - Searching for the creatures.
- 23:25 - Wrong guess. The ones I'm looking for are not inside the Memorial.
- 26:16 - Back outside. The Sewer Maintenance Room entrance is near Dukov's Place.
- 26:50 - Killing the Venonlurks. Those creatures were quite common on the journey so far.
- 27:45 - A dead wastelander had the unique Swanky Shades (Barter +5, Luck +1).
- 27:56 - The "Mantis - A table saved my life" holotape is on the table.
- 30:07 - Taking a few items from the shelf. I then left the place.
Enough anomalies for today. There's more in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/heinfaui
I discovered what happened at Mantis Labs. I'll have to make a choice. This is the third episode of The Mantis Imperative.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps below.
- 01:03 - Heading south through the corridor. I enter the room and access the terminal.
- 01:14 - Reading the "Training Turret" entry.
- 01:52 - Reading the "A Soldier is Determined" entry.
- 02:11 - Activating the Training Module and entering it. I'm in another Vault-like place.
- 02:36 - The doors are inaccessible. Some have names on the walls, and all of them are printed on the southwest walls.
- 03:28 - To the northeast, an open door. A locked door at the end has yellow signs.
- 04:00 - A closer look at the names on the other southwest wall. I then look the map.
- 04:30 - The door to Simmons's room is open. I access the terminal on the desk and read the "Pigs" entry.
- 05:09 - Reading the "Tranquilizer Gun - wrong model!" entry.
- 05:34 - Reading "The wandering porker" entry.
- 06:03 - Opening the safe on the wall. I take the Darts, the "Mantis - Freedom Bear Arsenal" note, and the Tranquilizer gun.
- 06:29 - Reading the Freedom Bear Arsenal note.
- 07:07 - There's a safe under the sink of the toilet. The "Mantis - Skeleton Key" note and the Mantis Key were inside. According to the document, the key opens some of the rooms.
- 08:13 - I leave the room and open the nearby Mansley/Morrison room. The pig rat ("Piggy") mentioned in the terminal was inside (and hostile). I use the Tranquilizer gun on the creature (one shot) before I jump on the tables. It leaves the room.
- 08:49 - I take the Energy and Microfusion Cells on the table. I didn't pay attention to the papers on the desk.
- 09:06 - Leaving the room. Piggy seems to be friendly now. The Tranquilizer gun worked.
I'm less busy this week, so I think I can update all the posts with the proper timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/txiivwcl
I continue completing training modules in the Mantis Lab and getting lost there. This is the second episode of The Mantis Imperative.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:34 - Leaving the room, reequipping my armor, and checking the map.
- 00:53 - The door to the south is locked. I go north and then east to another room.
- 01:30 - Accessing the terminal on the desk and looking for clues. Reading the "Matter Transference" entry.
- 04:23 - Reading the "A soldier is invisible" entry.
- 05:12 - I activate the Training Module. I'm transported to another Vault-like place.
- 06:05 - I open the door on the left first. The room has a Pulowski Preservation Shelter and a locked door. The Vault Door Key and a Stealth Boy are on the makeshift table.
- 06:39 - I leave the room, activate the Stealth Boy and open the Clinic door. I sneak past the Deathclaw and unlock the door on the left with the Vault Door Key.
- 07:27 - The terminal between the beds has no power. A switch and lever are near the door. I activate the switch, and the lights are turned on. I then close the door to avoid being detected.
- 07:51 - There are two terminals to the northeast. The one on the left fills the Poison Gas Tank. I'll have 10 seconds to find a safe place after I use the lever near the door.
- 09:00 - The Deathclaw leaves the previous room. I used the lever and ran back to the Pulowski Shelter. The creature dies, and I wait for the gas to be purged.
- 09:49 - I take another Vault Door Key from the Deathclaw body. I use it to open the locked door near the Pulowski Shelter.
- 10:10 - There's an empty table and the safe on the wall. I take all my stuff. A switch then appears on the table. Use it to return to the Mantis Lab.
- 11:18 - Leaving the room. I didn't know where to go next. Skip to the next timestamp.
- 14:25 - Checking the local map. I go east (upstairs) and past the broken terminal room. I turn south and go east (and downstairs). The door is locked, so I return upstairs and take the stairs to the east. Another locked door.
- 15:24 - Checking the local map (again). I go north, checking the room to the right. Some steps back, and I find a door to the west.
- 15:53 - Entering the room and checking the terminal. How did I miss this room on the map?
- 16:17 - Accessing the terminal and reading the "A soldier is efficient" entry.
- 16:46 - Activating the training module and being teleported somewhere.
I'll update the posts with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/verxitoa
For the first time I listen to the Mantis Labs Radio. This begins a new adventure in the ruins of the Capital Wasteland and is the first episode of the Mantis Imperative mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
That is all for now. Updates with timestamps will be available in the next few days.
View Details
https://3speak.tv/watch?v=realdcghoul101/uoovjiiu
I continue crafring stuff based on schematics and recipes generated by the Tiger Bengal. This is the eighth episode of the To Sleep - Perchance To Dream mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
No timestamps today. Sorry, I'm very busy this week.
View Details
https://3speak.tv/watch?v=realdcghoul101/loejunks
It's time to take a closer look at the schematics and recipes. This is the seventh episode of the To Sleep - Perchance To Dream mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Sorry, no timestamps today. I managed to add timestamps to episodes 243 and 244. Bye.
View Details
https://3speak.tv/watch?v=realdcghoul101/kcpnfamo
I continue fishing in the cave in the Dream World. There's more stuff to find there. This is the sixth episode of To Sleep - Perchance To Dream mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
No timestamps today. I'll update the post with them in the coming days.
View Details
https://3speak.tv/watch?v=realdcghoul101/dzlwpjzg
I find a way to bypass the weird tree in the Dream World. I find a lake in the cave and it is possible to fish there. This is the fifth episode of To Sleep - Perchance To Dream.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Sorry, no timestamps today. I'm too busy with real life. I'll update the post tomorrow.
View Details
https://3speak.tv/watch?v=realdcghoul101/mrqmoiax
I solve another puzzle to find a way back to the real world. This is the fourth episode of To Sleep - Perchance To Dream mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:36 - Inspecting the shack. There are plenty of .32 caliber rounds.
- 01:02 - Lockpicking the safe. The "Dream - TIAMAT Information" was inside.
- 01:24 - The metal box near the terminal has the SRAM unit.
- 01:58 - Reading the TIAMAT Information.
- 02:50 - Accessing the terminal. The last note mentions enzymes, proteins, and an orange mushroom.
- 06:13 - Back outside. I shoot the Mole Rats with the Tiget Bengal.
- 09:55 - Mole Rat dropped a Protein Pack Delta. Only the Tiger Bengal can generate Protein Packs on dead enemies.
- 10:50 - To the southeast - between some rocks - and purple and red mushrooms, a container had an Easter Pomegranate (1 of 5).
- 12:30 - Killing more Mole Rats. They dropped a Protein Pack Alpha and Beta.
- 12:58 - I find the Orange Mushroom on the rocks to the north and return to the Hunting Shack.
- 14:23 - Reading the terminal (again) and crafting some ammo with the SRAM unit.
- 18:31 - I put in the Component Receptacle the Protein Pack Delta, the Odd (aka orange) Fungus, and activate the Construction Engine. The Door is created.
- 18:59 - Back to The Woods, I wait until the sunrise.
- 19:44 - Eating the first Easter Pomegranate. The "Dream - Easter Pomegranate (1)" is added to pip-boy notes.
- 20:35 - I walk around the area looking for things I may have missed in the dark.
- 23:18 - I see a weird purple tree in an elevated area. The path to it was nearby.
- 24:13 - That purple tree is magically blocking my path. I'll have to find a way to bypass this
- 26:02 - I return to the area beyond the fences. I was looking for more Easter Pomegranates.
- 28:46 - Found a stimpak in a trash bin near the Tiger Substation 2.
- 29:50 - Entering the Tiger Substation 2.
- 30:36 - In the storage area, I find another Easter Pomegranate (2 of 5) in the northeast corner, in a wooden crate behind some containers. I eat it, and the "Dream - Easter Pomegranate" is updated (2).
- 32:59 - Back outside. I go south and check the small pond surrounded by green mushrooms. Another Easter Pomegranate (3 of 5) was in the water near a skeleton. I eat it, and the "Dream - Easter Pomegranate" is updated (3).
- 36:54 - I return to the yellow trailer truck (southeast of the Tiger Substation 2) and find another Easter Pomegranate in a wooden crate inside the boat. I eat it, and the "Dream - Easter Pomegranate" is updated (4).
- 39:38 - At a rock formation at the center of the area, I find a rocky path to the top. The IV Stand had 3 Blood Packs, 1 stimpak, and the "Dream - Mrs. Carson" note.
- 41:38 - I return to the Hunting Shack. I drink The Door, sleep on the bed, and return to the real world. As the message suggests, the Tiger Bengal and the construction engine have some extra functionalities. This isn't the end of the mod.
- 42:56 - I take back all my stuff from the footlocker.
- 45:17 - Leaving the Professor's House. I find the last Easter Pomegranate (5 of 5) behind the home, in a wooden crate near a tree. This is the only Pomegranate in the real world. I eat it, and the "Dream - Easter Pomegranate" is updated (5).
- 48:27 - Fast traveling to Megaton. It's good to be back.
Continues in the next episode. You'll see more of the Tiger Bengal in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/gawfygdg
An old video I did to show Xepha's Dynamic Weather mod and Skingrad24's Enhanced Weather working togheter, plus an old Reshade preset I did for myself.
View Details
https://3speak.tv/watch?v=realdcghoul101/vwpopylt
My journey through the dream/nightmare world continues. I go from a Vault place to a forest area and meet the Professor. This is the fourth episode of To Sleep - Perchance To Dream mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:35 - The Pulowski Shelter teleports me to a Vault of sorts.
- 01:20 - That terminal does nothing.
- 01:39 - Warning: Save the game now. The switch on the projector opens the door downstairs.
- 01:55 - Two snowmen don't wear a scarf. Two snowmen don't wear hats. Five snowmen wear both hats and scarf. Also, three snowmen are missing an arm (stick).
- 02:27 - The "Dream - Winter In Michigan" note is on the school desk.
- 04:38 - The door closes when I go downstairs, and the snowmen disappear from the poster. The switch opens the door and makes the snowmen appear.
- 05:34 - The switches on the wall must be pressed so the exact number of missing hats, scarf, and sticks (arms) are set. The answer: 2, 2, and 3. Press the switch on the projector one more time.
- 06:37 - I go through the open door and press the switch near the window with the piggy bank poster. The place transforms into a trap, and I must activate the switches matching the missing letters from the phrase on the wall. Explosives are being thrown into the area where I am. If you try to save in this place and reload, things will not work correctly. Save near the Pulowski Shelter!
- 07:08 - First line: "D" switch. Second line: "T" switch. Third line: "D" switch. The fourth line: "N" switch. The floor and walls disappeared, and I fell into the water.
- 07:29 - Irradiated and injured, I jump on the rock. The Pulowski Shelter is inside the trailer. I jump on the many vehicles to reach the edge of the wall. There's a first aid box to the north. I take the 2 RadAway, and 1 stimpak.
- 08:54 - You don't need to jump into the water. Skip to the next timestamp.
- 10:13 - The Coins are inside a first aid box in the car near the pole with the traffic lights. I go to the Pulowski Shelter.
- 11:09 - I return to that floating island seen in a previous episode. I pull the lever, and The Beast appears. The creature talks and wants to die.
- 13:05 - After our fight dialogue ends, I try to talk with The Beast again, but nothing happens. I did what the creature asked and pushed it to its death. Some pieces of concrete form a stair, and I can descend into the forest below.
- 15:13 - Walking around the area. I find a crashed plane to the northwest.
- 16:15 - I find the Tiger Substation 2 building further north.
- 17:08 - A trailer on the road to the east. A storage locker is near the car to the southeast. Four blood packs and one turpentine were inside.
- 18:02 - To the south, a dead dog and its house.
- 18:15 - A pond to the southeast. From there, I head west and finally located The Beast's body as it said. I take the "Dream - The Changing" note and read the whole thing.
- 20:16 - I return to the pond area. The water seemed irradiated.
- 21:20 - Heading west/southwest, I found a ruined bus. The "Dream - Going Home." note was in a suitcase inside the vehicle.
- 23:47 - To the south, I find the small construction and wildlife preserve mentioned in The Beast's note. I check the local map and go north.
- 25:12 - Entering the Tiger Substation 2. I loot the entrance, remember I have no equipment.
- 26:28 - Hacking the terminal on the desk.
I'll update de post whenever possible. Thanks for reading (and watching).
View Details
https://3speak.tv/watch?v=realdcghoul101/mcuaawdk
There's a creature in this nightmarish cave. I have to find a way to kill it. This is the third episode of To Sleep - Perchance To Dream mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:36 - On the cave floor, I find a dead Bloatfly. The Brain and Heart of the Bloatfly can be taken from its body.
- 01:04 - To the west, near the rock walls, I find the "Dream - Where Are We?" note. More people ended up here.
- 04:51 - Safe near the pond requires a key.
- 04:56 - I find a Radscorpin behind some rocks to the southeast. I take the Brain and Heart of the Radscorpion.
- 05:12 - Further south, I find the dead Dog near some blue mushrooms. I take the Brain and Spleen.
- 05:51 - Walking around the cave, I reach the pond.
- 06:35 - I walk towards the red mushrooms and find a dead Molerat. I take it Bladder, Spleen, and Tongue.
- 07:11 - After walking for a while, I see a path leading up. I try to interact with the valve, but nothing happens.
- 07:59 - I read the Where Are We note again. I see the dark path to my left, where one of the three guys was eaten alive by something. I retreat and return to the pond.
- 09:44 - I jump on the water and find the Pulowski Shelter underwater.
- 10:02 - Walking around the pond. I return to the red mushroom area and find Dream - They Know note near the skeleton. Also, a Magnum.
- 12:07 - The note mentions a key hidden under a rock near some blue mushrooms. The Hollowed-Out Rock is behind the rock where the blue mushroom is.
- 13:02 - I unlock the safe with the Dream - Cave Safe Key. The Dream - Nearly There note was inside. It contains clues on how to defeat the creature.
- 16:40 - Walking around the cave. Skip to the next timestamp.
- 18:38 - I check the body parts collected from the various creatures. I walk to the elevated area where the beast is trying to figure things out. Skip to the next timestamp.
- 26:33 - I rush into the dark area and try to take an egg from The Offering. How dumb. I must place the correct body parts in there. I try the Brain of Radscorpion and Heart of Bloatfly.
- 28:37 - I ran to the tree stool below and stopped moving. I heard the beast checking the food, but it didn't die.
- 29:28 - Second attempt. Brain and Heart of the Radscorpion. It's still alive.
- 31:20 - Third attempt. I added the Bladder of Molerat to the body parts mentioned above. Failed again.
- 32:28 - Fourth attempt. Heart of Bloatfly, Brain of Radscorpion, and Molerat Bladder. It worked. Yay.
- 33:17 - I enter the dark area and take the Coins and the valve from the Deathclaw's body.
- 33:29 - I put the valve in the nearby pipe and emptied the pond. The Coins are required to open the Pulowski Shelter.
- 33:56 - I'm teleported to another area. I fall into another pond in a cave with mushrooms.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/etafiiho
Growing some mushrooms and heading to the dream world. This is the second episode of To Sleep - Perchance To Dream mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:36 - I'm in the secret laboratory. I have to grow mushrooms. I read the Microlab Notes found in the terminal.
- 01:28 - Incorrectly settings the values for NPK, temperature, and soil humidity (first attempt).
- 01:59 - The poster upstairs has a clue.
- 02:47 - Back to the secret laboratory. I read the notes in the terminal and in the pip-boy.
- 07:13 - Correct NPK value: 3-1-1. Temperature: 51ºF. Soil Humidity: 40%. I return to the poster to double-check.
- 09:48 - Back in the kitchen area. I find the Dream - Fertilizer note under the pots on the table near the oven.
- 12:21 - Back in the laboratory. I put Mole Rat Meat (x1), Nuka Cola Quantum (x1), and Purified Water (x1) in the Mushroom Garden Raw Materials Container. I activate the switch hanging from the ceiling, and the mushrooms grow.
- 13:35 - Looking for clues on the notes again. I equip my stuff and leave the house and go to Megaton.
- 16:34 - I take 4 bottles of Purified Water and return to The Professor's House. A Deathclaw was waiting at the shore.
- 18:05 - I'll have to swim this time. Damn, radiation.
- 18:52 - Back to the laboratory. I put Mentats (x1) and Purified Water (x1) in the Mushroom Construction Engine Component Bin. The nearby switch activates the machine, and The Door drink is created.
- 20:00 - I go upstairs and put all my equipment in the footlocker. I drink The Doorway and sleep on the bed near the glowing mushrooms. Save the game.
- 21:18 - Welcome to the dream world. I activate the lever on the tree, and I fall. I'm teleported to a dark place with many deathclaws, and they are alerted to my presence. Advice: crouch (sneak mode) before pulling the lever.
- 22:54 - I turn off the pip-boy light hoping they will forget about me. It worked! My Sneak Skill is so high that I can sneak and go upstairs. They can reach me on the upper floors.
- 24:41 - I find the Dream - The Gift note on the desk in the corner. I read it, looking for clues.
- 27:52 - A miniature building. The small door can be opened, and the Dream - Safe Key is there.
- 28:19 - I jump on the nearby stairs and go through the window... That was the plan, but I fell near a Deathclaw. I ran and jumped on the rubble pile. I turn to the right, where I jump on the other stair and back to the desk area (24:41).
- 28:53 - Jumping on the stair near the small building. I jump on the debris and reach the floor above. I find the Dream - Doctor's Log on the medical table to the east. I listen to the holotape.
- 30:44 - The switch near the X-ray Viewer changes some of the images. I was unaware of its purpose.
- 31:40 - I use the ruble In the northwest corner to reach the stairs. I walk on the edge and go east from the catwalk to the debris platforms. I unlock the small safe with the "Dream - Safe Key" (27:52). The Large Switch and "Dream - Lecture Notes" were inside.
I'll update the post with more timestamps. Bye.
View Details
https://3speak.tv/watch?v=realdcghoul101/kkjagfrc
After leaving Vault 101 for the first time, a flyer about a lecture at the Roosevelt Academy caught my attention. I eventually visited Roosevelt Academy and found clues mentioning the Professor's House. This is the first episode of To Sleep - Perchance To Dream mod.
I just discovered that the mod author's old site (Puce Moose) was saved on the Wayback Machine. You can find more information about the puzzles there.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:33 - Clip from my visit to Roosevelt Academy. On the stage, I find the Dream - Note Found In The Lectern.
- 02:09 - Clip from my visit to Roosevelt Academy (Arts & Athletics Hall). I discover a suitcase in the men's room. The Dream - I Had A Dream, Note In The Professor's Briefcase (audio log), and The Professor's House Key.
- 05:54 - Enough flashbacks. It's morning, and I'm south of Roosevelt Academy, on the other side of the river. Some Talon Mercs spawned under the bridge.
- 07:30 - Heading west, you can see a house in the middle of the river. I take the boat to reach the small island.
- 08:36 - Checking the broken Mister Handy. I find the Dream - Robot Activity Log and a fission battery. There's a footlocker to the northwest, between the tree and the picnic table.
- 09:27 - Reading the Robot Activity Log. It's a long story.
- 17:25 - Unlocking the door with the Dream - The Professor's House Key.
- 17:52 - A Stereolad near the chair. There's also a Sheet Music Book on the stand.
- 19:34 - I tried to read that Stereolad, but the paper was too old and was destroyed.
- 20:05 - Checking the bathroom. A mod changed the Abraxo Cleaner texture, but I fixed that later.
- 20:30 - Heading to the kitchen. I got distracted by the painting on the wall.
- 22:14 - Going upstairs. There's a poster on the corridor wall. It's part of a puzzle.
- 22:31 - The "Dream - Temperature" is on the bookcase and near the camera. More information for a puzzle.
- 24:04 - Bedroom with glowing mushrooms and a footlocker.
- 24:26 - The professor's office (I presume). I hack the terminal and find two notes: The Purpose and The Passage.
- 28:09 - I put my stuff into the footlocker. However, I'm not ready to sleep in that bed. I go downstairs and check for clues.
- 31:04 - Entering the bathroom again. I noticed something on the wall. The sink knobs are a puzzle. I walk around the house, looking for clues.
- 32:46 - Reading the "Dream - Water" again. There are clues somewhere.
- 36:20 - The clue was in the professor's office. The drawing is on the desk. I go to the sink and turn the knobs: Turn the hot water knob to the right; Turn the cold water knob to the right; Turn the cold water knob to the left. Now, kick the sink.
- 38:09 - The wall opens and reveals a secret room. I find the "Dream - The Door" on the workbench.
- 40:32 - Accessing the Terminal. The notes contain information about our next puzzle.
- 43:37 - Click on the "Release Mushroom Garden Controls" option. A switch descends from the ceiling.
I'll solve the Mushroom Garden Puzzle in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/gsrgsbhc
The mysterious wanderer, the one we have been reading notes in previous episodes, left some surprises at the Manchester Underground Lab. This is the fourteenth episode of An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:41 - Fast traveling to Mr. Manchester Undeground Lab.
- 01:39 - As far as I understand, the Cap'n Stinky Beef Jerky (Dill Pickle) was left on the terminal table by the character we read every note of in Hubris Comics.
- 01:44 - The "Hello, World is added to the terminal nearby. It mentions an Upgrade Module for the MTS-400. The new entry appears after the player exits that room (in Hubris Comics) through the sewer hole. At least, that's what I've heard.
- 03:56 - The Manchester - MTS-400 Module Schematic is in the Tool Cabinet near the fridge. I leave the Lab and head to Mr. Manchester Personal Quarters.
- 06:23 - I place the materials (a fission battery, a sensor module, and a conductor.) I try to start the machine, but it doesn't work. The "Manchester - Oops, I Think I Broke It" note states that the mysterious wanderer broke it. At least she mentioned where I could find some repair parts.
- 08:22 - Fast traveling to RobCo Facility. I deploy the MTS-400 and fight the Giant Ants.
- 10:39 - Dealing with some creatures on the way. VAPL-84 is to the northwest. Albino Radscorpion was stuck in a tree.
- 12:53 - The truck near the VAP-84 isn't the one I'm looking for. I follow the road to the northeast.
- 14:16 - Truck location, north of Robco Facility. The Manchester - Construction Engine Parts Contract is in the open safe. The line "L52-440 Ignition Piston: Corvega Factory" is the one we are looking for.
- 16:37 - Fast traveling to Corvega Factory. I fight the Giant Ants and go to the Factory Floor.
- 19:37 - Entering the factory floor. I go upstairs to the left. The machine is halfway through it.
- 20:12 - Accessing the terminal on the wall. The Current Work Orders and the Designation Handbook contain information to solve the puzzle.
- 22:01 - Placing the materials in the Components Bin: Conductor (x1) and Fission Battery (x1).
- 22:28 - Setting Clamp Radius: 1.68mm. Setting Ring Gap: 4.16cm. Set Bit Pattern: Forstner. The Execute Machining option will start the machine. Despite the explosion, approach the machine to receive the Ignition Piston. A message box appears.
- 25:02 - Back to Manchester's Personal Quarters to fix the machine.
- 25:52 - Creating the Upgrade Module.
- 33:20 - Easter Potato 04 is in Sal's Sound Shack.
- 34:55 - Easter Potato 05 is on Sal's Sound Shack roof.
- 36:42 - Tiger Siberian vs. Deathclaw Matriarch.
- 38:12 - To the Fishing Hut. One more Easter Potato to find.
- 40:16 - The purpose of that hidden switch in the yellow submarine poster is a mystery to me.
- 40:47 - The Saul Damarre Book. Interact with the book to take the Manchester Key From Yearbook.
- 41:36 - Reading the Saul Damrre note in the pip-boy.
- 42:59 - Leaving the Fishing Hut and opening the safe in the boat. The Easter Potato 06 is inside.
- 43:52 - Eating the Potatoes and reading the developer notes.
I'll move to another Puce Moose mod in the next episode. You'll still see some An Evening With Mr. Manchester in the future. Bye.
View Details
https://3speak.tv/watch?v=realdcghoul101/hwevhfof
In this episode, I play a computer game, unlock a door and learn more about another wanderer exploring the Wasteland. This is thirteenth episode of An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:42 - Accessing Moriel The Wicked. My annotations about Moriella The Wicked. Follow the directions below, and you should be good:
Launch game; Go East; Examine Surroundings; Touch Glyph with Staff; Go West; Examine Surroundings; Use the Staff; Go North; Examine Surroundings; Go North; Examine Surroundings; Go East; Examine Surroundings; Go North; Examine Surroundings; Touch the Glyph with Staff; Go South; Examine Surroundings; Go West; point Staff to mist; Go South; Go South; Go East; Touch Glyph; Go West; Go North; Go North; Go West; Examine Surroundings; Go South; Examine Surroundings; Use the Staff on dragon; Touch the Glyph with Staff; Examine Surroundings; Go North; Go East; Go East; Go East; Examine Surroundings; Use the Staff on lake; Go East; Examine Surroundings; exam parchment; Go West; Go West; Go West; Examine Surroundings; Go West; Examine Surroundings; Go South; Examine Surroundings; Go North; Go West; Examine Surroundings; Go South; Examine Surroundings; Go South; Examine Surroundings; Go South; Go East; Examine Surroundings; Touch Glyph with Staff; Go West; Backpack - Check Staff of Fumarole; back; Go West; Go North; Go North; Go East; Go East; Use Staff of Fumarole on 1st barrier; Go West; Go West; Go North; Touch Glyph with Staff; Backpack - Check Staff of Chinook; back; Go South; Go East; Go East; Use Staff on 2nd barrier; Go West; Go West; Go West; Go West; Go South; Touch Glyph with Staff; Backpack - Check Staff of Permafrost; back; Go North; Go East; Go East; Go East; Go East; Use the Staff on 3rd barrier; FINISH!
- 27:28 - The door is open. I enter the room and see the source of the sound. The switch behind it can turn it on and off.
- 28:17 - Looting the place. There's a Tales of Junktown Jerky Vendor on the bookshelf (below some books).
- 28:56 - The Manchester - Packing Checklist is on the table.
- 29:03 - The Manchester - Strange Device is on the makeshift bench below the pirate poster.
- 29:41 - Reading the notes.
- 31:43 - Accessing the Terminal. It's reading time. The last option in the terminal allows the entries to be uploaded to your pip-boy.
- 40:06 - A safe under the bed. A Grognak The Barbarian (and other things) were inside it. Cap'n Stinky's Beef Jerk (Dill pickle) is a rare consumable from this mod.
- 41:08 - Opening the door near the bed. There's a bathroom.
- 41:39 - The second room is the storage area. I find another Cap'n Stinky's Beef Jerk (Dill pickle) in the safe on the left.
- 41:51 - The Manchester - A Most Curious Addition is on a makeshift table on the right.
- 42:51 - Looting the shelves. Crates and footlockers.
- 43:52 - Lockpicking the last door. The Hatch to the Wasteland is a way out. I call the team, and we leave the place through it.
- 44:44 - We emerge near the bridge leading to Anchorage Memorial. South of the Wilhelm's Wharf.
You'll see more of the MTS-400 upgrades in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/eelqzpdx
The MTS-400 captures a signal that leads me on an adventure to Hubris Comics. This is the twelfth episode of An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:41 - Killing more enemies to earn more Combat Data Units (CDU). I'm at the Freeway Raider Emcampment.
- 03:01 - Collapsing the MTS and moving forward.
- 05:24 - Deploying the MTS-400 again. After using the MTS for a while, it will receive a mysterious signal (attention to the sound at 05:28). A message will pop up on the top left of the screen.
- 06:59 - Reading the Telecom Anomaly log on the MTS-400 will give me more information on where to go next (Hubris Comics).
- 08:58 - Looting the dead.
- 09:59 - Anthony Ling's body. He left Tenpenny Tower after the ghouls moved in.
- 12:18 - I'm at Wilhelm's Wharf. A Venonlurk attack.
- 13:10 - The safest route to Hubris Comics is through the Hubris Comics Utility Tunnels. Using Fast Travel to go through the main door puts you close to an ambush by Talon Mercs and Super Mutants.
- 13:54 - Deploring the MTS-400 and fighting the feral ghouls.
- 14:53 - Fighting the feral ghouls for the first time updates the MTS Personality Matrix data log.
- 15:33 - A feral ghoul entry ("Human, Not Human?") was added to the Visual ID log.
- 17:12 - Moving forward. I deploy the MTS. Some feral ghouls attack and go downstairs.
- 18:46 - Killing more feral ghouls. Non-sapient research data reaches 100! An upgrade becomes available for the Tiger Malayan.
- 19:11 - Missing component to upgrading the Tiger Malayan (abraxo cleaner).
- 20:43 - Inspecting the room with many metal shelves.
- 22:45 - The local map. A door to Hubris Comics Publishing is to the south. I chose to clear the Utility Tunnel first.
- 23:49 - Deploying the MTS and heading east. I find a skeleton, ammo, and first aid boxes in a corner.
- 24:34 - I return to where the team is and go east and kill the remaining feral ghouls.
- 25:33 - I use the eastmost door to Hubris Comics Publishing. I go upstairs and find many ghouls in a large room with many desks and bookshelves.
- 26:36 - Deploying the MTS-400 and killing the creatures.
- 29:22 - Jumping down on the floor below.
- 30:17 - Found some Abraxo Cleaner to upgrade the Tiger Malayan. An acid delivery system design. Remember to activate it in the CAM.
- 31:52 - I almost forgot the MTS-400.
- 32:21 - To the south is the room with the Reign Of Grelok terminal.
- 33:27 - I walk through the corridors around the entrance until I find the elevator for Hubris Comics Printing. It's near the pitching machines corridor.
- 35:22 - Deploying the MTS-400 and killing many feral ghouls.
- 37:43 - To the corridor to the south. It leads to the room overlooking the printing area. I found a Nuka Cola Quantum on a desk there.
- 39:09 - Heading east in the corridor, I reach a room to the north. I hear a sound behind that door.
View Details
https://3speak.tv/watch?v=realdcghoul101/xdgnnktu
Did you know the MTS-400 can have a personality? This is the eleventh episode of An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:41 - I'm in Mr. Manchester's Underground lab. I upgrade the MTS-400 repair efficiency.
- 01:07 - A new weapon schematic was added to the MTS: The Light Plasma Cannon.
- 01:21 - A little compartment opens up. The Robco Utility Room Pass Card and the Manchester - Undocumented Code Block note was added to your inventory. The Code Block mentions the Robco Facility.
- 02:19 - Upgrading the turret turning speed. I leave the Lab and fast-travel to Robco Facility.
- 03:30 - Entering the Factory Floor. I inspect the area around the entrance.
- 05:24 - The factory floor. That Protectron body is having some issues.
- 06:36 - The local map. I'll head to the Offices and Cafeteria.
- 08:00 - The kitchen. Then I go to the corridor and check the other room.
- 09:42 - Back to the initial area (the one with the pool tables). I check the local map. I go to the utility area as seen on the map.
- 10:25 - There's a door in the room. I open it with the Robco Utility Room Pass Card.
- 10:43 - Some machinery is blocking the path. A switch is hidden under a desk on the right and can open the way.
- 11:39 - The pizza boxes are part of a puzzle. The Manchester - Pizza note is on the desk. The terminal password is based on the man's favorite pizza toppings. It also mentions an AI for the MTS-400.
- 13:39 - The password is POM. You can ignore the other terminal.
- 15:38 - The Personality Matrix is online. I access it through the Personality Matrix Interface. The "Hi! Hi! Hi! Hi! Hi! Hi!" entry is the only one available for now.
- 16:50 - I collapse the MTS-400 and leave the RobCo Facility.
- 19:36 - Fast traveling to Muldoon Electronics (near Super Duper Mart). I deploy the MTS and fight the super mutants near the river.
- 20:38 - Super Mutant goes pole dance mode.
- 20:58 - Overlords rewards 100 CDUs. Also, the MTS-400 Personality Matrix data log was updated.
- 22:02 - Accessing the Personality Matrix Interface. The "Disassemble...dead" entry was added.
- 24:02 - Checking the Visual ID Logs ("Huge and full of rage").
- 24:59 - Back in Megaton. I fast-travel to Sal's Sound Shack.
- 26:26 - I go northeast to the Raider overpass.
- 27:15 - I deploy the MTS-400 to collect CDUs.
I'll collect more CDUs and discover more things in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/rmwntbhi
I search for Vanadium to upgrade the Tiger Malayan. This is the tenth episode of the An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:41 - I'm at Cooper Hotel. I go to the Taxidermist's Room and then leave.
- 03:12 - Entering Mr. Manchester's Underground Lab as instructed in the message box in the previous episode.
- 03:24 - The terminal on the round table has a new "Transmission: M0000000001" entry. The message mentions Vanadium at Takoma Industrial.
- 04:27 - I go to Megaton to sleep. On the following day, I fast travel to Takoma Park.
- 05:32 - Some Talon Company folks were in the area.
- 06:59 - On the way to the Takoma Industrial.
- 09:07 - Entering Takoma Park. I deploy the MTS and start shooting the Super Mutants. Remember to protect the MST-400 because it - without upgrades - can easily be destroyed.
- 12:07 - Deploying the MTS again and killing the enemies on the factory floor.
- 13:53 - Going upstairs and killing the remaining Super Mutants.
- 14:34 - One of the Vanadium containers is on the desk of the foreman's office (139 grams).
- 15:21 - I jump on the wood planks and find a second Vanadium container on the generator below (+118 grams).
- 16:23 - A third Vanadium container on a top open crate (+ 151 grams).
- 17:24 - A fourth Vanadium container is on the conveyor belt near the campfire (+ 119 grams).
- 18:30 - I return to the previous section. A fifth Vanadium container is in a wooden crate on the counter to the left (+ 115 grams).
- 19:18 - A sixth Vanadium container is on the wooden bookshelf near the entrance door (+ 111 grams). I collected a total of 753 grams of Vanadium.
- 20:02 - Back to the factory floor. I take the MTS and check to see if I missed anything.
- 20:31 - Upstairs to the balcony. Nothing there but a sniper rifle.
- 21:09 - Back to the first section. I go upstairs and to Takoma Industrial's backyard.
- 21:40 - Going downstairs and to the east. I kill the Super Mutants with the
- 22:46 - Looting the tent.
- 24:10 - Installing the secondary upgrade with the required Vanadium and scrap metal. I choose the High Tension Bow Wire.
- 25:37 - Fast traveling to Mr. Manchester's Underground Lab to upgrade the MTS-400. I choose the Hull Durability.
- 26:44 - New weapon schematic calibrated! The Toxic 32 shells with toxins are now incorporated into the loadout.
- 27:07 - MTS Armor Upgrade.
The MTS will have more surprises in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/ybkyhycj
In this episode, I continue upgrading the Tiger Malayan. This is the ninth episode of An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:41 - Leaving Calverton Sewer. I fast travel to Springvale Ant Hive (AWOP).
- 01:49 - Killing giant ants with the Tiger Malayan. The Organic Non-Sapient Research reaches 100%. The Non-Sapient Research Upgrade is available.
- 02:38 - Deploying the MTS-400. I have almost all the raw materials to install the Malayan Upgrades. I need to find a glass pitcher.
- 04:47 - I collapse the MTS-400 and leave the Ant Hive. I fast travel to Cooper's Hotel. I remember seeing some glass pitches there.
- 06:38 - Crafting more bolts and killing some raiders.
- 09:01 - Finding a glass pitcher. I install the Non-Sapient Research Upgrade.
- 09:35 - Looting the place.
- 11:32 - A first aid box in the broken elevator.
- 11:48 - Leaving the place. I return to the Springvale Ant Hive to continue killing ants.
- 14:21 - Deploying the MTS-400 and fighting the Giant Ant Queen.
- 16:39 - Looting the place.
- 19:06 - Killing the Beast Lord. I collapse the MTS and leave the place.
- 22:30 - I go to Megaton, and later, I fast travel to Cooper's Hotel. I go upstairs to the first floor.
- 23:50 - More raiders to kill and loot.
- 28:00 - Organic Sapient Research 100%. CAM Research Discovery.
- 28:21 - I install the Sapient Research Upgrade. There's also a Secondary Research Upgrade.
- 29:16 - The Secondary Research Upgrade requires some materials, including Vanadium.
- 30:19 - Looting the dead.
I'll search for Vanadium in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/sjjfcbul
I go to the Robot Repair Center to fix the Tiger Malayan. This is another episode of the An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:44 - Fast traveling to the Robot Repair Center.
- 01:55 - Destroying some robots.
- 03:37 - Going upstairs. More robots in the catwalks.
- 05:29 - Heading west to the other section on the factory floor.
- 07:14 - Entering the room below the power station. The correct terminal is the one below the Tiger poster.
- 08:26 - The RRC Employees Only Memo has some information on the diagnostic code from the Tiger Malayan. It also mentions a footlocker behind the machine.
- 09:43 - The "Hello, World! II" option was written by some mysterious character. We'll read more about her adventures.
- 11:28 - Locating the footlocker. I manually open it (not opening it through Loot Menu) to trigger the message. The paper - with instructions on migrating diagnostic code from 1.0 to 1.1 - is now placed on the wall.
- 13:56 - The code goes from BQX to HQT.
- 14:50 - I equip the Tiger Malayan and return to Mr. Manchester's Underground Lab.
- 17:09 - Upgrading the MTS-400 and crafting some bolts for the Malayan.
- 18:18 - I use the Can-O-Matic to convert tin cans to scrap metal. More bolts for the Malayan.
- 20:08 - Fast-traveling to the Calverton Sewer (AWOP).
- 21:58 - I kill radroaches to advance the Malayan research.
- 23:44 - Going deep into the sewer and killing more radroaches. AWOP locations tend to respawn and are suitable places to farm CDU for the MTS-400 and Research data for the Malayan.
- 27:06 - Calling the team. We go to the Calverton Fallout Shelter.
View Details
https://3speak.tv/watch?v=realdcghoul101/nywvmsff
I visit LOB Enterprises in search of the CAM Pin for the Tiger Malayan. This is another episode of An Evening With Mr. Manchester.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:41 - Entering LOB Enterprises. I visited the place many episodes ago, so all robots are dead.
- 00:55 - I go to the right and check the offices, looking for clues.
- 03:40 - The local map. I continue walking around the area.
- 05:22 - Downstairs to the LOB Enterprises Archives. I loot the metal boxes.
- 06:55 - To another room. I find a desk, a terminal, a footlocker, and a Tiger poster on the wall.
- 07:55 - I take the Tiger Malayan CAM Pin. The installation happens immediately. The Tiger Malayan CAM can be accessed through the Aid tab from the pip-boy.
- 08:36 - Explanation about the CAM Loadout system.
- 09:08 - Checking the Assign Quick-Slots.
- 09:23 - The Examine Target Classification.
- 09:52 - Leaving the building.
- 11:23 - Fast traveling to Mr. Manchester's Underground Lab.
- 12:35 - The terminal on the round table mentions some interoperability between the Tiger Malayan and the Manchester stuff.
- 13:41 - I leave the place and fast-travel to Springvale Sewer (AWOP location). I head northeast to Springvale School.
- 16:04 - To Springvale School Lower Level. I deploy the MTS-400 and fight the raiders with the Tiger Malayan.
- 18:38 - Remember to toggle the FWE mode in the MTS-400. FWE increases the damage, so the MTS-400 would be destroyed too quickly.
- 19:39 - Remember to set the Toggle Research Reports on.
- 21:32 - Deploying the MTS-400 in the room leading to the giant ants' tunnels. Protect the turret because it's weak.
- 23:09 - Deploying the MTS-400 inside the tunnels. NPCs and creatures killed by the team are also counted as MTS combat data units (CDU).
- 24:08 - The MTS-400 collected enough data for the first upgrade.
- 24:36 - The Tiger Malayan malfunctions mid-combat. The Manchester - Malayan Error Log is added to the pip-boy.
- 25:00 - I kill the remaining ants and leave the place.
- 28:27 - I return to Mr. Manchester's Underground Lab. The Tiger Malayan Diagnostic is available in the terminal on the round table. I'll have to go to the Robot Repair Center.
I'll repair the Tiger Malayan in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/oonumkid
In this episode, I search for the Tiger Malayan. This is another episode of An Evening With Manchester.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:40 - Entering Alexandria Arms. I stealthily kill the raiders.
- 01:30 - Inspecting the entrance. I then go to the corridor on the left and eliminate more enemies. That sneak attack was a failure.
- 03:16 - That's a room with many safes. I take the stairs to the left.
- 03:44 - Sniping the Fallen Brother and killing the other raiders. I go east through the hallway. I turn south and reach an area with many raiders. More stealth kills.
- 06:49 - Looting the dead and the area.
- 08:31 - Heading downstairs and inspecting the area, I search for clues.
- 08:52 - Those duplicated Joels near the pool table are from the Alpha's Raider Overhaul mod. The duplicated bodies are my fault, but I already killed them in a much earlier episode.
- 09:32 - I returned to the corridor at 03:44. I first entered the last room on the right. Then the last one on the left, where there's a locked door.
- 10:00 - Inspecting the room. I find a ball in the bathtub. Four numbers are painted on it: 4580.
- 11:50 - I return to the room on the right and alert the raiders I failed to detect earlier. I'm using the Plasma Thrower today (EVE). Nothing in the room besides bear traps and tin cans.
- 14:42 - I forgot which numbers were. I return downstairs and to the room with the safes.
- 15:13 - The middle safe on the left triggered the message. Type the password (4580). The Loot Menu mod sometimes causes this confusion.
- 15:34 - The Security Room Key is inside the footlocker. I open the footlocker manually (no Loot Menu) to avoid any eventual script failing. I return to the last room upstairs (09:32).
- 16:27 - There are 9 safes in the room. The one on the right and facing you contains the Employee 0000146 Cabin Key and the Manchester - 0000146 Journal. The note tells us what happened and something about a cabin on the far west.
- 18:58 - Leaving the building. Inventory management time.
- 20:53 - I, in fact, discovered Lucas McCain's Cabin earlier in the playthrough. I fast-travel to Yao Guai Tunnels and head southwest. The key found in the safe opens the door.
- 23:04 - I find the Manchester - Proving Grounds Note and the Tiger Malayan CAM in the wall safe. The note mentions the nearby caves (Yao Gai Tunnels).
- 24:35 - Leaving the cabin and heading to Yao Guai Tunnels. The team killed a Colossal Deathclaw (Imperfection mod).
- 27:48 - Entering Yao Guai Tunnels. I go deeper into the cave (see the local map).
- 29:11 - I turn right and reach a chamber. Lucas's remains are near the glowing mushrooms. The Tiger Malayan is near his body. The Manchester - The Hunt Begins as well. Don't forget the bolts (ammo) on the footlocker.
- 30:36 - It's reading time. I'll have to go to LOB Enterprises.
- 31:57 - A quick look at the weapon.
- 32:45 - Leaving the cave and heading back to the team. A Deathclaw gets in the way.
- 35:56 - It's morning. I fast travel to Falls Church East. Super Mutants were nearby.
- 37:12 - Selling stuff to the scavenger.
- 38:29 - Entering LOB Enterprises.
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/avfofuzp
Some new mine types weren't the only rewards from An Evening With Mr. Manchester. There's more stuff hidden in this mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:42 - Leaving the Manchester Estate and heading to Mr. Manchester Underground Lab. I unlock the door with the Underground Lab Key found in previous episodes.
- 02:45 - On the shelf near the terminal, I find Easter Potato under a bucket (03 of 06).
- 03:16 - Accessing the Power Grid Terminal. Nothing to do there yet.
- 04:04 - A manual is on the white table near the other terminal. The MTS-400 Manual is added to the pip boy.
- 06:33 - Accessing the terminal on the table. It's time to read.
- 09:08 - The "Raw Materials" entry contains essential information about crafting an MTS-400.
- 10:12 - A closer inspection of the diorama at the center of the lab reveals a RobCo Safe Key on the small metal box on the military truck.
- 11:35 - Ammo, frag mine, and more on the shelf. Also, a Nuka Quantum on the refrigerator.
- 12:00 - The poster above the container contains essential information.
- 12:38 - The Metal Requirements paper on the table with the MTS-400 model is also a clue.
- 12:59 - Accessing the terminal on the round table. It mentions a Tiger Malayan.
- 13:51 - Opening the safe near the Power Grid Terminal with the RobCo Safe Key. I take the AI Circuit Block and the Circuit Block Dossier.
- 14:57 - Leaving the lab and returning to the Manchester Estate.
- 16:27 - I place the materials in the bin of the Mine Synthesis System. AI Circuit Block, fission battery, sensor module, camera, conductor, 5 scrap metals, 35 5.56mm ammo, and 35 Microfusion cell.
- 17:45 - Crafting the MTS-400 Personal Defense System. You can craft another unit in case the one you have is destroyed.
- 18:26 - Dropping the MTS-400 on the ground and activating it. Make sure you have enough space in the area where you place.
- 19:48 - Leaving the Manchester Estate. It's time to test the turret.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/daevwiap
In this episode, I learn to craft some new mines. I also uncover the fate of Mr. Manchester.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:48 - Solving the painting room puzzle. Turn off all the lights. 1st switch = horse painting; 2nd switch = painting with the blue light above it; 3rd switch = Car Painting; 4th switch = painting with the gold frame. 5th switch = "tall" frame painting. 6th switch = the one near the "broken" intercom.
- 02:58 - The Dinner Party Safe is open. The essential items are the Manchester - A Photo and the Manchester - A Note In Dinner Safe. I go through the broken wall.
- 04:34 - The door will only open with the photo o Mr. Manchester and his voice. Play the Mr. Manchester Jingle discovered in the Sal's Shack Sound and interact with the Entrance System.
- 05:17 - Various mine types. The fifth one is a PyroConcussive Mine. The sixth (and empty) place is reserved for the Toxin-D mine.
- 06:17 - Accessing the terminal under the stairs. Lots of information about the new mine types.
- 09:37 - The Missing Briefcase entry mentions a nearby diner. The Current Thoughts note is updated.
- 11:08 - Stairs on the left to the outside. The Manchester - Detached Entertaining Area is on the table. The note mentions a key on a chandelier.
- 12:28 - Activating the yellow switch causes the chandelier to explode and fall between the trees.
- 13:12 - Locating the chandelier and the Underground Lab Key. They were near the trailer truck.
- 15:00 - A footlocker on a pond near the truck. The "Manchester - Fuse" note is inside.
- 16:03 - Being attacked by slavers, then freeing the slave.
- 17:55 - The Dots Dinner mentioned by Manchester.
- 18:12 - A locked floor safe. I read the terminal.
- 19:19 - Opening Machester's Briefcase and retrieving the Toxin-D Schematics and the machine rod/piston.
- 19:45 - Collecting the items above triggers an ambush.
- 20:15 - Alex, Denny, and Sam.
- 20:39 - A skill book type found in Alex's body. Which one you can find seems to be random.
- 21:09 - Looting Denny's body. Denny's Special Face is a unique headwear. The key to that floor safe in the Dots Dinner is also with him.
- 21:48 - Equipping Denny's Special Face.
- 22:37 - Opening the floor safe with the key and collecting and reading the Found in Dot's Dinner Floor Safe note.
- 24:27 - Returning to Manchester Estate.
- 29:44 - Finding a skill book when using the elevator. The book type is random.
- 39:19 - Martin Eden. A book that is not readable.
- 40:05 - Manchester's Martin Eden holotape.
- 40:26 - Listening to the holotape while looking at the remains of Mr. Manchester.
- 41:44 - A closer look at Mr. Manchester's skeleton.
- 41:55 - Easter Potato (2 of 6).
There are more things left to do in An Evening With Mr. Manchester.
There are more things left to do in An Evening With Mr. Manchester.
View Details
https://3speak.tv/watch?v=realdcghoul101/qhgqeemh
I visit Sal's Sound Shack and solve more puzzles in the An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:51 - Inside Sal's Sound Shack. The Manchester - Sal's Critique note is on a music stand to the right.
- 02:01 - A few Sheet Music Books can be found here.
- 02:50 - First room to the left has some shelves and wooden boxes.
- 03:28 - I found nothing in the toilet, so I return to the main room.
- 04:14 - The Manchester - Upcoming Gigs note is on the wooden bookcase behind the counter.
- 05:52 - The Manchester - Jug Boys holotape is above the terminal.
- 06:26 - Lockpikcing the door. A briefcase containing Manchester - Letter to Sal is in the northwest corner behind a wooden bookcase. The note mentions Alexandria Arms, so keep that in mind for another moment.
- 07:49 - There is a wall safe in the northeast corner of the safe room. Another Sheet Music Book.
- 08:44 - I return to the main room and open the nearby door. A fridge and a Nuka Cola Vending Machine.
- 09:17 - The next door leads to the office. The guy on the couch had a rough moment. The Manchester - Note Found in Sal's Office can be taken from his hands.
- 09:53 - The Manchester - Sal's Memo is on the round table. Manchester recoding is on a vault (also known as a cabinet).
- 11:11 - The Manchester - Found In Sal's Reject Bin is between the desk and the vault.
- 11:42 - Hacking Saul's Computer. The Recording Vault Information reveals I need a password. The next step is to read the Autobiography.
- 12:27 - Clue: Sal was born in 2025.
- 14:27 - Clue: "By the time he was 20..."
- 15:02 - To unlock the vault, the password is 2045.
- 15:45 - Thinkgs found in the vault: Manchester - Mr. Manchester's Jingle (what really matters); The Contented Hobo; Tastes Like Gravy; Mr. Manchester's Special Brew; Sal's Conference Room Key (I lockpicked the door).
- 17:37 - Leaving Sal's Sound Shack and back to Manchester Estate.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/oqjnuqmb
I entered the Generator at the Manchester Estate. Now I have a puzzle to solve. This is the second episode of the An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:52 - A clue for the power system puzzle is the poster on the stall.
- 01:13 - The Bathroom Note is behind the Abraxo Cleaner and the toilet paper. Mr. Manchester didn't like the other poster.
- 02:05 - The papers on the tables are another clue for the puzzle ahead.
- 02:29 - Accessing the Power Grid Terminal. The system is explained in the notes.
- 05:15 - I have no memories of what I did, so use the switch in each box to change the colors as the following: Purple, purple, blue, purple, red, and red.
- 06:46 - Back in the Power Grid Terminal to activate it. I leave the place.
- 07:57 - The elevator isn't working yet. After some thought, I go upstairs.
- 09:54 - I activate the small switch on the wall. The Current Thoughts note is updated. I go downstairs and to the south.
- 10:59 - A trunk near the tree. I find the Manchester - Outdoor Entertaining Area note.
- 12:05 - I jump on the water and find the Hammer of Carlos mentioned in the note. I don't think Carlos was nearby.
- 12:41 - I go around the lake to reach the hut on the other side.
- 13:23 - The Manchester - Power Grid Note is in a toolbox on the dock. It was another clue for the puzzle in the generator room. Oh, well...
- 14:09 - There's a small green door on the boat. It requires a key I don't have yet.
- 14:32 - I enter the Fishing Hut.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/qdmjxudm
An audio log leads me to Manchester Estate. There, I'll discover many things from before the Great War. This is the An Evening With Mr. Manchester mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:42 - The "Manchester - A Cordial Invitation" audio log. You get the audio after leaving Vault 101 for the first time.
- 01:12 - After the message box, a note called "Manchester - Current Thoughts" is added to pip-boy to keep track of things. A map marker will be added to the map.
- 02:47 - Fast traveling to Jury Street Metro Station. Raider may shoot you from the roof of the nearby building.
- 03:40 - Talon mercs may spawn behind the old diner.
- 04:42 - Heading south/southeast. I found some Enclave units on the way.
- 07:47 - Discovering the Manchester Estate.
- 08:18 - The elevator isn't working yet.
- 08:33 - Going upstairs. The walkway will collapse after I step on it. I jump from the pipe to the concrete structure.
- 09:30 - I take the "Note in a toolbox" from the broken stairs to the east. The note contains information on the power system.
- 10:47 - There's a small switch at the bottom of the table. It drops the Manchester Safe Key.
- 11:24 - The Manchester - Security Note and other items are in the safe. The note mentions a fridge.
- 12:20 - I use the broken stairs to jump on the rock below. The Fridge of the Privileged is the one mentioned in the note above. I must find the key.
- 12:38 - I need a key to open the fridge.
- 13:05 - A copy of Lying, Congressional Style is on the table, under a wooden crate.
- 13:15 - I jump on the rocks near the pipes to reach the ground.
- 13:51 - Checking the garage. Found some scrap metal and other items.
- 14:48 - I go east and around the Manchester Estate. The Generator Room door is locked, so I move to the trailer truck.
- 15:17 - Some ghost related to the little skeleton lying there (I could be wrong). The screen was supposed to be blue (like in Vault 106), but ENB messes up some screen space effects.
- 16:06 - Trying to figure out what to do. I eventually find the mailbox among the debris from the fallen walkway. The "Manchester - from a friend" note was inside.
- 18:30 - I go to Mr. Holfenstein's house to the northwest. It's not that one (18:43). The man's name is next to the door. Approach the door and take the Manchester - Holfenstein note and the Manchester Nuka Fridge Key on the doorstep. Ignore the interior, as it was added by The DC Interiors.
- 19:25 - Reading the message. It tells what to do.
- 23:50 - I go to that locked fridge and open it with that key. I take the Mr. Manchester Special Brew.
- 24:43 - I return to Mr. Holfenstein's home to deliver the Brew. I approach the door, and the message pops up.
- 25:43 - The "Manchester - I knew you would return" holotape is on the doorstep. The man's robots repaired the broken walkway, and he now wants to drink the Brew and rest. Also, the Generator Room is now open.
- 27:28 - I go upstairs and cross the repaired walkway. The "Manchester - Current Thoughts" note is updated when a reach the door.
- 28:52 - I go downstairs and enter the Generator Room.
I'll continue exploring Manchester Estate in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/pobqrybr
I continue exploring the Tiger Manufacturing Facility. This is the third episode of A Note Easily Missed.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:42 - Opening the door to the left. Then, another door. I ended up in a room with some generators.
- 00:51 - A locker, a first aid box, and a tool cabinet.
- 01:21 - I failed to understand the purpose of that switch beside the light going on and off.
- 02:06 - Back to the previous area. The door on the left leads to a meeting room. A Note About New Partnership is on the table. It mentions a Mr. Manchester (wait for the next episode).
- 03:47 - Back in the room with the four terminals. Another look at the local map. I go to the corridor to the left. It's Frank's room.
- 04:02 - Interacting with the switch in the wall near the toy cars.
- 04:24 - The Assistant Director's Wall Safe is locked. I take the Note Found On Frank G's Desk.
- 04:39 - Checking the cabinets and lockers. I also take the 10mm pistol and ammo on the table.
- 04:51 - I read the note (nothing noteworthy). I access the Director's Console. The Unlock Director's Safe option gives you a Cognitive Challenge Criteria note. It's a puzzle involving the employee's salary.
- 07:04 - The Director's Console now has the Submit Cognitive Challenge Answer and the Cognitive Challenge 1.46A. I click on the second one and learn the information required to solve the puzzle.
- 07:54 - I submit the answer: 3, 4, 2, and 5. I can't show you how to get to the solution. I brute-forced my way and edited the video in a way you wouldn't notice.
- 08:23 - The safe is open. I take the Tiger Supply Key, the Inertial MicroChamber Delivery, the Tiger Bali 10mm Prototype, a Lying Congressional Style, and a Stimpak.
- 08:37 - The Inertial MicroChamber Delivery note mentions a truck at Corvega Factory.
- 09:22 - The Tiger Bali 10mm Prototype note shows what is needed to create the weapon.
- 10:10 - I return to the main corridor and leave the building.
- 11:35 - A dead Albino Radscorpion and a Protectron. Also, a Tyrannaclaw.
- 12:19 - I find Note In The Tiger Company's Dumpster behind the building (in a trash bin).
- 13:06 - A Bloodclaw to the northwest. I fast travel to Corvega Factory.
- 14:01 - I jump on the trailer truck and open the Metal Box With A Twist. The Inertial Microchambre was inside it.
- 14:21 - I lockpick the footlocker and find the Tiger System Manifest and other items.
- 15:58 - Back to the Tiger Manufacturing Facility.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/dtwjwlmt
I go to Tiger Manufacturing Facility and explore the abandoned building. It's the second episode of A Note Easily Missed.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:41 - Heading southwest to the Tiger Manufacturing Facility.
- 00:51 - Me getting distracted by a skeleton foot.
- 01:39 - Being attacked by the enemies in the Enclave Camp Rho near the building.
- 03:33 - Looting the dead, the camp, and reading the Enclave Field Research Terminal: Rho Camp.
- 04:58 - Entering Tiger Manufacturing with the Tiger Manufacturing Front Door Key. I tell the team to wait.
- 05:15 - Inspecting the entrance.
- 06:18 - Hacking the terminal on the desk.
- 07:29 - Going upstairs. I find Ralph and the Robot Service Terminal in the small room. Ralph is currently disabled as some components are missing.
- 08:30 - Heading downstairs and opening the first door. The Note Regarding School Functions is on the table.
- 09:11 - Accessing the Tiger Entry Control System (TECS). The New Password Procedures contains information on how to get a new password.
- 09:57 - I download the Last Employee Log to the pip-boy. The "new password text" in the audio is supposed to be that way.
- 10:05 - There's a Note Regarding Notes above the terminal.
- 10:59 - I use the Execute TEVP option in the terminal. The Assistant Director's name is Frank. The diorama contest sponsorship answer is the 12th. The new 10mm pistol's name is Bali. The number of terminals in the office is 4.
- 11:29 - I open the safe to take the Employee 1A420 Residence (SatCOM image), the "Regarding Employee 1A420: Gary Bisan" note, and the Tiger Employee Safe Key.
- 12:03 - The SatCOM Image reveals the location of Employee 1A420 house (Minefield). The paper mentions a safe from the Tiger Company in the employee's residence.
- 13:51 - I leave the place and fast-travel to Minefield. The house is to the right, near the. I open the with the Tiger Employee Safe Key.
- 15:01 - The safe contains Gary's Birthday Note To His Wife, the Note Regarding the Employee Presentability, and the Tiger Manufacturing Key.
- 16:43 - I return to the Tiger building and open the locked door with the Tiger Manufacturing Key.
- 17:16 - I go to the left side first, then to the right. There's some food in the presentation room.
- 18:17 - Heading downstairs. The first door to the left is the cafeteria, and to the right is a small breakroom. A DC Journal of Internal Medicine and the Letter In Tiger's Manufacturing's Breakroom are on the table.
- 18:39 - The note reveals something happened to Gary's wife (Sheyla). The holotape in the guy's home mentions her birthday.
- 19:20 - The dresser has a Tiger Manufacturing Advertisement.
- 19:43 - To the cafeteria. The Note In The Cafeteria is on a table to the left. Also, some Yummy Cookies on the red plate.
- 22:38 - The Note Concerning First Aid Supplies is in the first aid box near the Jukebox.
- 24:14 - I follow the path to the left, still in the cafeteria. There are two doors. After thinking a little, I go to the right first.
- 24:31 - I reach a room with some machinery. The "Tiger - Regarding the new Construction Engine note" is on a table to the left. The machine can craft a prototype weapon.
- 25:48 - The table has a standard 10mm pistol. Keep the gun with you. Scrap metal and Wonderglue can be found in the room.
- 26:31 - Checking the terminal. It seems Gary baked his wife's birthday cake in the machine. A bad idea.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/ekmpefhp
A piece of paper leads me into an interest exploration. This is A Note Easily Missed mod created by Puce Moose.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:43 - Sunrise near Sewer Waystation.
- 01:04 - I read the A Note Easily Missed. It will show up in the pip-boy after you leave Vault 101.
- 01:51 - Heading to Super Duper Mart as the note mentions it.
- 02:40 - Sniping the raiders outside. I enter the place alone.
- 03:53 - More raiders inside. I stealthily kill most of them.
- 06:43 - Looting the dead and killing more raiders.
- 08:07 - Killing the remaining enemies behind the counter.
- 09:11 - Looting the dead. I jump on top of the shelves.
- 11:34 - One skeleton and a package between the shelves to the north. The package contains BrainBlast Pills, Yummy Cookies, and a Note From A Lonely
- 12:40 - Puce Moose mods have a lot of notes, terminals, and other things to read. Pay attention.
- 13:12 - Leaving the place. I then go to Springvale School, mentioned in the note found.
- 15:12 - I sneak in alone to eliminate the raiders. They are too stupid to find my position.
- 16:14 - Now they know where I am. I go upstairs and fight more of them.
- 17:25 - Killing all the raiders in the library.
- 18:25 - A safe and the Tiger Manufacturing Terminal are on the wall with the tiger poster.
- 19:39 - The first and second options in the terminal have information that will be used in a quiz. Pay attention.
- 23:49 - The Tiger Quiz answer: 1976, Streak, Dehalia. I receive the Tiger Kid's Safe Key and the "Tiger Quiz Winner!" note.
- 24:50 - I open the safe and take an Ice Cold Nuka Cola, the Tiger Manufacturing Facility (location), and the Tiger Manufacturing Front Door Key. The place is southwest of Canterbury Commons.
- 25:10 - Leaving Springvale School. I almost left some raiders alive.
- 27:08 - Fast traveling to Canterbury Commons. The ants were friendly, but the Deathclaw Matriarch that appeared near the town entrance wasn't. Heck, the ants helped in the fight.
- 29:04 - Selling some stuff to Joe Porter.
We'll enter Tiger Manufacturing Facility in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/yofejfzu
In this episode, I go to Wagner's Cavern. It's one of the Rumble Zones added by A World Of Pain. We're almost there, guys.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
The timestamps are below:
- 00:36 - From Festinger's Chasm to the Republic of Dave. From there, I head northwest.
- 02:37 - Avoiding a Deathclaw.
- 05:09 - Discovering Wagner's Cavern. I unlock the door with the Rumble Zone Access Keycard.
- 05:48 - Looting the lockers and cabinets.
- 06:33 - All the Yao Guais are friendly because of the Animal Friend perk.
- 06:59 - I go deeper into the cave.
- 08:27 - Crossing the rope bridge and approaching a tent on the other side.
- 09:20 - Looting the area around the tent.
- 10:17 - Gary 7 is behind some radioactive barrels to the left of the tent.
- 10:36 - Lockpicking the tent door. Frag mines and ammo are on the cabinet to the left.
- 11:22 - A Dean's Electronics on the filing cabinet to the left.
- 11:36 - A plasma mine and a grenade box. First aid boxes on the metal shelves. Some Rad-X, RadAway, and pre-war books are scattered around.
- 12:53 - Outside the tent, I go deeper into the cave.
- 13:36 - A Large Refuse Pile.
- 13:46 - Peaches is the boss. You have to eliminate the creature to get the Reward Box Keycard 7.
- 14:35 - A dead Wasteland Adventurer and two Large Refuse Piles. Also, a Dart Gun.
- 15:49 - I use the path to the left of the rope bridge to reach the cave's lower area. Beware of the radiation.
- 17:58 - Another Large Refuse Pìle. I turn right and see the Reward Box on a table.
- 18:50 - Back to the entrance. Inventory management.
- 22:36 - Some supplies near the exit. I open the door with Reward Box Keycard 7.
- 23:12 - I fast-travel to Chevy Chase East. Super Mutant Overlord to the southwest.
I'll update the post later. Bye.
View Details
https://3speak.tv/watch?v=realdcghoul101/yzxlwhwj
In this episode, I go to Festinger's Chasm, another Rumble Zone added by the A World Of Pain mod.
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:46 - From Megaton, I fast-travel to Festinger's Chasm. The place is northwest of Corvega Factory.
- 01:29 - I entered the tent when I discovered the place in a previous episode. There's some ammo on a crate.
- 02:30 - I use the Rumble Zone Access Keycard to unlock the door to Festinger's Chasm. There are some crates and boxes with some loot on the way down.
- 03:22 - AWOP locations can be really dark. A night vision mod is recommended.
- 03:31 - Super Mutants on the path to the left. Grenades for crowd control.
- 03:41 - That glowing red circle is an issue I have in some areas - with individual scopes - while using ENB.
- 04:41 - Sniping more Super Mutants.
- 05:49 - Missile Launcher, grenades, and FN FAL to kill another group.
- 07:52 - I loot the dead before moving forward and around the fenced area at the center.
- 09:37 - More enemies to the right. I place the team near the corner before I go ahead to place some frag mines.
- 11:44 - Missile Launcher and grenades again. Even a Behemoth showed up. I should've placed more frag or plasma mines.
- 12:52 - Buttons, a unique Centaur, also show up to attack. I equip the Lewis MK II Machinegun to dispatch the enemies faster.
- 14:05 - Healing the team and looting all the dead mutants. Buttons have the Reward Box Keycard 2. The box itself is at the bottom of the fenced area.
- 16:55 - More Super Mutants ahead. I placed more frag mines before attacking.
- 19:30 - More loot. I go forward and around the fenced area at the center.
- 20:31 - Quickly eliminating the remaining enemies.
- 21:07 - Radiation ahead.
- 21:38 - The local map. As you can see, were are back near the entrance tunnel. I go through the gate and down the pit.
- 21:55 - A Radiation Suit Case behind some containers.
- 22:11 - I didn't see the table with ammo boxes and balloons before.
- 23:01 - I run around the cave and find two Nuka Quantuns inside a box.
- 24:12 - Back to the gate and to the lower area. Beware of the radiation and some remaining mutants.
- 25:02 - The Reward Box is on the table with some balloons. It's time to leave the place.
- 27:03 - It's good to be outside. Inventory management time.
Another Rumble Zone completed. Another one awaits in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xwjkzfmw
Rosenhan Brewery is another Rumble Zone of the A World Of Pain mod. Have you ever Druken Mirelurks?
Note: ENB replaces Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
Timestamps for you:
- 00:36 - Megaton folks really like me.
- 01:20 - Fast traveling to Rosenhan Brewery. The place is south of Dukov's Place.
- 01:40 - Attacking the Raider Camp nearby. Looting the place.
- 03:43 - Unlocking the door with the Rumble Zone Access Keycard.
- 03:52 - The dead Brotherhood Outcast had an Outcast's Orders note.
- 04:51 - Looting the entrance. Some ammo boxes are near the door.
- 05:27 - You'll find a Nuka Quantum and some lockers in the room to the left.
- 05:54 - Many Mirelurks on the factory floor. The Overlord on the catwalk is the first to go (Imperfection mod).
- 06:32 - Venonlurks ahead (The Mantis Imperative mod). I'll have a lot of food for the time being.
- 08:22 - Going upstairs and to the catwalks.
- 09:58 - To the foreman's offices on the catwalks.
- 10:37 - A first aid box and safe in the second office. A DC Journal of Internal Medicine is in the safe. You may find some ammo in the other containers.
- 11:38 - Proceeding to the east area. More Mirelurks in the catwalks.
- 12:20 - The Druken Mirelurk is having issues climbing the stairs.
- 13:40 - Shooting another Drunken Mirelurks in the north section of the brewery.
- 15:28 - There are supplies scattered around the factory floor
- 16:40 - There is a dead Outcast in the southwest corner. Plasma mines can be found around him.
- 17:16 - I can't reach the catwalk from here, so I return to the previous area and use the stairs.
- 17:51 - In the foreman's office, a Mirelurk King was standing there.
- 18:10 - Mentats in the briefcase. The Reward Box requires a key I don't have yet.
- 19:10 - There's a dead Outcast with a Fatman and two Mini Nukes (one in his inventory) at the northeast end of the catwalk.
- 19:43 - Inventory management.
- 20:41 - Entering the Rosenhan Brewery Offices.
- 21:29 - A pre-war book on the toilet to the right.
- 22:04 - Mirelurk King and others in the northeast room.
- 23:09 - Checking one of the offices. There's a hole in the floor near the door.
- 23:49 - Checking the cafeteria. Next, I go through the corridor and then downstairs.
- 24:46 - Fighting Shandy. The boss of this Rumble Zone. I take the Reward Box Keycard 3 from its body.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/sfllzqxz
Fort Lewis is the fourth Rumble Zone of the A World of Pain mod. Be careful. There are many sharp claws here wanting to kill you.
Note: ENB shaders replace Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer. I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:36 - Heading south to the parking lot near Takoma Industrial.
- 01:34 - On top of the truck sniping the Super Mutants.
- 03:47 - Looting the dead.
- 04:25 - I entered the Auto Shop. Nothing to see there.
- 05:17 - Heading west and unlocking the Door To Takoma Park Tunnel with the keycard found in the previous Rumble Zone. The small asterisk near the door names, it's a feature of the lStewieAl's Tweaks mod.
- 05:23 - That fog is way too blue.
- 05:28 - Ammunition boxes near the metal beam.
- 06:02 - One Stealth Boy is in a briefcase in the southwest corner.
- 06:15 - Ladder to Takoma Park (Fort Lewis).
- 06:28 - A rare 32 Cal. Submachine Gun on a gun case near the outside.
- 06:41 - I unlock the door to Fort Lewis with the Rumble Zone Access Keycard.
- 07:16 - Many Deathclaws ahead. A place some mines around the entrance. The Deathclaws attack.
- 08:23 - Throwing some grenades. The explosions detonated a Mini Nuke to the southeast, killing some Deathclaws and almost me. Remember that the Epic Mini Nukes mod increases the blast radius.
- 08:58 - Using a Frenzy to boost some stats.
- 09:16 - Killing the remaining Deathclaws in the area. They can't walk through the door frames.
- 10:41 - Another Matriarch. Door frames make the fight easier.
- 11:53 - Healing the team. Don't worry about Star Paladin Cross. She'll wake up eventually.
- 12:07 - Looting the area and surrounding rooms.
- 13:05 - Ammo boxes on the counter.
- 13:39 - Checking the east side of the building. A storage room with ammo and medical supplies is behind the locked door.
- 15:05 - Going upstairs, then back to the ground floor. Finally, to the corridor leading to the other side.
- 15:42 - Room with a safe near a locker. One Stealth Boy was inside it.
- 17:07 - Back east through the corridor and then to the south.
I'll update the post with more timestamps later.
View Details
https://3speak.tv/watch?v=realdcghoul101/qecgllly
Sperry's Quarry is the third Rumble Zone of the A World of Pain mod. Get ready to kill some radscorpions.
All the episodes from now on were recorded on a more powerful computer. ENB now replaces Reshade, Cinematech, Dynavision, and other visual mods.
Note: I re-recorded some parts of my walkthrough as I was dissatisfied with the quality of some videos - episodes 210 to 238 - recorded with the older computer (low frame rate and pixelation).
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:56 - Fast traveling to Sperry's Quarry.
- 01:16 - I open the door with the access keycard looted from Blacktooth Publishing.
- 01:52 - Ammo boxes near the inner door.
- 02:26 - The area is really dark. A night vision mod helps a lot.
- 02:43 - The common radscorpions are not hostile toward me. Maybe it's an FWE, MMM feature with the Animal Friend perk, or a bug.
- 04:13 - Be careful with Albino and Massive Radscorpions.
- 05:34 - Ignore the reddish ball when using scopes. It's an issue with ENB and Thermal Vision.
- 05:38 - Looting the trailer truck.
- 06:59 - A footlocker near an old military. AWOP adds new consumables like the Wake Up Brew.
- 08:14 - Checking the local map. I go deep south into the base.
- 09:06 - More Massive Radscorpions.
- 11:05 - I approach some old machinery.
- 11:55 - Parsely is the boss-level enemy and can kill you fast. Don't forget to take the Reward Box Keycard 5 from his body.
- 13:02 - One Massive Radscorpion and two Albinos behind the machinery.
- 14:05 - I open the Reward box on the table.
- 15:00 - Walking around the cave. It's easy to get lost in the darkness.
- 19:12 - Finally found the exit.
- 20:08 - Back to Megaton. Inventory management.
- 22:12 - Fast traveling to Takoma Park. Don't fast-travel straight to Takoma Industrial, or you could be surrounded by enemies!
- 22:32 - Talon Mercs vs. Super Mutants. It's missile launcher time.
- 24:36 - Fighting the random Behemoth that spawned (Marts Mutant Mod). Hang in there, Fawkes.
- 26:10 - Looting the dead.
- 27:57 - Heading north. Some dead Talon Mercs and some supplies in the tent.
- 29:28 - Heading into the home at the end of the road. More Talon Mercs on the path to Takoma Industrial.
- 30:46 - More Talon Mercs on the path below. I slipped at the edge of the rock. The battle started.
- 31:59 - All Talon Mercs killed.
I'll face the dangers of Fort Lewis in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/dabeughj
Now it's time to explore Blacktooth Publishing, the second Rumble Zone of the A World Of Pain mod.
All the episodes from now on were recorded on a more powerful computer. ENB shaders replace Reshade, Cinematech, Dynavision, and other visual mods.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:36 - Fast traveling to the Talon Warehouse (also from this mod).
- 01:36 - Heading south.
- 04:26 - Killing some raiders north of the Red Racer Factory.
- 05:34 - Heading west and discovering Blacktoothe Publishing. I unlock the door with the keycard collected in the previous Rumble Zone.
- 06:45 - The Reward Box on the counter needs a key. I enter the Blacktooth Publishing Level 1.
- 07:00 - Not all dogs in Level 1 are hostile (Animal Friend Perk). While the team kills them, I check the toilets to the west.
- 07:56 - A Nuka Cola Quantum on the vending machine.
- 08:03 - Entering the rooms to the north. I continue looting the place while the team does the dirty work.
- 08:35 - A locked safe and then a locked desk.
- 09:25 - Stairs to the floor above. More things to loot.
- 10:15 - Door to the hallway. I check the other rooms.
- 11:40 - Lockpicking the door next to the Level 2 entrance.
- 12:29 - Returning to the floor below. I forgot to open a door at the end of the corridor. Some ammo and medical supplies were there.
- 13:23 - Back upstairs. I need to find a key to unlock the door to Level 2.
- 14:22 - Fluffy has the Level 2 Keycard. You'll have to kill it.
- 14:48 - Level 2 is inhabited by Mole Rats. Not all of them are hostile (Animal Friend Perk)
- 15:16 - While Dogmeat goes hunting, I check the toilet near the entrance.
- 15:55 - More mole rats in the rooms after the pool tables.
- 16:46 - A Food Mixer. You can create unique recipes if you have the ingredients.
- 17:09 - The Lurk Stew Recipe is near the Food Mixer.
- 17:54 - To the other rooms. Flopsy - a unique Mole Rat - was found in the room with broken walls. I take the Level 3 Keycard.
- 18:55 - Looting the surrounding before going forward.
- 19:55 - I go through the broken wall near Flopsy's body. There are ammo boxes near the containers.
- 20:54 - Door to Level 3. I order the team to wait while I shot the Fire Ants.
- 22:08 - More Fire Ants through the broken wall. I go upstairs and find more of them.
- 23:03 - The rooms to the south are the home of a Fire Ant Queen called Nutmeg.
- 23:56 - Killing the remaining Fire Ants on the floor below.
- 24:50 - Looting the place. Nutmeg has the Reward Box Keycard 6 and Ant Queen Pheromones. Fire Ants have Fire Ant Nectar.
- 26:06 - Ammo and first aid boxes on the floor above the Fire Ant Queen.
- 26:41 - Scrap metal and other stuff near the stairs I used.
- 28:11 - Calling the team and returning to Blacktooth Publishing Entrance.
- 29:58 - Opening the Reward Box and unlocking the door to the outside.
I'll fight in another Rumble Zone in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/eycpjdoz
In this episode, I'll investigate Fort Detrick, one of the many Rumble Zones controlled by Zeus. It's a World Of Pain.
All the episodes from now on were recorded on a more powerful computer. ENB shaders replace Reshade, Cinematech, Dynavision, and other visual mods.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:44 - Reading "A Note From Zeus." You find this note on all the Air-Dropped Crates scattered across the wasteland. It's one way to find your way to Fort Detrick.
- 01:44 - Fast traveling to Big Town.
- 02:15 - First, I go northwest to kill some Super Mutants in the trailer truck.
- 02:59 - VATS time.
- 03:18 - Sorry about that, Fawkes. Also, looting the dead.
- 04:11 - Heading east past Big Town.
- 05:01 - A Bloodclaw in the distance (Imperfection mod - main file and Broken Steel support).
- 06:19 - Discovering Fort Detrick.
- 06:29 - There's a destroyed shack above the entrance. There are ammo and containers there.
- 06:39 - Regulator's Report 2 on top of a locked crate (very easy). The Regulator's Report is inside it. The menu showing the contents of the containers is the Loot Menu mod.
- 07:32 - A Sheriff's Hat is on the floor.
- 07:47 - Entering Fort Detrick with Fort Detrick Keycard. The key is all found in the Air-Dropped Crates scattered across the wasteland.
- 08:17 - A grenade in one of the trash bins. Ammo boxes to the right.
- 08:55 - I lockpick the door to the right (security sign).
- 09:25 - Ammo and one Stealth Boy on the Gun Cabinet. Stimpaks and ammo boxes are on the metal shelf.
- 10:03 - To the next door to Fort Detrick. The small asterisk near the door names, it's a feature of the lStewieAl's Tweaks mod. The asterisk shows which places haven't been visited yet.
- 10:24 - The door on the left is where I need to go. The blue door is locked for now. The stairs lead to the lower area.
- 11:41 - The gate to the left is locked (for now). I'll position the team here.
- 12:59 - To the room with the terminal. The reward box under the table requires a key I don't have yet.
- 13:33 - Reading the Fort Detric Security Terminal. The welcome message reveals another Rumble Zones in your pip-boy.
- 15:20 - Using the terminal to open the gate. There are many feral ghouls ahead (Glowing ones and Reavers included). Some grenades will make your life easier.
- 16:17 - Killing the remaining ghouls.
- 16:51 - Inspecting the corpses. I thought the key was with one of them.
- 17:35 - Upstairs to the catwalks. More ghouls in the rooms to the south.
- 18:22 - The blue door is the same one seen at 10:24. I jump on the other side of the broken catwalk. Two ammo boxes were on the other side.
- 19:11 - Back to the next area to the south. Killing more feral ghouls with the Burnmaster.
- 22:35 - The East Wing is where the remaining Ghouls are, including on boss-level enemy.
- 27:21 - placing some landmines.
- 28:02 - Woody (the boss) has a keycard to open the Reward Box.
- 31:08 - Open the Reward Box, and don't forget to take the Rumble Zone Acess Keycard to open the next Rumble Zone.
More rumble zones in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/mssayhbw
I investigate the Captain's Bomb Shelter and the Wattz Bomb Shelter, the last two shelters added by A World of Pain mod. ENB shaders replace Reshade, Cinematech, Dynavision, and other visual mods. All the episodes from now on were recorded on a more powerful computer.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:33 - This is an episode I recorded again to replace the old video. I was dissatisfied with the old video quality.
- 00:48 - Lockpicking the Sewer Entrance.
- 01:21 - Hacking the Turret Terminal.
- 01:41 - Telling the team to wait. There is a frag mine on the floor.
- 02:00 - A Water Purifier you can use. You must have Dirty Water.
- 02:31 - Opening the next door. Ammo boxes, frag mines, and grenades are on the shelves to the right. The menu showing the contents of the containers is the Loot Menu mod.
- 03:38 - A Pristine Vending Machine. You can add Nuka Cola and turn it into Ice Cold Nuka Cola.
- 04:00 - A Food Mixer. I have the ingredients to make Hunters Fry Up. AWOP food has some interesting stat boosts.
- 05:14 - Chems and other items on the bathroom shelves.
- 05:23 - More ammo and items on the cabinets.
- 06:37 - I go further into the cave. The terminal on the desk has notes about the place.
- 11:32 - To the left, a workbench and bookshelf with ammo and pre-war books.
- 12:16 - An extra schematic for the Nuka Grenade is on the workbench. Nothing happens if you have the three ones in the vanilla game.
- 12:32 - To the path with the green light. Water and beverages are on the shelves.
- 12:58 - Instead of moving forward, I go down the path to the right (red lights).
- 13:18 - Metal boxes to open.
- 13:43 - A fireplace, a shooting range, and burial mounds. A Captain Cosmos: A True American Hero is on the burial mound to the left. Those items have no purpose other than being sold or collected by you.
- 14:30 - I jump into the flooded area to check the underwater.
- 15:06 - There's a dry area on the other side of the cave. A locked safe is there (very hard) with a Captain Cosmos Vs. The Iron Sheik.
- 16:41 - I jump on the boa to open the first aid box.
- 16:51 - Back to the other side. I return to the green light path.
- 17:20 - Conductors, scrap metal, and other items on the shelves. Some Mesmetron Power Cell on the left and a Stealth boy on the right.
- 17:47 - The tunnel leads into a chamber. A bed and first aid boxes are to the right.
- 18:27 - The smaller chamber has a room with a couch, a larger bed, a jukebox, and more.
- 18:51 - Food and Nuka Cola Quantum on the Nuka Cola Fridge
- 19:11 - More items on the wooden bookcase. A Captain Cosmos Vs. The Time Spiders near the TV.
- 20:06 - Returning to the entrance. Now I have some Dirty Water to purify in the machine.
- 21:12 - Fast traveling to the Republic Of Dave.
- 21:25 - What the heck happened. Why the brahmin is on fire?
- 21:36 - Heading southeast. Some Talon Mercs spawned in the nearby Canyon LeanTo (The Regulators mod). It's VATS time.
- 23:31 - Looting the dead. Inventory management.
- 26:24 - The Raiders and the Mtn Top Shack are from The Regulators mod.
- 27:35 - More bodies to loot.
- 28:38 - The Wattz Bomb Shelter is a few meters to the southeast, between the rocks.
- 29:07 - Wait, where is the team?
- 29:32 - Radiation Suits, ammo, pulse mines, and more on the shelves to the left.
- 29:57 - I didn't see the Turret. I place some pulse mines before going downstairs.
- 31:40 - Pulse grenades for the Sentry Bots. Wattz Protectrons 2300 attack.
- 32:32 - Ammo and laser pistols.
- 33:28 - Did I miss a safe on the counter? Behind the two metal boxes.
- 33:44 - To the quarters.
- 33:57 - First room to the right is blocked by debris. The first to the left is open.
- 34:17 - A Lab Technician Outfit is on the bed.
- 34:37 - Second room to the left is locked (very hard). I go to the room on the right first.
- 34:51 - The Wattz Auto-Laser Prototype is on the floor near the bed and skeleton. The ammo used is Electron Charge Packs (not Micro Fusion Cells).
- 35:17 - Accessing Mulligan's Terminal. It's reading time.
- 38:16 - Back to the locked room. It's lockpicking time.
- 38:42 - Another Lab Technician on the Cabinet.
- 38:50 - A Big Book of Science on the bed. I don't remember which mod changed the book textures.
- 39:34 - The local map. I checked everything (probably).
- 39:40 - Testing the Wattz Auto-Laser Prototype.
- 40:18 - I can't believe I missed the safe again.
- 40:36 - Leaving the place. The team shows up after disappearing.
- 40:57 - Heading southwest. I'll test Wattz Auto-Laser Prototype on some Albino Radscorpions.
All the Bomb Shelters were visited. That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/ebskrocs
In this episode, I visit the Survivalist's Shelter, the Family Bomb Shelter, and the Sportstar's Bomb Shelter. All locations were added by the A World of Pain mod.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:36 - I'm west of Springvale School. The lightning storm continues.
- 00:50 - I go west and discover the Survivalist's Shelter near a ruined house.
- 01:08 - I attack Enclave Camp further west.
- 01:32 - That Super Mutant Enforcer was refusing to die.
- 02:48 - Another Enforcer. By the way, I'm using Colonel Autumn Laser Pistol (new mesh by either EVE, FWE, or RH Ironsight)
- 03:57 - A Pit Dog further away.
- 04:23 - Looting the dead and the camp itself.
- 05:33 - Entering the Survivalist's Shelter.
- 06:40 - To the room to the left first. There's a gun cabinet and some items scattered around.
- 07:40 - The room to the right is the bathroom.
- 07:57 - The hole in the wall on the right lead to a storage room. Many ammo boxes, bobby pins, and a workbench.
- 08:20 - A unique (or rare) Re-enforced Leather Armor is on top of a trunk.
- 09:14 - Leaving the place.
- 10:04 - The Family Bomb Shelter is east of Evergreen Mills and west of Calverton Sewer (AWOP).
- 11:26 - The shelter entrance is behind the westmost ruined house.
- 11:47 - The interior is irradiated.
- 12:18 - Checking the Reactor Control Terminal.
- 12:35 - To the path to the right. As I enter the next room, the combat starts. June Peters and Joseph Peters - named Glowing Ones - attack me.
- 13:23 - A Nuka Cola Quantum near the bookshelf and behind a glass pitcher.
- 13:40 - The Model Home on the desk has some Mentats.
- 14:24 - (Bedroom to the right) Another Nuka Cola Quantum between the bed and the wall.
- 14:32 - (Bedroom to the left) Wardobres, crates, and other containers.
- 15:01 - Accessing Joseph's Terminal.
- 16:24 - A safe on the wall. It's behind a poster and some crates.
- 16:46 - Looting the main room.
- 17:52 - The kitchen. Some food is irradiated.
- 18:19 - Leaving the shelter. Tommy's body was near the exit, where he attacked the team.
- 19:05 - I'm at Dunwich Building. I kill a Badass Bloodclaw to the northwest (Imperfection mod - main file and Broken Steel support).
- 20:33 - I continue northwest through the rocks.
- 21:18 - A rare Pigrat (friendly) and a Deathclaw.
- 21:45 - I'm at F. Scott Key Trail & Campground. I take some items around the place.
- 22:30 - An Air-Dropped Crate (AWOP) on some rocks to the west. I'll cover the unmarked quest related to it soon.
- 23:00 - The Sportstar's Bomb Shelter is to the southwest.
- 23:38 - A random encounter to the south (Robot Scavenging). The shelter entrance is also in the area below.
- 23:58 - Trading with the Scavenger. Don't get too close to the robot it destroyed, or he'll attack you.
- 24:32 - Entering the Sportstar's Bomb Shelter. One turret guards the area downstairs.
- 26:02 - Lockpicking the Gun Cabinet. Also, one RadAway and ammo are on the left.
- 26:32 - An extra schematic for the Bottlecap Mine on the desk and near the safe. Nothing will happen If already you collected the three schematics from the vanilla game.
- 26:46 - AWOP food and drink. Also, Mesmetron Power Cells are in the cabinet.
- 26:58 - A rigged terminal on the table.
- 27:13 - A locked safe (very hard). A Grognak The Barbarian was inside.
- 27:47 - More boxes. I missed one Bottlecap Mine on the floor near the toilet sink.
- 28:08 - More items near the bed.
- 28:43 - A pressure plate near the generator and a rigged shotgun on the bunk bed.
- 29:11 - Totally missed the tripwire near the stairs.
- 29:19 - Leaving the shelter and fast traveling to Oasis.
- 31:08 - There's a bomber shelter to the north.
- 31:34 - To the west. An Adventurer crosses the rope bridge (NPC Travel mod).
- 32:23 - Lieutenant Gutsy attacks from the north.
- 32:48 - Selling some things to the Adventurer.
- 33:23 - Enclave Camp between the rocks to the west.
- 34:20 - Looting the dead. Inventory management.
- 37:14 - Heading north, then east around Oasis.
- 38:31 - Some raiders ahead.
- 38:56 - A box behind a traffic cone. The Sewer Entrance to Captain's Bomb Shelter is to the left of the box.
I'll explore the Captain's Bomb Shelter in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xpmqkawv
In today's episode, I visit the Hoarder and the Infested Bomb Shelters. Both locations were added by the A World Of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:36 - I fast-travel to the Talon Warehouse (also from this mod).
- 01:27 - The Deathclaw Young body got stuck near me.
- 01:45 - I head west towards the Hoarder's Bomb Shelter.
- 02:40 - Testing the LX Plasma Rifle (EVE) I bought from Moira in the previous episode. I approach the ruined house.
- 03:42 - Lockpicking the bomb shelter entrance.
- 04:17 - A turret was guarding the shelter.
- 04:47 - Looting the shelter entrance.
- 06:14 - Lockpicking the cabinet.
- 06:25 - The living quarter.
- 06:43 - A Mini Nuke is on top of the Tool Cabinet.
- 06:57 - A Dean's Electronics is under the bed.
- 07:03 - A gun case under the same bed.
- 07:21 - A Turret Terminal Note is on the desk.
- 07:54 - Lockpicking the safe in the wall.
- 08:23 - Looting the remaining containers and shelters.
- 10:04 - Leaving the Hoarder's Bomb Shelter.
- 10:34 - I fast-traveled to Cooper's Hotel and headed north. A lightning storm begins.
- 11:28 - Sniping the raiders spawned under the water tower. The spawn point was added by The Regulators mod.
- 12:34 - A Mister Gutsy attacks the raiders.
- 13:41 - Looting the dead.
- 15:02 - Enclave Super Mutant on the Enclave Camp. The nonhostile Super Mutant Is Uncle Leo, as part of The Super Mutant Philosopher's random encounter.
- 16:43 - Saying "Hi" to Uncle Leo.
- 17:20 - Sniping the Enclave at their camp.
- 20:15 - Accessing Enclave Field Research Terminal.
- 21:57 - Looting the dead and the camp.
- 22:41 - Inventory management.
- 23:37 - The Infested Bomb Shelter entrance is next to the ruined house.
- 24:02 - The place is infested with Radroaches. The Big and Huge types were added by AWOP.
- 24:26 - I enter the room to the north and go forward, killing more Radroaches.
- 24:52 - More Radroaches to the east.
- 25:18 - I go east, then north, then east again. I reach an area with many meds.
- 26:20 - Lockpicking the safe in the wall near one of the beds.
- 26:51 - Looting the cabinets.
- 28:04 - Back to the corridor as was at 25:18.
- 28:23 - I killed a Legendary Radroach.
- 28:53 - I enter the toilet to my right. One first aid box on the wall.
- 29:31 - Lockpicking the door at the west end of the corridor.
- 29:44 - Looting the shelves.
- 30:13 - Back to the entrance. Another Legendary Radroach spawned and attacked.
- 32:25 - Leaving the Infested Bomb Shelter.
- 32:51 - To Cooper's Hotel to sell stuff to The Taxidermist.
- 36:27 - Leaving Cooper's Hotel.
- 37:13 - Sunset during the stormy weather.
There will be more AWOP content in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/kvrvykqd
I visit the Nuka Cola Worker's Bomb Shelter. It's a location added by the A World Of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:36 - I'm northwest of the Nuka Cola Plant. The sandstorm continues.
- 01:03 - I enter Nuka Cola Worker's Bomb Shelter.
- 01:36 - Opening the door to right and going downstairs. Two NukaLurks are on the room to the left.
- 02:28 - Inspecting the room.
- 03:07 - Lockpicking the door on the right (very hard).
- 04:10 - Inspecting the office. The metal cabinet on the right has Sheriff Hat and a Security Armor (black). Also, ammo and other items on the shelves.
- 06:33 - I return upstairs. I missed a room there.
- 07:08 - Back downstairs. I keep moving forward and attack the NukaLurks to the areas to the north.
- 08:05 - More NukaLurks on the hallway. I turn west and reach a flooded area filled with NukaLurk Younglings.
- 10:17 - Swiming on the Nuka Cola and collecting NukaLurk meat.
- 11:11 - Looting the desks and other containers.
- 12:03 - Almost missed a door in the flooded area. The Nuka Cola Shelter Master Key was on the locker to the right.
- 13:02 - More NukaLurk meat on the hallway. I enter the infimary.
- 13:18 - Unlocking the door with the key. Medical supplies and Nuka Cola Quantum.
- 13:49 - The other room has a RadAway. Check the crates and first aid boxes around the area.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/myjzocht
In this episode, I investigate more locations added by A World Of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:35 - I'm west of Springvale School. It's morning, and a sandstorm is happening.
- 00:58 - Heading west towards the elevated highway. I discover Bisley Shack under it.
- 01:46 - Lockpicking.
- 02:13 - A Grognak The Barbarian on the metal shelf to the right.
- 02:25 - Accessing Bisley's Terminal. It's reading time. The last note mentions bomb shelters, like the one in Springvale Sewer.
- 04:34 - It was hard to find, but the map marker added after reading the terminal was the Penn Ave Business Estate.
- 05:00 - Looting the shack.
- 05:16 - A Mini Nuke on the cabinet.
- 05:47 - A Dean's Electronics under a book on the workbench.
- 06:08 - Back outside. I fast travel to Penn Ave South. I go north, then I turn east on second street.
- 07:07 - I approach the fence near the building to discover Penn Ave Business Estate. The door entrance almost overlaps the door added by New Mall - Franklin Mall mod.
- 07:42 - Raiders inhabit the building.
- 08:30 - Hacking the terminal near the entrance. I unlock the safe and find the Security Key.
- 09:00 - Checking the room behind me. I unlock the next door with the key and loot the two gun cabinets.
- 10:05 - Looting the entrance.
- 11:01 - To the hallway. I enter the room on the left and sneak attack the raider.
- 11:50 - Lockpicking the door on the left and inspecting the two other rooms.
- 13:11 - Back in the hallway. There are two raiders to the north.
- 14:03 - The briefcase in the broken elevator had a Psycho.
- 14:00 - The path continues behind the container. I open the door with the Security Key. I see a terminal and another door. I return to the hallway instead.
- 15:53 - Taking the stairs to the first floor above. Another grenade on the poor raiders.
- 16:36 - Going upstairs to the second floor. Another grenade for the Raiders.
- 17:14 - That door leads to the upper floors.
- 17:30 - The floor on the room to the left has collapsed entirely. I don't see anything of value.
- 17:41 - Downstairs to the floor below. I loot the dead raiders and go south through the hallway.
- 18:21 - I enter the room to the west, unaware of the remaining raiders. I kill one while the other run downstairs.
- 18:59 - She ran to the area I was at 14:00. The floor from the rooms above collapsed and fell in the area behind the last door.
- 19:24 - Ammo and first aid boxes near the skeleton.
- 19:59 - I try to jump on the floor above.
- 20:32 - I'm not sure, but the terminal in the previous corridor must open the door the raider opened when fleeing.
- 20:48 - I failed to jump again.
- 21:16 - I gave up and went to the first floor. I return to where I bumped into the raiders (18:21).
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/oztkzshs
This is the third episode in the ruins of Crystal City. It's a place added by the A World of Pain mod.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:35 - The terminal that opens that door is broken. Maybe there's a key to open the door.
- 00:44 - I can't use the Sector D Access Terminal to open the door next to it.
- 01:01 - The path to the quarters (Sector B) is blocked by debris.
- 01:10 - A Magnum and ammo on the table.
- 01:19 - Stairs to the lower level. I kill the deathclaws downstairs.
- 02:11 - I go north through the irradiated water. Some rooms are blocked by rubble and debris.
- 02:36 - Another blocked room near the Nuka Cola Machine. A Quantum bottle is on the floor.
- 02:59 - I unlock the terminal near the Gunking sign. I open the door. Lots of ammo boxes in the room.
- 04:32 - A Guns And Bullets on the table.
- 04:43 - Lockpicking the drawers near the safe (very hard). A unique Defective Auto-Plasma is in one of them.
- 05:23 - Lockpicking the safe (very hard). More ammo and a US Army: 30 Handy Flamethrower Recipes.
- 05:50 - A rare 32 Cal Submachine Gun. More guns in the cabinets.
- 06:53 - Testing the Defective Auto-Plasma. I return upstairs.
- 07:23 - I was trying to think where the key to that door might be.
- 07:44 - Repairing the Defective Auto-Plasma.
- 08:36 - Heading to Crystal City Sector A.
- 09:15 - The team will wait while I go downstairs. More Deathclaws in the area. I sneak around the place.
- 10:24 - Sneak attack on the Deathclaw Young.
- 10:38 - Checking the door to the west. The Cold Storage Access Terminal requires a key of sorts.
- 10:50 - The terminal upstairs is locked too.
- 11:25 - Looting the room where I killed the Deathclaw.
- 13:13 - A grenade box in the previous room with beds. There's ammo on the beds.
- 14:08 - Two Plasma Mines on the briefcase. Many items and containers are on the counter.
- 15:51 - Ammo and first aid boxes under and above the table. More containers on the beds too.
- 16:26 - Oops! A Deathclaw was nearby.
- 16:53 - My not-well-planned attack almost goes completely wrong.
- 17:27 - Heading south through the tunnel. I throw a grenade at the Deathclaw to the left.
- 18:15 - I find Stanley Dawson's Diary Part 10 (did I miss the other part?) in the room to the east.
- 19:08 - The Cold Storage Password is on the floor near the skeleton.
- 19:14 - I couldn't interact with the knife stuck in the machinery.
- 19:19 - Accessing 4D Containment Terminal. I can use my high Science or Repair skills to retrieve the 4D Storage Mark 4. Now I can carry even more stuff.
- 19:57 - Now I check the west end of the corridor. I call the team while I open the containers.
- 20:25 - Folks were using the area as the toilet. The pit ahead is highly irradiated.
- 21:02 - Back to the first Cold Storage Terminal with the password. Lots of crates to loot in the now-opened area.
- 22:07 - Medical supplies, AWOP food, and drinks.
- 23:10 - Unlocking the second Cold Storage Terminal upstairs. I can now enter the upper floor of the area storage area. More AWOP food and drinks.
- 24:38 - A closer look at the map. I was under the impression I may have missed something.
- 26:09 - Back to the Sub Levels.
- 26:24 - That locked door with a broken terminal was frustrating me. The locked Sector D too.
- 27:03 - Back to Crystal City. More Deathclaw spawned outside, including a Deathclaw Alpha (note the Enclave one).
- 28:10 - Testing the Defective Autoplasma on the remaining creatures. Collectin more meat and blood.
- 30:11 - Checking the local map and back to the Vault-Tec Office.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/txzfxvgj
I continue exploring the ruins of Crystal City, a place added by the A World Of Pain mod.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:35 - I enter the diner (I think it's called "The Alfresco"). The Deathclaws may get stuck on the upper floor.
- 01:21 - I reach the building to the north through the hole in the wall. I lockpick the door to the floor above. A deathclaw was locked there.
- 02:14 - A pre-war book and a first aid box in the bathroom.
- 02:42 - Many items are scattered on the floor near the workbench. An additional schematic for the Dart Gun is on the workbench. Nothing will happen if you have the three schematics from the vanilla game.
- 03:24 - Crafting some ammo for the FN FAL.
- 05:04 - Back to the floor below and then to the diner. Food, drinks, and ammo are on the floor.
- 06:31 - The "Who'z da king?" note is on top of a footlocker on a booth. The unique Hunting Rifle 44 Mag was on the floor.
- 07:47 - Going upstairs. Some food, chems, and other items are scattered.
- 10:31 - Back outside. More deathclaws spawned on the lower mezzanine.
- 12:02 - Looting the lower mezzanine. There is ammo near one of the benches.
- 13:32 - A Flamer, ammo, and first aid boxes on a ticket booth.
- 14:18 - The amount of Deathclaw meat and blood collected is insane.
- 15:00 - Entering Crystal City Cinema. Guess what? More Deathclaws.
- 15:33 - Matriarch incoming! There's another one in the next room. Eat some grenades.
- 17:23 - Many items are scattered around the booths.
- 17:47 - The metal box under a table with pains has the Cinema Master Key and the Message For The Painter note. Folks didn't like the paint.
- 18:10 - I continue looking for items between the booths.
- 19:22 - A Nuka Cola on a fountain of sorts.
- 19:49 - Walking around the cinema. I go east to Gift Shop (near the entrance).
- 20:52 - A safe near the Nuka Cola Fridge with Nuka Cola Quantum inside.
- 21:24 - Leaving the Gift Shop, I go west, north, then east. I unlock the on my left side with the Cinema Master Key. It's the area overlooking the booths. A deathclaw was there.
- 22:03 - Some ammo boxes and guns behind and on a booth on the right. The Gunking Shop Key is on the floor near an ammo box.
- 22:46 - Inspecting the projector area. Ammo boxes and other items are scattered around.
- 23:51 - Leaving the upper area and the cinema.
- 24:30 - A grenade on the floor near the skeleton.
- 25:14 - Going down the escalator. I walk around the area.
- 25:56 - A pre-war book and a briefcase near a container. Ammo boxes are on the shelves to the right.
- 26:45 - Another Nuka Cola Quantum inside a suitcase.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/fwqorbnc
Under the ruins of Old Olney, its metro hub and Crystal City remain to be explored. Those are another location added by A World Of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:34 - I'm at Vault 92 entrance. It's the close and safest place to fast travel.
- 01:00 - There are Deathclaws around Old Olney, including a Matriarch.
- 03:40 - I walk east and around the town. I go south to the fire station and enter the city.,
- 06:28 - Another Matriarch near the fire station.
- 07:08 - Deathclaw to the west.
- 07:51 - Equiping the Lewis MK II Machine Gun before entering Old Olney Fire Station.
- 08:30 - Deathclaw inside the place too. Matriarchs too.
- 10:08 - The truck is about to explode.
- 10:50 - Looting the place.
- 11:44 - Entering the hole on the floor. Another Deatchlaw is in the cave.
- 12:20 - I already opened the crate on the cave in previous episodes.
- 12:43 - I haven't visited Olney Metro Hub Ruins yet.
- 13:38 - Checking the upper area of the fire station first. There's a stimpak inside the briefcase near the couch.
- 14:52 - Entering Olney Metro Hub Ruins.
- 16:21 - Opening the door. Surprise, another Deathclaw.
- 17:41 - Reaching the train tracks.
- 18:44 - Heading south through the radiation. More Deathclaws.
- 19:38 - Deathclaws Hulks were added by AWOP.
- 20:09 - I find Chelk's body near the end of the tunnel. He is mentioned by the Taxidermist in Cooper Hotel (unmarked quest). A Chinese Army Spec Ops and the Deathclaw Corpse Requisition Order are in his body.
- 22:26 - Heading north through the metro tunnel.
- 23:19 - Deathclaws in the path to the west.
- 25:54 - Heading south through the other tunnel. Matriarch ahead.
- 27:57 - There are two Nuka Grenades in the Rotting Human Corpse near the rubble.
- 29:12 - I enter the room to the west.
- 29:57 - The storage room on the right has some items and containers scattered around.
- 30:44 - The path on the left connects with the sewer tunnels.
- 31:52 - The tunnels to the left connect to the Olney Sewers (already visited in episode 115). There's some ammo near the ladder.
- 33:10 - I return to the metro tunnel where the Tunnel To Crystal City is.
- 34:26 - A grenade box near the bricks. Crystal City has more Deathclaws. Ignore the white texture bug. I think it's caused by the number of creatures in the area.
- 35:30 - I order my followers to wait while I try to sneak into the area. I place some frag mines first.
- 38:51 - Missile Launcher vs. the Matriarchs. I try to lure them to the mines I placed.
- 40:35 - Deathclaw incoming!
- 44:11 - Another Matriarch.
- 42:08 - Shooting the creatures at the south end of the area. Grenades on the Matriarch on the roof of the building.
- 42:59 - Switching to the FN FAL. That Matriach attack was almost lethal.
- 44:05 - I go to the escalator on the left to have the high ground. I use the Tactical Sniper Rifle on the Deathclaws.
- 45:20 - Matriarchs have a lot o HP. I switch to the Missile Launcher, but I'm running out of ammo.
- 46:35 - Calling the team and walking around the area.
- 47:50 - Following the metro cars to the south. I use Vengeance against the damn Deathclaws.
- 49:06 - I go to the mezzanine where the local cinema is. I use the stairs and escalators to reach the upper mezzanine to the west. That Matriarch I tried to kill at 45:20 is there.
- 50:34 - Another Matriarch. I honestly lost count of how many I killed.
- 51:28 - The metro exit is blocked by debris.
- 52:37 - Sniper rifle ammo and first aid box on the metal cart. Also, some chems on the floor.
I'll continue exploring Crystal City in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/aunoxnvi
The third episode in Friendship Asylum. I'll finally confront The Warden. It's A World Of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:34 - I enter the elevator to Friendship Asylum Guard Office. I use the key to unlock the door to the Main Hallway.
- 01:13 - I find Vonda in the Hallway. Since I helped her in the past, she wants to join and help defeat The Warden.
- 02:18 - Vonda tells me what we will be facing. Also, some info about our enemies.
- 04:04 - I tell Vonda to use her flamer.
- 04:38 - To the Infirmary. Undead Guards ahead.
- 05:50 - Looting the Infirmary. Patient 740 body is on the bed.
- 06:36 - I don't remember (or know) what IV Stand is.
- 07:14 - Checking the office. I lockpick the safe on the wall.
- 07:54 - Lockpicking the door to the right. More consumables are scattered around. More medicine and chems are in the room.
- 08:44 - Going upstairs. Checking the rooms with cages and beds.
- 10:09 - Returning downstairs.
- 10:31 - I go downstairs to the morgue.
- 10:59 - The top locker to the left has some food.
- 11:21 - Purified water and ammo on the desk area.
- 11:54 - I return to Main Hallway. It's time to enter Cell Block B with the Warden's Master Key.
- 12:58 - Opening the gate. I check the cells before going forward.
- 14:06 - Going through the gate to fight the feral ghouls. Torching the Ex-Patients (Glowing Ones).
- 14:53 - Patient 908 bytes the dust.
- 15:20 - Torching more Ex-Patients. Patients 1126 and 432 attacks.
- 16:45 - The team shoots enemies in the cells to the north.
- 17:02 - I go south and reach an area with more jail cells. I turn east and open the door with the Security sign.
- 17:55 - The terminal unlocks a door in the central area. Also, there are ammo and first aid boxes around the place.
- 19:20 - Now I'll check the cells to the north.
- 20:12 - Patient 9.
- 20:33 - Entering another room with a Security sign. The terminal also unlocks a door.
- 21:59 - Opening the door in the central area. The Warden's Body Guards attack.
- 22:52 - Desks, lockers, and filing cabinets may have ammo, weapons, and Stealth Boys.
- 24:10 - Inventory management.
- 24:54 - I unlock the door with the Warden's Master Key. The Wardens were in his office.
- 25:10 - Yeah, how are you still alive?
- 25:40 - What happened to Patient 800?
- 26:09 - I indeed killed you once.
- 26:30 - Killing The Warden a second time. He carries another Warden's Master Key and a 32 Caliber SMG.
- 27:33 - Talking to Vonda about our victory.
- 28:07 - Do you have something you would like to talk about? Ghoul Mask earned.
- 28:41 - I ask how she didn't age and more.
- 30:31 - The conversation continues, and Vonda mentions The Capitol Research building I visited earlier (episodes 187 and 188). She gives me the Capitol Research Master Key.
- 31:13 - I ask more questions. More backstory for her, the Asylum, and the Pre-War era.
- 33:25 - Vonda mentions a 308 Caliber Minigun.
- 33:59 - More backstory.
- 41:14 - Looting the Warden's Office. The 4D Storage Mark 3 is on the desk to the right of the bed. Now I can carry more stuff.
- 41:55 - Patient 800 body.
- 42:03 - Ammo boxes.
- 42:17 - AWOP food and drinks and unique effects.
- 42:43 - Teleport to Friendship Asylum Main Entrance. The switch on the wall opens a secret passage.
- 43:34 - I enter Guard Office and the Main Hallway. I go to the Recreation Room.
- 44:44 - I follow the red arrows on the wall. The Weapon Box on the pool table contains the Advanced Minigun 308. It's the weapon mentioned by Vonda. The gun will appear if you save Vonda in the past. That Victory Bobblehead doesn't seem to do anything.
- 45:48 - The Advanced Minigun seems powerful. I should have used it more often.
- 46:29 - I go upstairs. I unlock the safe on the wall. A Mesmetron and Mesmestron Power Cells were inside, with caps and a pre-war book.
- 47:06 - The Gold Frame Certificate can be sold for some caps.
- 47:31 - I went to the basement, but nothing seemed to have changed.
- 48:29 - Back to the Hallway and then to the entrance.
- 49:58 - It's good to see the light of day again.
- 50:13 - I return to the Capitol Research Building.
- 50:47 - A grenade bouquet I previously missed.
- 51:14 - To the Research Operations area. I unlock the door inside the clinic with the Capitol Research Master Key.
- 52:01 - A Lab Technician Outfit. Lockes, crates, and refrigerators have healing items and chems.
- 53:05 - Purified Water, Nuka Cola, Blood Packs, and First Aid Boxes on the shelves.
- 54:08 - Leaving the place.
- 55:06 - Nice sunset.
The Friendship Asylum was completed. There's more A World of Pain content for the next episodes.
View Details
https://3speak.tv/watch?v=realdcghoul101/bvzwjagr
I continue to explore Friendship Asylum. What the Warden is up to?. It's A World of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:35 - Entering Block A Washrooms and accessing Terminal 101
- 01:24 - The path ahead is really dark. Even with night vision is hard to see.
- 02:12 - Checking the room on the right.
- 03:06 - A first aid box. I also check the lockers.
- 04:39 - Back to the corridor. I enter the toilet on the right.
- 05:08 - I alerted The Bezerker. I take the Solitary Master Key from its body.
- 05:56 - First aid box and lockers.
- 06:32 - I open the first door with the key.
- 06:53 - Unlocking the third door. The weapon box has an Enchanted Vault 101 armor and Gatling Laser. Don't forget the ammo boxes on the floor.
- 07:35 - I return to Cell Block A.
- 08:24 - Checking the area with the bunk beds and filing cabinets. There's an ammo box under the table.
- 08:53 - I go upstairs. I lockpick the gun cabinet in the room above.
- 09:46 - To the Security Office. I tell Fawkes to wait while I go forward.
- 10:26 - Ammo boxes under the table. Also, ammo and weapons are on the cabinets.
- 11:17 - A grenade on the crate near the stairs.
- 11:31 - Going downstairs. I didn't see anything important there.
- 13:00 - Back to Cell Block A. I left Fawkes in the Security Office.
- 13:40 - Back to Friendship Asylum Main Hallway. I go to the south and to The Yard.
- 15:18 - Entering the Friendship Asylum Chapel. I meet Mawell.
- 15:47 - Learning about his story.
- 15:56 - But there are flowers outside. What, 200 years?!
- 16:04 - Selling some stuff I collected. Maxwell sells the Holy Flamer, a unique weapon from AWOP. He also has a Big Book of Science, AWOP items, and a Power Armor Training Manual.
- 18:28 - The door near the altar requires a key.
- 18:35 - I return to The Yard. The place changed (to red). Undead Guards attack.
- 19:11 - Undead Guards turn into goo or ash and rarely leave anything to loot.
- 19:49 - Back to the Chapel. The interior looks fine. I should've talked to Maxwell.
- 20:05 - Looting the gore bags in The Yard. Back to the Asylum's Main Hallway.
- 20:38 - I go east. I unlock the door To the Recreation Rooms with the Recreation Room Key.
- 21:11 - Lockpicking the first aid box. I
- 21:57 - Checking the left side first. There's a Chinese Assault Rifle and some ammo on the floor.
- 22:53 - To the right. I go downstairs and to The Basement (that's one big hand).
- 23:19 - In the basement. I tell Fawkes to wait while I go investigate the place.
- 23:29 - The decoration sucks. The place has many bear traps scattered around.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/imfftlcq
Previous post about episode 200 was the wrong video (face palm). This is the correct one. Today, I investigate Friendship Asylum, a location that the A World of Pain mod added.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:34 - It's morning. I'm near the National Guard Depot. I'll go east.
- 01:42 - Discovering Friendship Asylum. As the message says, save the game before going in.
- 02:31 - Entering the asylum. There's no going back now.
- 03:13 - The Guard Office Door is locked.
- 03:25 - Door to the Void. I told you to save before.
- 04:04 - Going upstairs. A locker on the right requires a key to open.
- 04:13 - A Nuka Grenade, ammo, and a Nuka Cola Quantum.
- 04:35 - I know that Armored Vault Jumpsuit.
- 06:04 - Checking the next area. I order my companion to stay nearby while I check the room on the left.
- 06:51 - I open the door, and something happens.
- 07:55 - Enemies spawned near the entrance.
- 08:34 - The Cook is the first to go down. More enemies upstairs. Their bodies are disintegrated when they die.
- 09:55 - Looting the Undead Guard Supervisor. He has Mesmetro Power Cells.
- 11:10 - The Cook has the Entrance Master Key.
- 11:32 - Checking the local map. The Cell Block B door can't be accessed.
- 12:26 - I call the team before opening the Guard Office door with the key.
- 12:55 - A first aid box in the lady's room.
- 13:07 - I may have missed a note below the burned book and near the Abraxo Cleaner.
- 13:20 - The man's room is always the worst.
- 13:52 - Shotguns shells on the open cabinet. Also, a Plasma Grenade and a Plasma Rifle are on the floor.
- 14:18 - The Enclave Troopers Orders are on the desk with the Enclave helmet.
- 15:12 - Unlocking the door to Friendship Asylum Main Hallway.
- 15:26 - Ammo on the table.
- 15:41 - I turn left and meet Patient 800. She wants to help, and we talk about this weird place.
- 17:58 - She has a key to a stash. I ask more things.
- 19:18 - There's another stash in Cell Block A.
- 19:39 - One more question. Wait, who is the other lost soul?
- 20:18 - I return to the entrance.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/pxlpzvro
Episode 200! Today, I investigate Friendship Asylum, a location that the A World of Pain mod added.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:34 - It's morning. I'm near the National Guard Depot. I'll go east.
- 01:42 - Discovering Friendship Asylum. As the message says, save the game before going in.
- 02:31 - Entering the asylum. There's no going back now.
- 03:13 - The Guard Office Door is locked.
- 03:25 - Door to the Void. I told you to save before.
- 04:04 - Going upstairs. A locker on the right requires a key to open.
- 04:13 - A Nuka Grenade, ammo, and a Nuka Cola Quantum.
- 04:35 - I know that Armored Vault Jumpsuit.
- 06:04 - Checking the next area. I order my companion to stay nearby while I check the room on the left.
- 06:51 - I open the door, and something happens.
- 07:55 - Enemies spawned near the entrance.
- 08:34 - The Cook is the first to go down. More enemies upstairs. Their bodies are disintegrated when they die.
- 09:55 - Looting the Undead Guard Supervisor. He has Mesmetro Power Cells.
- 11:10 - The Cook has the Entrance Master Key.
- 11:32 - Checking the local map. The Cell Block B door can't be accessed.
- 12:26 - I call the team before opening the Guard Office door with the key.
- 12:55 - A first aid box in the lady's room.
- 13:07 - I may have missed a note below the burned book and near the Abraxo Cleaner.
- 13:20 - The man's room is always the worst.
- 13:52 - Shotguns shells on the open cabinet. Also, a Plasma Grenade and a Plasma Rifle are on the floor.
- 14:18 - The Enclave Troopers Orders are on the desk with the Enclave helmet.
- 15:12 - Unlocking the door to Friendship Asylum Main Hallway.
- 15:26 - Ammo on the table.
- 15:41 - I turn left and meet Patient 800. She wants to help, and we talk about this weird place.
- 17:58 - She has a key to a stash. I ask more things.
- 19:18 - There's another stash in Cell Block A.
- 19:39 - One more question. Wait, who is the other lost soul?
- 20:18 - I return to the entrance.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/cbxhfmdp
That last episode of The Pitt DLC. The slaves revolt against the Ashur and the Pitt Raiders.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:35 - Leaving Haven. Slaves attack the Pitt Raiders. You may see a low frame rate.
- 01:03 - I kill all the raiders I can see.
- 01:16 - O-Dog bytes the dust.
- 01:31 - Phantom is the next.
- 01:40 - Bye, Duke.
- 02:00 - Bye, Krenshaw.
- 02:38 - Bye, Lulu.
- 03:21 - Looting the dead.
- 04:47 - I almost shot the slave by mistake.
- 05:22 - More bodies to loot.
- 06:00 - Inventory management.
- 08:05 - To the rooftops of Uptown.
- 08:33 - Killing Vikia and Reddup.
- 10:13 - Bye, Mona.
- 10:52 - Door to Downtown. More raiders to kill.
- 11:20 - Killing Jackson.
- 11:30 - "Arg, my lung."
- 11:40 - Bingo!
- 11:50 - Poorly thrown grenade. Friday and Trouble Man die.
- 12:27 - Pitt Raiders on the ground below.
- 12:57 - Looting the raiders I killed. I took Friday's Supply Key from her body.
- 13:38 - Remaining raiders attack me. They came through the door to Uptown.
- 15:02 - Crossing the makeshift structures to check south buildings.
- 15:16 - I use the bridge nearby to reach the floor above the door to Uptown.
- 15:26 - Whiskey Dick, one of the Drunken Gromes of The DC Interiors, is in the bathtub.
- 15:45 - Ammo boxes near the beds and furniture.
- 16:26 - Back to the south building.
- 16:46 - The DPW Mail Terminal 2. Check this map to find the DPW Mail Terminal 1.
- 17:25 - Opening Friday's Supply with the key I took from her. I'll have to return later to loot everything.
- 18:07 - Two Buffouts near the oven.
- 18:21 - Confused about where to go.
- 18:58 - I go southwest from Friday Supply. I kill the Slave Master on the ground below.
- 19:28 - Chems on the table.
- 19:50 - To the north. There's nothing to see there.
- 20:21 - The local map.
- 20:39 - Going downstairs and to Midea's Quarters. She tells me Wernher is in the Steelyard.
- 22:37 - To the Mill.
- 23:11 - The fight continues here.
- 24:03 - Everett runs to the Abandoned Area and vanishes. I go to the Steelyard.
- 24:43 - Heading west, then upstairs, to reach Wernher's Hideout.
- 25:57 - Talking to Wernher. I give the baby to him, and he tells me the next part of the plan.
- 27:13 - Black Widow dialogue option. I get 5.56 ammo.
- 27:43 - Checking the baby.
- 27:58 - Back outside. I go downstairs, then north to the Sewer Entrance to Pitt Underground. I open it with Power Plant Key.
- 29:31 - On the sewer, trogs ahead. I go through the hole in the wall.
- 30:28 - Going upstairs through the only path available.
- 31:02 - A Trog goes down the ramp.
- 31:43 - The ramp leads to the ventilation tunnel. Trogs ahead.
- 32:36 - Reaching another area. A first aid box is nearby.
- 32:57 - Killing trogs the floor below. Some appeared where I was.
- 34:11 - There are active frag mines below some traffic cones.
- 34:56 - The utility tunnel connects to another area. More trogs ahead, so I place some frag mines.
- 35:33 - Attempt at luring the trogs to the frag mines.
- 36:58 - Ah, whatever. I walk in and shoot the remaining creatures.
- 38:34 - Utility tunnel. Two frag grenades and an active frag mine below the dead slave.
- 38:49 - Gas leak and trogs in the next room.
- 40:11 - Going upstairs following the catwalks. Some trogs spawned out of thin air.
- 41:19 - A Factory Employee ID near a skeleton. I reach another room.
- 41:43 - The switch on the catwalk activate the protection pod. It'll probably scan you looking for the ID found at 41:19.
- 42:08 - A first aid box near a broken terminal.
- 42:20 - The Uptown Floodlight Controls. I shut down the lights.
- 42:37 - Going upstairs. I thought the mannequins were enemies (LOL).
- 43:10 - A workbench and first aid boxes.
- 43:51 - Chems on the couch and bricks.
- 44:53 - I had to return later to collect the stuff I left behind.
- 46:02 - Door to Uptown (Haven). I activated my Stealth Boy.
- 46:30 - Ashur was nearby. I kill him while he runs from the trogs flooding the place.
- 47:26 - I took Ashur's Key, Ashur's Power Armor, and the Juggernaut, a unique magnum (New Uniques mod).
- 47:43 - I killed most raiders. I decided to kill all the trogs too.
- 49:24 - A closer look at Ashur's Power Armor and the Juggernaut.
- 51:11 - More trogs and surviving raiders.
- 54:41 - More trogs and raiders to kill.
- 55:46 - Using mines to kill the remaining trogs.
- 56:54 - To the MIll. Hammer and other raiders are killed.
- 59:15 - I should have checked the Rotary Press terminal.
- 59:34 - Bye, Bone. Faydra didn't attack.
- 01:01:27 - To Downtown.
- 01:02:06 - Talking to Wernher. I have access to the Ammo Press. Booster Shot perk earned.
- 01:04:32 - Talking to Midea. You can bring toys to Marie.
- 01:06:48 - Leaving Downtown. I kill Mex and the last Pitt Raiders.
- 01:08:39 - Crossing the bridge. Frag mines are on the way.
- 01:11:20 - Hand Cart to the Capital Wasteland.
The Pitt DLC was completed.
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https://3speak.tv/watch?v=realdcghoul101/iyxyxkmu
It's the fourth episode of The Pitt DLC. I go to Uptown, meet Ashur, and find the cure.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:35 - Visiting Uptown for the first time.
- 02:15 - Lockpicking the gate.
- 03:13 - Using the make-shift structure to reach the upper areas.
- 03:47 - I follow the path to the right and reach the building with the broken walls.
- 04:02 - On the locker near the boat, Minor League awaits. It's one of the Drunken Gnomes of The DC Interiors Project.
- 04:20 - That's another door to Downtown.
- 04:48 - Checking the other buildings.
- 05:48 - Going to the roof and meeting Vikia.
- 06:20 - Meeting Duke.
- 07:19 - Meeting Mona.
- 08:34 - Meeting Squill.
- 09:01 - Meeting Phantom.
- 10:24 - Meeting Lulu while walking down the path.
- 12:00 - I'm not going up there yet.
- 13:02 - Meeting Reddup.
- 13:52 - Lockpicking the gate to the alley. I enter the Abandoned Apartments.
- 14:48 - Many items near lying around. Blood packs and first aid boxes too.
- 16:07 - Door to the hallway.
- 16:21 - Clearing the first apartment to the right.
- 17:14 - A Nuka Quantum near the lamp.
- 17:36 - Another Nuka Quantum behind the counter.
- 18:16 - More Trogs in the bedroom.
- 18:57 - Through the hole on the wall to the west.
- 19:07 - Lockpicking the safe and hacking the terminal above it.
- 20:29 - Back to the hallway. I'll check the west side now.
- 21:03 - Inspecting the bedroom. There's ammo near the bathtub.
- 22:05 - A first aid box near the fridge.
- 22:15 - Using the debris to reach the upper floor. I see Trogs on the upper floor. The Man Opener got the job done.
- 22:48 - That Trog didn't see me.
- 23:07 - A Power Fist and first aid box.
- 23:28 - A Nuka Cola Quantum.
- 23:37 - Purified Water and Rad-X on the white container.
- 23:54 - Back on the floor below. I head to the hallway.
- 24:36 - Trogs on the first apartment to the right. Somehow, the grenade didn't work.
- 25:43 - A first aid box and a RadAway.
- 26:02 - Lockpicking the door to the bedroom. There is a laser rifle on the cabinet.
- 26:38 - Chinese Assault Rifles and ammo boxes near the bathroom.
- 26:50 - The locked (very hard) trunk has the schematics for the Molotov Cocktail (New Uniques mod).
- 28:26 - There's a safe on the floor near the bed. A Chinese Commando Hat, some grenades, and other items were inside it.
- 29:36 - Back in the hallway. I enter the next apartment to the left.
- 30:02 -Trogs were in the bedroom.
- 32:12 - Returning to the first floor.
- 33:01 - Leaving the building through another door.
- 33:49 - Discovering Haven.
- 34:39 - Entering the place. I go upstairs and check the rooms.
- 36:29 - More stairs to the floor above. Most areas are inaccessible.
- 37:50 - I return to the floor below and enter the elevator.
- 38:14 - Entering Ashur Office. I hear him talk with someone.
- 39:35 - Meeting Ashur. It's time to talk.
- 40:33 - Speech check success when talking about Wernher.
- 41:32 - Ashur was about to show me the cure when he was informed of the slaves rioting.
- 42:14 - You guys attacked first! I was walking around the room.
- 42:51 - Killing Sandra.
- 43:01 - Marie's Crib. I take the Marie (and cure) with me.
- 43:43 - Accessing the Research Computer. It's time for some lore.
- 45:41 - I take the Cure Research from Sandra's body.
- 46:24 - Looting the dead raider.
- 46:50 - Choosing which weapons to use.
- 48:32 - Killing the raiders and destroying the turrets.
- 49:02 - I almost forgot to check the south area. It's Ashur's bedroom. I open the safe on the wall to find Ashur's Diary 1, 2, 3, and 4. Also, some Stealth Boys.
- 49:59 - Listening to the holotapes.
- 54:59 - Back to the elevator. Somehow the two guards on the first floor weren't hostile.
- 55:24 - I run to the exit. I'll not be able to return once I leave.
The next episode is the last one of The Pitt.
View Details
https://3speak.tv/watch?v=realdcghoul101/nzbujofv
Disguised as a slave, I go to the Steelyard to collect some Steel Ingots. I'll gather a lot of them in this episode. This is the second episode of The Pitt DLC.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
It's the third episode of The Pitt DLC. I collect all the remaining Steel Ingots.
Timestamps are below:
- 00:35 - Waking up in the morning.
- 01:19 - In one alley, there's a hidden vent stash.
- 02:04 - To the Mill.
- 02:54 - Back in the Steelyard. I go west and upstairs.
- 03:48 - Ingots 47 and 48 on the right, between the barrels.
- 04:03 - Heading southwest towards the factory buildings.
- 04:12 - Some ingots behind the fence. I'll find a way there. I take the stairs nearby.
- 04:45 - I reach the lower roof. I walk on the catwalk and on the pipes.
- 05:09 - Trog on the east end of the pipe. Steel Ingots 50 and 51 are at the end of that pipe.
- 06:11 - On the roof of the building to the north.
- 06:33 - The stairs to the upper roof. I approach the furnace, then I turn right.
- 07:33 - A Trog is having breakfast behind some structures.
- 07:42 - Ingots 52, 53, 54, and 55 are near the two first aid boxes and the Trog I just killed.
- 08:16 - Heading south on the roof. I hide behind some machinery.
- 08:47 - Failing to hit the Wildman with the knife twice.
- 09:15 - Another Wildman. Better timing now.
- 10:08 - I approach the edge of the roof. I was thinking about jumping on the one below.
- 10:25 - The stairs to the top of the furnace.
- 10:52 - Wildman incoming. There are more of them above me.
- 11:59 - A laser turret.
- 12:49 - Stairs and catwalks to the top of the structure.
- 14:02 - More Wildman.
- 14:37 - On the north end of the catwalk, Private Ryan awaits. It's one of the Drunkwn Gnomes of The DC Interiors Project.
- 14:47 - On the opposite side, Steel Ingots 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, and 67.
- 15:14 - An Auto Fire Mechanism (WMK) and two first aid boxes.
- 15:54 - I return to the stairs below. Some Trogs attack.
- 17:07 - I go from the catwalks to the structure leading all the below. I reach another building to the east and another catwalk.
- 17:50 - Ingots 68, 69, 70, 71, 72, 73, and 74 are on that catwalk.
- 18:34 - I jump on the structure and go up to the furnace again. I go downstairs to the roof of the factory.
- 19:43 - Back on the roof's edge (as in 10:08). I jump on the area below and survive.
- 20:37 - I jump on the catwalk below. It's on the other side of the fence seen at 04:12.
- 21:19 - Heading east. Steel Ingots 75, 76, 77, and 78 are near one dead slave. They are almost behind the eastmost tank
- 21:44 - Trogs spawned on the catwalk.
- 22:53 - Jumping on the area below the catwalk. Steel Ingots 79 and 80 are in the west end, near the fence and the dead slave (04:12).
- 23:59 - Jumping on the machinery and then above the fence. I head north and through the open gates. Steel Ingots 81 and 82 are behind the old tires and below the stairs.
- 24:47 - Heading back to Everett.
- 25:52 - I ask for a reward and earn the unique Metal Blaster.
- 26:13 - Bombshell Armor earned.
- 26:37 - Leather Rebel earned.
- 26:57 - The Mauler is a unique auto axe.
- 27:44 - Checking the rewards.
- 29:52 - Back to the Steelyard.
- 31:04 - I head north and enter the Supply Plant. The door on the left can't be opened from this side.
- 31:32 - A broken Factory Protectron.
- 31:36 - Radiation ahead. A Wildman comes running with trogs hunting him.
- 32:51 - Ingots 83, 84, and 85 are on the floor near the machine on the right.
- 33:03 - Accessing the terminal. Lore time.
- 34:15 - Through the corridor ahead. More radiation.
- 34:47 - Trogs on the floor below. A grenade solves the problem. Some trap was activated near the mining cart.
- 36:11 - I check the foreman's office.
- 36:49 - Repairing equipment.
- 38:36 - The factory floor. I follow the path ahead.
- 40:39 - Healing items and ammo on the metal shelf.
- 41:10 - I follow the path to the right. I find some Wildman.
- 43:32 - Steel Ingots 86, 87, 88, 89, 90, 91, 92, and 93 near the overturned mining cart.
- 44:08 - You again? Now I follow the path to the left.
- 44:50 - Lockpicking the door near the dead skeletons. There are bobby pins on the floor.
- 45:21 - Ingots 94, 95, 96, 97, 98, and 99 are on the floor (and shelf).
- 45:39 - Rad-X, RadAway on the shelves.
- 46:02 - Accessing the terminal on the table. Lore time.
- 49:11 - A Factory Protectron awakened. He was not hostile.
- 50:52 - Going upstairs to the area above me.
- 51:41 - Flamer fuel and the Man Opener, a unique auto axe, are on the bed.
- 52:26 - Stell Ingot 100 is on top of the dresser.
- 52:40 - Jet and other items are scattered around.
- 53:05 - Trogs near the machinery. I forgot to read the notes on the terminal.
- 54:18 - Gas leak on the corridor ahead.
- 54:45 - Switch near the bed activates the pitching machine.
- 55:29 - Switch at the end of the corridor opens the door near the entrance. I return to Everett.
- 56:56 - The last ingots. I earned the Perforator and the Tribal Power Armor earned.
That is all, folks.
View Details
https://3speak.tv/watch?v=realdcghoul101/amrldyml
Disguised as a slave, I go to the Steelyard to collect some Steel Ingots. I'll gather a lot of them in this episode. This is the second episode of The Pitt DLC.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:34 - Discovering the Pitt Steelyard. I take the assault rifle and the ammo near the dead slave.
- 00:50 - The dead slave has a baseball bat, five bobby pins, and more ammo.
- 00:56 - Steel Ingots 01 and 02.
- 01:46 - Climbing on the truck. I see a Trog attacking a slave behind the fence to the right.
- 02:22 - Shooting the Trog Savage on top of the train wagon.
- 02:37 - Killing the second Trog who just killed the slave. There is another one on the pipes above.
- 03:01 - Jumping on the dumpster near the wall. Steel Ingots 03 and 04 are there.
- 03:34 - Jumping on the next dumpster. Steel Ingots 05 and 06 are there.
- 04:02 - Jumping on the third dumpster. No ingots here.
- 04:23 - Jumping down on the open trash bin. Steel Ingots 07, 08, and 09 were there.
- 04:46 - Going upstairs. A Trog tries to attack me from behind.
- 05:31 - I follow the ledge to the north. Then I jump on the wagons below to collect Steel Ingots 10 and 11. I earn the Auto Axpert.
- 06:25 - I run back to the Abandoned area.
- 07:46 - Killing Trogs in the Abandoned Area.
- 09:07 - I go through the hole in the fence to test the Auto Axe.
- 10:06 - Steel Ingots 12, 13, and 14 in the mining cart to east/northeast.
- 10:50 - To The Mill. Everett takes the 10 ingots needed to progress. I earn the Laborer Outfit.
- 11:27 - I gave Everett the remaining 4 Steel Ingots I had.
- 12:35 - Looting the office. There's a scope on the metal shelf (WMK).
- 13:15 - I'll return to Abandoned Area A Trog was waiting near the door.
- 14:11 - Back in the Steelyard. I head west and take the stairs to the elevated area.
- 15:58 - From the ledge, I jump on the wagons again. I head north to kill another Trog.
- 16:49 - I jump on a dumpster to the east near a fence. Steel Ingots 15, 16, and 17 are there.
- 17:11 - Back to the wagons. I go to the north and kill the trogs on the floor at the end of the road.
- 18:32 - Steel Ingots 18 and 19 were near the flesh chunks and the dead slave.
- 19:00 - While returning to the south, more trogs spawn. VATS time.
- 19:37 - I ignore the door on the left (for now). I lockpick the gate further to the south, near the dumpster. Another Trog was there.
- 20:48 - Hunting trogs between the wagons.
- 21:23 - Back to the stairs to the elevated areas to the south.
- 21:36 - I enter the small structure near the fence. Steel Ingots 20 and 21 were on the metal shelf. Two RadAways and first aid boxes were on the metal shelf to the right.
- 22:16 - I turn east and follow the path near the fence. I keep going east until I reach an area near the entrance.
- 23:27 - The area is irradiated. I sneak attacked two trogs and shot the last one near the barrels.
- 24:39 - A dead slave and an assault rifle.
- 25:05 - Steel Ingots 22, 23, and 24 are between the barrels.
- 25:19 - Further south, the Steel Ingots 25, 26, and 27 are near the dead Pitt Raider by the sewer grate.
- 25:36 - Taking the Gamma Shield Armor from the dead Pitt Raider. Also, three grenades and an assault rifle.
- 26:30 - Going west and towards the buildings.
- 27:03 - Opening the gate on my right. The stairs lead to the roof of the lower building.
- 28:01 - Sneak attack on the Trog below.
- 28:43 - Steel Ingots 28 and 29 are near the flesh chunks the Trog was eating.
I'll update de post with more timestamps later.
View Details
https://3speak.tv/watch?v=realdcghoul101/sdwtvvcy
The pip-boy captures a message. Someone needs help. Pack your things because we're going on a long trip to The Pitt.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:34 - Listening to Wernher's Distress Signal.
- 00:48 - I'm almost at the edge of the map. I go north towards the radio tower. I left the followers at home.
- 01:10 - I see some Pitt Raiders fighting someone. I help Wernher, and we talk.
- 03:52 - I need a slave outfit.
- 04:41 - Heading west to the slaver camp.
- 05:36 - Random encounter: Ghoul Friends.
- 06:28 - A random slaver.
- 07:47 - Approaching the slaver camp near the Train Tunnel.
- 08:34 - Talking to Ramsey. He recognized me as the one who destroyed Paradise Falls.
- 09:06 - I take the Slave Pen Key from Ramsey's body.
- 09:50- Unlocking the Slave Pen. I meet Prosper.
- 11:12 - Collecting the Tattered Slave Outfit from the dead slave. Werhner was nearby.
- 15:31 - Entering the Pitt Tunnel. Once I activate the Hand Cart, there's no going back.
- 17:17 - Wernher and I bump into some Pitt Raiders.
- 18:48 - Ammo and first aid boxes on the roof.
- 19:36 - Looting the dead.
- 21:26 - Talking to Werhner one more time. Now I must go alone. The first dialogue option rewards me with a 32 Pistol. It's the only weapon that you can sneak past the guards.
- 22:59 - Some RadAway on a corner to the south. It's near the boarded-up door.
- 23:50 - Killing the Wildmans on the ruined building to the left of the bridge.
- 25:19 - Looting the place.
- 27:01 - Crossing The Pitt Bridge. Beware of the frag mines and bear traps.
- 28:30 - Killing the sniper in the structure.
- 29:23 - Climbing the ramp to reach the sniper I killed. There's ammo and RadAway up there.
- 31:00 - Reaching the other side. Someone stepped on a frag mine.
- 31:22 - I put the Tattered Slave Outfit.
- 32:32 - I approach the gate, and Mex stops me and confiscates all the items I had. I'll retrieve everything at a later opportunity. I managed to retain that 32 Pistol earned at 21:26.
- 33:37 - Entering Downtown. What a lovely place to live.
- 34:43 - I move forward. I turn right on an alley where I meet Midea. I follow her to her quarters.
- 35:58 - Now we can talk.
- 36:40 - Steel Ingots?
- 38:00 - Jackson interrupts us.
- 38:41 - Resuming our conversation.
- 40:18 - Leaving Midea's Quarters.
- 40:43 - Meeting Kai.
- 41:20 - Meeting Milly. She's looking for Wild Bill.
- 42:44 - Found some supplies on an Engine Block. It was on a corner to the north.
- 42:57 - Walking around Downtown.
- 43:38 - Meeting Adan.
- 44:35 - Entering The Mill.
- 45:31 - Meeting Brand. I pass a Speech Check.
- 47:03 - Meeting Marco. I ask for a weapon, and I receive an Auto Axe.
- 48:35 - Talking to Everett about the Steel Ingots job. I follow him.
- 49:10 - The Abandoned Area. The next door leads to the Steelyard.
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/jmjzkipf
In this episode, I invade the Beastlord's Lair, another place added by the A World of Pain mod.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:39 - Fast traveling to Yao Guai Tunnels. From there, I'll head northwest.
- 02:15 - A slaver.
- 03:29 - A dead wastelander.
- 04:05 - Another slaver.
- 05:16 - Albino Radscorpion.
- 06:02 - Deathclaw vs. Yao Guai.
- 06:44 - A shack and a door guarded by Radscorpions and Beast Lords.
- 08:17 - The Beast Mistress got stuck inside the rocks.
- 08:46 - Looting the dead.
- 20:11 - A Giant Mole Rat, indeed. I mean, those creatures were large in Fallout 1 and 2.
- 20:22 - Looting the area.
- 22:21 - My inventory management skill is low.
- 22:39 - I return to the previous area. Now I go north to the Great Chamber.
- 23:29 - Reaching the upper floor of the structure. The battle begins.
- 24:29 - Killing the Battle Queen and a Doctor Havoc.
- 25:08 - Looting the place.
- 25:34 - That ammo box was difficult to activate.
- 26:28 - Inventory management (again).
- 28:01 - Looting the Battle Queen. No unique item was found on her.
- 28:06 - The Baron, a unique Radroach, attacks.
- 28:24 - The ammo storage.
- 29:28 - Doctor Havoc's body. He has a rare 32 Cal. Submachine Gun.
- 29:44 - Lockpicking the safe in the infirmary.
- 30:04 - The briefcase on the floor near the bed contains a Tales of a Junktown Jerky Vendor.
- 30:31 - More chems and healing items. I'm not sure what the purpose of those Buffout and Psycho Extracts is.
- 30:58 - A place with some beds. More first aid boxes.
- 32:31 - A Large Refuse Pile at the end of the cave.
- 33:12 - A second Large Refuse Pile. A third Refuse Pile is on a small passage, behind some rubble.
- 35:31 - Quick test of the 32 Cal. Submachine Gun.
- 36:13 - Walking back to the entrance.
- 37:42 - I go to the nearby Little Lamplight. It's time to sell some stuff.
- 40:02 - The Souvernir Shop. Knick Knack was outside.
- 41:16 - I bought the Lil Slugger Outfit (New Uniques mod) because... why not?
- 42:34 - A quick look at the Lil Slugger Outfit.
- 43:26 - Leaving Little Lamplight.
In the next episode, a journey to another place begins.
View Details
https://3speak.tv/watch?v=realdcghoul101/qjwbboyn
I investigate the ruins of Calverton Sewer. Another location was added by the A World of Pain mod.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed [**here**](https://dcghoul-101-random-posts.blogspot.com/2023/02/my-fallout-3-mod-list.html). Also, the complete playlist is now available on [**Youtube**](https://youtube.com/playlist?list=PLywUlYBrpVO4kJdsZoG_NnvH8eKllT2yJ) and [**Odysee**](https://odysee.com/@DCGhoul101:3/Fallout-3-Walkthrough-%28Modded%29---No-Commentary:a).
Timestamps are below:
- 00:26 - I'm at Calverton Sewer.
- 00:52 - I enter the room on my right. The locked door requires a key.
- 01:23 - On the room on the other side, I jump into the hole below.
- 02:14 - Radroaches in this area. I go to the right.
- 02:57 - Huge Radroaches spawn here. They have more HP and deal more damage,
- 04:06 - I go east, then south. A Legendary Radroach enters the room from the other side and attacks.
- 05:01 - The door to the south leads to a terminal that opens the locked door seen at 00:52.
- 06:23 - Back to where I killed the Legendary Radroach, I open the door to the left. More radroaches to kill.
- 07:29 - Checking the local map. I go to the north corridor.
- 08:24 - Entering Calverton Fallout Shelter.
- 09:10 - Entering the cafeteria. Lots of radroaches. Xanflorp, a unique Radroach, attacks.
- 10:59 - Checking the room to the west. Looting the Large Refuse Pile. The Medical Office Key is in one of them.
- 12:00 - Inventory management.
- 12:54 - Looting the cafeteria.
- 14:19 - Looting the kitchen.
- 16:06 - Entering the Medical Office with the key I found at 10:59. Lots of chems and healing items.
- 17:46 - I return to Calverton Sewer. I head south through the tunnel. More radroaches.
- 19:14 - A Large Refuse Pile at the end of the tunnel.
- 19:37 - To the room to the west. I use the terminal to unlock the door. The next room has chems, healing items, and ammo.
- 21:22 - Inventory management.
- 22:00 - Heading to the entrance.
- 24:50 - Talon Company ambush.
- 25:42 - Body physics on crack.
- 26:53 - Heading northeast towards Jury Street Metro Station.
- 27:26 - A Behemoth and other Super Mutants spawn in the wrecked train to the north. A battle begins.
- 29:55 - Looting the dead.
- 31:36 - Inventory management.
- 32:43 - To Jury Street Metro Station.
- 33:23 - Sniping the raiders on the roof of Hank's Electrical Supply.
- 33:58 - Killing the Talon mercs behind the diner. Looting their bodies.
- 35:29 - Inventory management.
- 36:01 - Entering Hank's Electrical Supply. Lots of raiders in a small space.
- 36:33 - Ladder to the roof.
- 37:18 - Meeting Lucky Harith outside. I bought the Shishkebab Schematics and an Extended Magazine (WMK)
That's all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/cnycnenh
I investigate the ruins of the Infested Reservoir, another location added by A World of Pain. Also, I explore some areas west of Fort Independence.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:45 - Fast traveling to Springvale School. From there, I'll head northeast.
- 01:27 - Killing the raiders in the school ruins.
- 02:01 - Testing some Cryo Grenades from the New Uniques mod.
- 02:42 - Looting the dead.
- 03:38 - Lockpicking the Cursed Weapons footlocker. The Bloodletter, a unique weapon, was inside (EVE - Lost And Found). Yeah, it shoots blood.
- 04:27 - Heading northeast. I see blue smoke in the distance.
- 05:25 - Lol, Enclave trooper is unaware of things happening around him. The Evil Eye Bot is added by The Mantis Imperative mod.
- 06:43 - Looting the dead in the Enclave Camp.
- 07:45 - Accessing the Enclave Field Research Terminal.
- 09:45 - There are some RadAway on the nearby radioactive crater.
- 10:07 - Oh, a Firelurk (Mars Mutant Mod). Those are hard to show up.
- 11:25 - Entering the Infested Reservoir.
- 12:49 - The Big and Huge Mole Rats aren't affected by the Animal Friend perk. Either a feature or a bug.
- 13:15 - Room with a workbench.
- 13:30 - Large Refuse Piles have ammo and other items
- 14:31 - Collecting some Mole Rat meat.
- 15:27 - A dead wastelander.
- 15:38 - Heading downstairs. More hostile Mole Rats.
- 17:01 - Lockpicking the door. There's a Nuka Cola Quantum near the crate.
- 18:27 - Checking the reservoir area. There's another Large Refuse Pile near the rubble blocking the hallway.
- 20:21 - Going upstairs. There's a room up there.
- 20:45 - Lockpicking the safe.
- 21:39 - Jumping on the pipes to reach some ammo boxes near a bed.
- 22:53 - Leaving the place.
- 23:16 - The dead Firelurk has a Fireluk Saliva. I didn't find any use for that saliva.
- 23:43 - Later on that day... I'm heading southeast toward Fort Independence.
- 25:24 - Some raiders on their camp. I discover the Billboard Camp (Alpha's Raider Overhaul).
- 28:01 - Lockpicking the dumpster. The Tearin' Tenderizer.
- 29:55 - Heading west, I find two raiders near a table.
- 31:21 - Heading northwest, I see a Sentry Bot and a Mister Gutsy near an old military truck.
- 34:02 - Looting the robots and the ammo boxes.
- 35:27 - I continue heading west/northwest towards the Signal Oscar Tango tower. An Albino Radscorpin and some Enclave troopers are on my way.
- 37:48 - Incoming Sentry Bot.
- 39:18 - What's wrong with that skeleton?
- 40:16 - Heading south from the radio tower. The area between the rocks is a random encounter zone. A scavenger spawned there.
- 42:33 - Heading west, I bump into some raiders. They spawn here because of The Regulators mod.
- 46:24 - Entering Calverton Sewer.
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/rkmlzsrf
Gamebryo physics can behave weirdly at times. The moment I arrived there, they were already dancing.
It's an old video that I recorded a long time ago.
View Details
https://3speak.tv/watch?v=realdcghoul101/mojzajsp
It's the third episode exploring Springvale Sewer. The place is indeed larger in the AWOP 1.9 update.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below in case you need them.
- 00:26 - I'm at Springvale Sewer North. I continue heading south.
- 00:36 - Glowing Ones behind the door.
- 02:01 - Inspecting the area. The Security Supervisor Memo is on the desk with the terminal.
- 03:24 - Opening the next door. I reach a metro tunnel. Feral Ghoul reaver to the east.
- 04:00 - Things didn't go as I expected.
- 06:19 - A dead raider near the blocked path to the east.
- 07:23 - Feral ghouls on the west side of the tunnel.
- 08:22 - Unlocking the Springvale Maintenance with the Maintenance Master Key found in the previous episode.
- 09:21 - Radiation Suit and other things on the shelves.
- 09:54 - Going upstairs. Then opening another door. There's a Glowing One in the room on the right.
- 11:34 - A safe behind the filing cabinet. The Maintenance Master Key, the Springvale Bomb Shelter Key, and the Springvale Sewer Security Key are inside.
- 12:10 - The room to the left in the toilet.
- 13:21 - To Springvale Sewer North.
- 14:27 - Another look at the map. I return to Springvale Sewer.
- 16:41 - Thinking where the Bomb Shelter might be. I return to Springvale Sewer South.
- 17:59 - Inventory management.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/fjglbzzy
I explore the south and north sections of the Springvale Sewer. It's a World of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:26 - In the south section.
- 00:45 - I thought about jumping down there.
- 01:20 - Door to a larger central area.
- 02:08 - Alerting everyone to my presence.
- 04:24 - Crossing the planks to the other side. Then heading downstairs.
- 06:12 - Heat sign on the other side of the wall. I open the door and throw a grenade in there.
- 07:08 - Looting the place.
- 09:23 - Back to the central area.
- 10:11 - That door needs a key.
- 10:33 - Jumping on the water. There are some ammo boxes.
- 11:39 - I swim through a flooded passage.
- 12:21 - A room on the right is full of Feral Ghouls. I place some frag mines.
- 12:42 - Fire in the hole! I burn the survivors.
- 14:21 - Looting the area near the flooded passage.
- 15:07 - In the room where the ghouls were. The Torn Explorer's Note was on the bookshelf.
- 17:17 - To the left side of the tunnel. The door requires a key I don't have.
- 18:49 - Swiming back to the central area. I look for the key everywhere.
- 21:21 - I return to the room with the opening on the floor. I jump down there.
- 21:42 - I use the terminal to open the door. The room has some healing items and ammo boxes.
I'll update the post with more timestamps.
View Details
https://3speak.tv/watch?v=realdcghoul101/dmtocjmv
I return to Springvale Sewer after the A World Of Pain 1.9 update. That place, and many others, are different now.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:26 - I stopped at Underworld to sell things collected in the previous episodes.
- 01:00 - Buying the Railway Rifle Schematics, The Wretched Plunger of Terror (EVE), and the Shovel of Smackage (EVE) from Tulip.
- 02:49 - Inventory management.
- 04:04 - Back to Megaton. Later that day, I glimpse a water caravan outside of the city. I avoid a conflict between Megaton Settlers and the Brotherhood of Steel.
- 05:16 - Heading west towards the water tower, I discovered Springvale Ant Hive.
- 06:34 - Hunting Giant Ants. AWOP adds Huge Soldier Ants to this area.
- 07:04 - Large Refuse Piles have ammo and other items.
- 07:42 - The Mud and Zebra Ants are added by The Mantis Imperative mod.
- 09:24 - Ammo boxes and grenades on the table.
- 09:46 - More Ants on the cave below.
- 11:24 - A dead Wasteland Adventurer and Refuse Pile almost hidden in a corner.
- 12:10 - Some crates and boxes on the ground.
- 12:50 - A stimpak in a briefcase near an egg clutch.
- 14:04 - The Giant Ant Queen. I take the Ant Queen Pheromones from it.
- 14:42 - A rotting human corpse and a Large Refuse Pile.
- 15:45 - The local map. I return to the area with the table (09:24). I jump on the rocks on the right and find a dead Hunter.
- 17:21 - Back where I was at 14:04. There's a briefcase behind some rubble.
- 17:56 - To the tunnel to the south.
- 19:15 - Looking at the map, I head north first. Ammo and first aid boxes on the raised rock above the Giant Ant Queen.
- 20:24 - Now I go to the tunnel to the west. A single Beast Lord lives down there.
- 21:28 - There's a Guns And Bullets under the makeshift bed. Looking at it now, I may have missed a note right next to it.
- 21:51 - Leaving the ant hive.
- 24:38 - Outside again. A sandstorm approaches. I head to Springvale.
- 27:11 - Entering Springvale Sewer.
- 27:41 - I go forward until I reach the area with the stairs.
- 28:35 - A dead raider.
- 29:00 - The sewer has a north and a south section now.
- 29:48 - Looting the surroundings. Ammo and other items in the rooms around the larger area.
- 31:34 - The local map. I go to the room in front of me.
- 31:44 - Lockpicking the desk. Frank's Diary 2082 was inside it. It's reading time.
- 36:53 - Passing the skeleton with the knife above it, there's another desk. Another Frank's Diary 2082 was inside. Of course, I read it.
- 40:45 - The sewer tunnel to the north has Feral Ghouls.
- 41:26 - I go downstairs first. More Feral Ghouls on tunnels.
- 42:13 - Going upstairs to another place. Sneak attacks for everybody.
- 43:00 - The door on my left connects to where I was at 29:48. Now I head to the sewer to the north.
- 43:53 - I'm closer to the south door. I return to the previous room and go downstairs. I follow the path until I reach the Springvale Sewer North door.
- 45:51 - I turn right, and moving forward, I see more Ghouls on the other side of the room. It's missile launcher time.
- 46:59 - The section of the sewer where the ghouls were is radioactive.
- 47:13 - There is a briefcase with a bloody hand mark on the floor of the nearby room. The Springvale Sewer Armory Key was inside.
- 48:11 - Another look at the map. I want to see what in the east side of the map. I jump to the stairs to the level below.
- 48:31 - I see more Feral Ghouls through to the east, through an open door. A missile was enough.
- 50:05 - That's sewer tunnel is where the creatures above were. After walking for a while, I jump below from this position.
- 51:59 - To the utility tunnels. I eventually returned to the same position I was in at 50:05.
- 54:28 - The sewer is blocked and irradiated. Behind the barrels were a dead body and an empty briefcase. I think I opened them the first time I was here.
- 55:16 - I'll head to the Springvale Sewer South door.
I'll show the north and south sections in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/efsyoymb
I continue to explore the Capitol Research building. It's one of many locations added by A World of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:31 - I'm in the Operations room. The Capitol Research Foreman's Password on a semicircle-shaped desk.
- 01:17 - Reaching another hallway through the hole in the wall.
- 01:24 - Placing some mines on the stairs before going to the upper floor.
- 01:54 - I throw a grenade on the first Super Mutant to lure them to my traps. That didn't work very well.
- 03:43 - I gave up and just torched everyone.
- 05:36 - Looting the dead.
- 06:50 - I return to the floor below to loot the room with many terminals. I should've checked where the stairs in front of me led to.
- 07:53 - A Stealth Boy fell on the floor.
- 08:23 - A Pyscho and a Stimpak on a wood crate.
- 09:07 - Going upstairs. This time, I go to the third floor. The door leads to the main area seen in the previous episode (where you can see the floor above).
- 10:23 - Killing the two Super Mutants on the floor below. I use the escalator to reach them.
- 12:25 - Back to the floor above, I cross to the other side through the makeshift structure.
- 12:48 - To the Capitol Research Upper Ruins.
- 13:20 - Super Mutants in the room to the south.
- 14:04 - That inaccessible room has nothing of value. Unless a later update added something.
- 15:09 - A dead Talon Mercenary near a first aid box.
- 15:32 - Entering the room to the north. Part of the ceiling fell, allowing me to reach the floor above.
- 16:32 - Enemy in the hallway. The door with the Foreman Office sign can be unlocked with the Capitol Research Foreman's Password found earlier (00:31).
- 17:11 - The Foreman's Office is an exterior cell. The Capitol Research Clinic Password is on the floor. I already opened that door (lockpicking) during episode 187.
- 17:39 - Oh crap! Behemoth! Super mutants and talon mercs spawn outside. It's a scripted event from the mod, I guess.
- 17:56 - Running back to the entrance. I forgot I left the team outside. Some enemies spawn in the central area.
- 19:07 - I jump on the hole and run to the door.
- 19:38 - LOL. I think they didn't need my help to kill the Behemoth. A few Talon mercs spawned near the Capitol Building.
- 20:39- Healing the team.
- 24:19 - I have a suicidal tendency to go into a gas-filled place with a flame thrower equipped.
- 28:11 - I found nothing in that room (disable collision "tcl" if you want to go there).
- 29:46 - That door is related to another quest of AWOP. I only found it at a later moment.
- 30:19 - Looting the lockers near the door.
- 31:17 - Many things to loot in the lower floor of the central area.
- 31:43 - Lockpicking a cabinet and safe.
- 33:03 - Telling the followers to wait while I enter the Capitol Research Lower Levels.
- 33:22 - A workbench with a Bottlecap Mine. Some Electron Charge Packs on the table with the terminal.
- 33:45 - Many enemies ahead. Sorry for any low frame rate you may see.
- 50:58 - Unique Weapon: Overcharged Plasma Pistol.
- 54:38 - Game physics on crack.
I'll update the post with more timestamps later.
View Details
https://3speak.tv/watch?v=realdcghoul101/xqlroxpl
I go to The Mall to investigate the ruins of the Capitol Research building. It's another area added by the A World of Pain mod.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:26 - From Megaton to the National Archives. Fewer mutants near the building (maybe).
- 02:55 - More Super Mutants.
- 04:03 - Talon Mercenaries killed the Super Mutants near the Capitol Building.
- 08:28 - Looting the dead and inventory management.
- 12:32 - Enclave camp on the north side of the Capitol Building. The Deathclaw Control Scrambler helped us with the deathclaw.
- 13:44 - Looting the dead.
- 16:40 - The Capitol Research building is to the north, near the Capitol. I order the followers to wait before entering.
- 17:30 - Sorry for any poor frame rate you may see. AWOP areas were too demanding for my old computer.
- 17:53 - Gas leak ahead.
- 18:05 - Super mutants everywhere. I place some frag mines just in case.
- 19:03 - A Centaur. I kill some of them to lure them into my trap. Things didn't work as I expected.
- 22:55 - The area ahead has some floors, with Super Mutants above you.
- 23:27 - Grenade didn't hit the enemy below. I retreat.
- 24:01 - I really didn't see that tripwire. Light Step perk saved my life. A frag mine is hidden under the tire.
- 24:40 - Near the escalator, I kill two of them.
- 25:31 - Hacking Grog's Terminal. I'll read the diary. Al the notes will be added to your pip-boy.
- 29:10 - Two ammo boxes on the floor near the radio.
- 29:58 - Super Mutants on the floor above. They had missile launchers, so I used mine first.
- 30:26 - There may be Overlords with missile launchers in that area.
- 31:52 - Back to the hallway, I enter the area with the bathroom sign near the door.
- 32:30 - A Stealth Boy in the toilet. Yikes.
- 32:40 - Lockpicking the briefcase on the floor near the lantern. Only a Mentats was inside.
- 33:25 - A safe on the counter.
- 34:18 - Checking the east hallway. I lockpick the locked door near the security sign. It's a room with ammo and a first aid box. I even found a Tactical Sniper Rifle in a gun cabinet.
- 35:54 - I turn right. There's a bottlecap mine on a table. Also, an ammo box and frag mines are on the floor near the window.
- 38:18 - Back in the hallway, the door on the left leads to the Research and Operations area. That's where I go now.
- 39:03 - I see lots of lockers in front of me.
- 39:38 - Super Mutants ahead. I place some frag mines on the floor.
- 40:13 - Ammo for the sniper rifle on the locked suitcase.
- 40:26 - More enemies in another room with terminals. The fight begins.
- 41:52 - Most enemies are upstairs.
- 42:48 - I kill another one to lure the enemies. Only a few followed me.
- 45:11 - A grenade on an open trunk nearby. I loot some bodies.
- 45:23 - The Operations room has sandbags around the door.
- 46:01 - Two ammo boxes on the containers behind the sandbags.
- 46:14 - Hacking the door to the clinic. Chems and healing items are scattered across the room.
- 47:38 - The key to that door is related to another quest of this mod. I found the key in another episode.
- 48:37 - Back in the Operations room.
I resume my exploration of the Capitol Research building in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/lqngrhpz
Having reached Grayditch Sewers, I realized Giant Radscopions weren't the only creatures I would face. It's A World Of Pain.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:26 -Entering Grayditch Sewers.
- 00:50 - Lockpicking the door on the right. Giant Ants inhabit this area.
- 01:18 - Large Refuse Piles have ammo and other things.
- 01:37 - Lockpicking a footlocker. I don't know if the loot is random on that one.
- 01:55 - There are Radscorpions here too. Again, some are hostile, and others aren't.
- 02:11 - Checking the left side and then returning to the right.
- 03:39 - Someone trolled me. I head south, then to the left through the tunnels. Fire Ants ahead.
- 04:42 - Checking the local map. I turn around and go to the door.
- 05:15 - AWOP location have lots of containers and items to loot.
- 05:39 - The path to the west is blocked by debris. To the east, we see a ladder on the right and a hole in the wall near the barrels.
- 06:13 - An ant tunnel to Grayditch Auto Services Basement. The ladder leads to Grayditch.
- 06:29 - I return through the tunnel and turn left. There is a larger area with more Fire Ants, and they torched the Radscorpions.
- 07:17 - Fire Ant Nectar has some unique properties like Ant Vision. I never tested those things, lol. I think it's important to remember that Dr. Lesko pays 40 caps for every Fire Ant Nectar you have.
- 07:59 - A safe, ammo, and first aid boxes. The Sewer Master Key is in the safe, along with a Nuka Grenade.
- 08:32 - Inventory management.
- 10:01 - Time to go to Grayditch Auto Service Basement (added since AWOP update 1.6).
- 10:18 - A (second) Fire Ant Queen lives in this cave. It's another hive for Fire Ants.
- 12:46 - I reached the Grayditch Auto Services Basement. Another look at the map before proceeding.
- 13:49 - Repairing my stuff near the workbench and inspecting the area.
- 15:27 - Elevator to Grayditch Autoservices. The next area is full of Fire Ants.
- 15:48 - Clearing the first area.
- 17:14 - Catwalk leads to a room full of things to loot.
- 17:40 - To the north side of the building. More Fire Ants there.
- 18:27 - Reaching the foreman's office overlooking the area below.
- 19:26 - The locked Filing Cabinet has a Nuka Cola Quantum.
- 19:56 - Did I miss a safe in the wall behind the old terminal?
- 23:43 - Back to loot the room seen at 17:14.
- 30:18 - Leaving Grayditch Autoservices. Be careful to not fall in the street below.
- 32:28 - Ammo and first aid boxes under a table near the metal structure we used to cross the street.
- 33:10 - A door I haven't seen before.
- 34:10 - The McBritish Institute, also a new area added by A World of Pain. Some robots guard the place.
- 35:55 - Looting the place.
- 36:37 - Checking the upper floors.
I'll update the post with more timestamps later. Thanks for watching.
View Details
https://3speak.tv/watch?v=realdcghoul101/umikzaij
I go to Grayditch to check a ruined Libray and other interiors added by A World of Pain - update 1.7 (or 1.9?).
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:24 - Fast traveling to Grayditch. From there, I head south.
- 01:46 - I Talon Company ambush squad near the Marigold Station. I kill them from afar.
- 02:29 - Looting the dead and managing the inventory.
- 04:16 - Heading west. You can see a door in the raised building. There are some rubble piles on the way.
- 05:41 - Discovering Grayditch Library.
- 06:10 - The place is full of radscorpions. Not all scorpions are hostile ("Animal Friend Perk" in action, I think).
- 06:48 - Clearing the north side of the building.
- 07:34 - I'll open that door later.
- 08:03 - Checking the lower floors.
- 09:42 - Those Broken Audio Discs are a misc item with no use. AWOP locations tend to have many things to loot.
- 10:23 - Two ammo boxes.
- 10:57 - This Library is a fine place to collect Radscorpion Meat and Poison Glands.
- 11:27 - The door on the left and near the entrance requires a key.
- 11:42 - Looking for the key in the desks.
- 12:54 - Lockpicking the door seen at 07:34. More radscorpions.
- 13:50 - Opening the door to the south in the hallway.
- 13:56 - A Big Book of Science on the left. It's in one of the tables with terminals (AWOP adds some extra skill books).
- 19:41 - The Beast Lords will attack. Their boss (Higgins) has the master key to the library, a diary, and unique armor.
- 23:16 - Lying, Congressional Style.
- 23:29 - AWOP Update 1.6 - Food mixers added to the Wasteland (AWOP & vanilla areas) to create up to 9 new food and drink items [Hint: You can find one in Craterside Supply or Milgram's Shack, both of which have a Recipe book nearby to get started].
- 30:45 - Gradyitch Library Basement. The basement connects with the sewers. More radscorpions.
- 31:57 - Alien Power Cells on the left.
- 32:31 - Lockpicking the gate.
- 32:56 - Ammo boxes near the beds.
- 33:08 - Albino Radscorpion appears from the hole in the wall.
- 33:09 - The local map. I go through the hole in the wall. It's a small cave with some friendly radscorpions.
- 34:23 - A Dead Wastelader Adventurer. There's some loot in the Refuse Piles.
- 34:51 - Reaching the sewers below Grayditch.
- 35:21 - The local map. Many paths to investigate. I'll head west first.
- 35:40 - Room with some hostile Radscorpions and some ammo boxes.
- 37:26 - RadAway, ammo, and first aid boxes on the metal shelf. There's an Advanced Radiation Suit on the Radiation Suit Case.
- 38:29 - I return to the basement first area.
I'll add more timestamps later. That is all.
View Details
https://3speak.tv/watch?v=realdcghoul101/nxqzdavt
In this episode, I travel to DC ruins to explore Franklin Mall. What will I find there?
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps are below in case you need them:
- 00:26 - Another morning in Megaton. I fast travel to Penn Ave. Northeast.
- 00:51 - A Talon Company ambush to start the day.
- 01:13 - Oops! The Drifter Laser Rifle overheated way too fast.
- 01:40 - Looting the dead.
- 02:13 - Heading to Metro Central area. Paladin Haffley and his squad were fighting Super Mutants.
- 04:40 - Looting the dead.
- 05:46 - Selling some things to the scavenger to the west.
- 07:40 - Placing some frag mines near the gates on the other side of the street. I have a suspicion.
- 07:52 - Entering the Franklin Mall Utility. Super Mutants and feral ghouls are everywhere. Grenades and land mines are your friends. A flamethrower (+pyromaniac perk) helped a lot.
- 10:56 - I can breathe now. Also, looting the dead.
- 12:08 - A Brotherhood Initiate in the lower area. Take the holotag if you want.
- 12:26 - More creatures to loot upstairs.
- 13:33 - The stairs below lead to the sewer and beyond. I return outside and bring the team.
- 15:55 - I knew it! An ambush!
- 16:10 - Looting the dead.
- 18:02 - Entering the Franklin Mall Utility again... and where did you guys came from?!
- 20:07 - Glowing One clipped in the wall.
- 21:06 - Placing some frag mines near the door befor entering.
- 21:27 - Entering Franklin Mall Concourse. I see Glowing One on the next areas. More frag mines.
- 23:06 - How to screw up your plan. I retreat to the utility.
- 24:31 - The Glowing One waited me to explode (LOL). The stealth boy really worked, though.
- 25:42 - This time they followed me.
- 26:43 - To the councourse again to kill all the feral ghouls.
- 45:50 - AI stupidity makes things easier.
- 48:59 - Well, there are a lot of safes here. This is going to take some time.
- 56:15 - I'm really good at sneaking, right?
- 56:21 - How the hell did I miss that shot?
- 59:04 - Your allies may get stuck in the other room. (use the console command to move them to your - side - Pride/companion ID/move to player).
- 01:02:42 - LOL. That elevator fooled me.
- 01:04:46 - I was expecting a door.
- 01:06:34 - Key and a letter.
- 01:11:09 - The door glitches sometimes.
That was all for today. I'll update the post with more timestamps:
View Details
https://3speak.tv/watch?v=realdcghoul101/vwzigglq
My long adventure through the west/northwest side of the Capital Wasteland ends today. I also met some friendly ants.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:26 - Entering the monorail wagon. Interiors added by Metro Carriage Interiors mod. The loot in the various containers seems to be random.
- 02:43 - Ammo boxes in the other wagon.
- 03:21 - Back outside. An Enclave trooper appeared on the elevated highway.
- 04:03 - Heading south to the radioactive pools. A D.C. Journal of Internal Medicine is on the ground, near the giant ant eggs.
- 04:52 - Inventory management.
- 06:42 - Heading west/northwest following the monorails.
- 07:19 - Discovering Shalebrigde.
- 08:16 - Deathclaw to the northwest.
- 08:52 - A Badass Bloodclaw to the southwest (Imperfection mod - main file and Broken Steel support).
- 09:18 - Following the monorail ruins to the northwest. I bump into a Sentry Bot, a Slaver, and one Lieutenant Gutsy.
- 12:10 - An Albino Radscorpion and another Sentry Bot. A Deathclaw Young spawned inside the rocks. I finally reach the infamous invisible wall. Walking back to Shalebridge.
- 15:50 - I approach a broken radio tower. Shalebridge tunnels are next to the rocks.
- 18:05 - The friendly Mutated Forager Ants colony is being attacked.
- 18:23 - The Invader Ants will attack you and can be killed to protect the friendly ones. The giant ants will not be here if you have already killed the queen in Shalebridge Hill.
- 18:59 - The dead Ant Researcher in the water has a Big Book of Science on his corpse.
- 20:20 - Back outside. Ant Tunnel to Shalebridge Hills is to the north, surrounded by golden fungus. The hostile ants come from there.
- 21:49 - Inside the ant tunnels, time to get rid of the Giant Ants.
- 24:40 - A reminder that Mud and Zebra Ants were added by The Mantis Imperative mod. https://www.nexusmods.com/fallout3/mods/12296
- 27:30 - Damn collision boxes.
- 28:17 - Your target: The Giant Ant Queen.
- 29:12 - The Pretty Pink Power Armor (and Helmet) near the eggs and skeletons. They were added by the New Uniques mod.
- 31:12 - Walking around the cave, looting and killing the remaining ants.
- 35:25 - Some chems and metal armor.
- 36:52 - Leaving the place and back to Shalebridge Tunnels.
- 38:35 - You can inspect the Large Ant Egg Pile and increase the colony growth by injecting a Stimpak (70 Science or 40 Medicine required). There is an ant compost heap with some ant nectar in it. The compost heap will replenish faster upon killing the giant ant queen on Shalebridge hill. The compost pile is the same area surrounded by some green mushrooms.
- 40:08 - Leaving the place. To the right, I follow the path between the rocks and reach the broken radio tower. This one has no switch to a radio signal.
- 41:43 - That tower to the south is Broadcast tower KT8.
- 42:01 - Sniping some Super Mutants. Then crossing the rope bridge to loot them.
- 43:33 - Nice sunset.
I've explored (almost) the entire map, but I missed some unmarked locations here and there. Some (undiscovered) map marks you see on my map are areas added by DLCs and mods, including the Random Encounter Field Guide. Once I discover those marks added to random encounter locations, they'll disappear.
From this point forward, I'll cover locations added by mods and DLCs. See you all in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/wbkxppvf
Having reached the Abandoned Car Fort, I continue exploring the west/northwest areas of the Captial Wasteland.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:26 - Looting Enclave camp near the Abandoned Car Fort.
- 01:39 - A Venomlurk on the river down below.
- 03:53 - A Deathclaw on the rocks.
- 04:54 - Another Deathclaw.
- 05:43 - Approaching the Internment Truck, an unmarked location.
- 06:05 - The Internment Orders are in the truck's trailer.
- 06:38 - Purified Water bottles, a Pugilism Illustrated, and first aid boxes.
- 07:42 - Inventory management. I had to return later to loot everything I left behind in all the locations I visited in the previous 4 episodes.
- 10:20 - Some grenades in the destroyed bus.
- 10:45 - Still on the west side of the river. I follow the power lines to the north.
- 12:00 - Deathclaw incoming!
- 12:39 - Shot fires while approaching the MDPL-05 Power Station.
- 13:21 - Lockpicking the gate, finding the Schematics for the Dart Gun and a copy of Dean's Electronics. The workman's toolbox I didn't open contains the key to the gate I just opened.
- 14:26 - Back to the highways. I inspect the cars near the river.
- 20:11 - A Duck and Cover on the ground near a skeleton, ammo boxes, and some cars.
- 21:01 - There's a mini-nuke inside that trailer. If you have the Epic Mini-Nukes mod, I recommend destroying the mini-nuke from afar. A scripted explosion is triggered when you approach the trailer, and It will detonate the mini-nuke, which will kill you.
- 21:49 - To the highway and to the truck.
- 22:44 - Approaching the Exploding Scientist Truck, an unmarked location. A scientist blew himself up. As I said, that explosion would detonate the mini-nuke inside, BE CAREFUL! The scientist, which carries a Big Book of Science, didn't spawn (a glitch?). I don't remember if he spawned later (with the book) when I returned off-camera to check.
- 24:14 - The ruined house northeast of the truck is full of raiders. Luckily, there's a mini-nuke there too. Epic Mini Nukes mod is a double-edged sword that helps but can also kill you.
- 25:08 - Heading to the ruined house, sniping more raiders at the end of the highway.
- 26:48 - That place is known as Raider Wreckage Fortifications, an unmarked location. I kill the remaining raiders.
- 28:33 - Looting the dead.
- 31:32 - I completely missed Grognak the Barbarian. The book was hidden
under the table and inside the wooden crate full of tin cans. Pictures are here and here.
- 31:45 - Food, ammo, and a first aid box.
- 32:32 - Following the road to the ruined house. The explosion (24:14) blasted items and bodies everywhere.
- 33:36 - Ammo near the fireplace.
- 35:13 - A copy of Tumblers Today on the metal shelf.
- 36:06 - Back east to the road.
- 37:51 - I'm south of Deathclaw Sanctuary.
- 38:59 - An Air-Dropped Crate on the rocks (A World of Pain mod).
- 39:25 - Discovering Mount Mabel Campground. There are ammo or first aid boxes on the old campers.
- 40:07 - I found the Love Tap, a unique brass knuckle on top of the ammo box. It's the camper with one bed, two ammo boxes, and one first aid box. The weapon is cut content restored by FWE (Editor ID: WeaponUniqueLoveTap).
- 42:19 - Heading east/southeast. Then looking at the map.
- 46:03 - Taking some Rad-X before swimming south and back to Five Axles Rest Stop.
- 47:33 - Following the monorail to the west.
- 50:25 - Entering the fallen monorail. Interiors added by Metro Carriage Interiors mod.
My long trip to the distant points of the Capital Wasteland continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/ejgnxurg
In this episode, I continue exploring the west/northwest area of the Capital Wasteland.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:26 - It's morning in Roosevelt Academy. From there, I'll head south.
- 01:27 - Some raiders in the power station near the river. I shoot them.
- 02:49 - Discovering MDPL Mass Relay Station.
- 04:04 - Looting the outside. I should have returned to Megaton to free up more inventory space.
- 07:08 - Entering the station. I quickly kill Torcher and the other raiders.
- 07-39 - A copy of Guns and Bullets on the table near the entrance.
- 08:10 - At first, I forgot to take Torcher's Mask. Don't worry, I'll remember soon enough.
- 09:02 - Lockpicking the safe behind the terminal. A Nuka Cola Quantum was inside.
- 09:35 - I tke Torcher's Mask.
- 10:07 - Leaving the place.
- 10:46 - I scavenger got stuck in the water. I sold some stuff to her.
- 12:40 - Some ammo boxes on the ship.
- 13:36 - Crossing the river, then heading west.
- 16:29 - Killing the raiders in their beds and discovering Five Axles Rest Stop.
- 17:04 - Looting the dead.
- 17:09 - Guys, don't step on the frag mines.
- 17:44 - One U.S. Army: 30 Handy Flamethrower Recipes inside the same trailer.
- 18:24 - The Partial CB radio backup was in the trailer full of old tires.
- 19:07 - To the monorail to the north. It was a bit tricky to go up there.
- 20:33 - And can be deadly.
- 22:04 - The monorail interiors were added by Metro Carriage Interiors mod. The loot in containers is probably random.
- 25:03 - Back outside.
- 25:46 - Talon ambush under the overpass. Even at level 30, those ambushes can be dangerous.
- 27:39 - Looting the dead.
- 29:47 - Ammon on the military truck on the bridge.
- 30:10 - Mirelurks in the river below. Super Mutants on the south margin as well.
- 33:02 - Crossing the overpass.
- 33:40 - The house in the middle of the river is added by To Sleep - Perchance To Dream mod. We found more stuff from that mod in Roosevelt Academy in episode 179, but I'll not cover that mod now.
- 34:33 - More Mirelurks on the river.
- 38:31 - Some raider behind the cars on the road. Some Enclave troopers as well.
- 39:53 - Discovering Abandoned Car Fort.
- 40:08 - Looting the dead.
- 40:23 - A Tales of a Junktown Jerky Vendor near the bed. Also, some ammo boxes.
- 41:17 - The Sharp-Dressed Devil wears the Sharp-Dressed Raider's Armor (Editro ID: ArmorUniqueRaider01) and The Devil's Pigtails (EditorID: ArmorUniqueRaider01Helmet) - a unique psycho-tic helmet - Both were cut content restored by FWE.
The New Uniques mod also restores those armor pieces but adds the Sharp-Dressed Raider's Armor (Editor ID: I5KUniqueArmorRaiderSharp) - with a new Sharp-Dressed Raider Hat (EditorID: I5KUniqueHelmetSharp)- to the Smiling Jack Shop inventory in Evergreen Mills. The Devil's Pigtails (Editor ID: I5KUniqueArmorRaiderHelmetPigtails) is worn by Devil Boy in the Super Duper Mart (I think I missed this guy). I think you can keep both versions.
- 42:49 - An Enclave camp west of the Abandoned Car Fort. It's missile launcher time.
- 43:43 - Gamebryo Engine was shitting itself. Enemies were invisible for a couple seconds.
I'll check the Enclave Camp and much more in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/kepcoeii
I continue helping the Outcast to clear Roosevelt Academy from Super Mutants as part of the Wasteland Violence mod.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters and instability when I travel through the map and play the game. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The full playlist is now available on Youtube and Odysee.
The timestamps are below:
- 00:25 - I'm at the Maintenance and Evacuation Tunnel. The fight begins.
- 01:31 - Heading downstairs to rescue a Wasteland Captive.
- 02:20 - Looting the gore bags.
- 02:45 - Ammo on the shelves to the left.
- 03:42 - Heading downstairs and inspecting the area.
- 04:13 - Lockpicking the door and killing the Super Mutants in the sewer.
- 05:07 - Looting the dead.
- 06:13 - Ammo near the radioactive barrels.
- 07:07 - The local map. I head south.
- 07:26 - A switch on the wall. It opens the trap door.
- 08:04 - I need to find the key to open the door to the Library. So, back to the sewer.
- 08:23 - The room I was at 04:13. There's a Pugilism Illustrated on a metal shelf.
- 08:32 - Checking the map. I'll check the area to the north.
- 09:12 - Again, checking the map. I was lost.
- 09:34 - Gas leak area. The Outcasts killed the mutants in the next room.
- 10:04 - There's a grenade bouquet on the path on the right.
- 10:59 - Rescuing a second Wasteland Captive.
- 11:43 - Looting the gore bags.
- 12:33 - The local map. I'll check the room to the south.
- 13:11 - Some frag grenades near the machine in the center of the room.
- 13:35 - To the tunnel where I disabled the grenade bouquet (10:04).
- 13:58 - Entering Roosevelt Academy. I thought that explosion was going to kill someone.
- 14:40 - Torchinng the Super Mutants upstairs to help the Outcasts.
- 16:03 - Look up!
- 16:43 - One more enemy in the administration room.
- 17:26 - Checking the west side. I didn't check the infirmary properly.
- 18:05 - To the other hallway to the west.
- 18:16 - Hacking the terminal near the safe. The safe had a Stealth Boy and some chems.
- 19:27 - Collecting medical supplies in the infirmary.
- 21:23 - A D.C. Journal of Internal Medicine on the desk in the southwest corner.
- 22:31 - In the entrance looting the dead.
- 23:25 - To the hallway to the north. Many lockers and rooms to loot.
- 24:54 - A Super Mutant on the upper floor.
- 26:04 - Another enemy survived. The room on the right has a tripwire with grenades falling through the pipe.
- 26:33 - Where were you hiding?
- 28:05 - Checking the left side first.
- 28:51 - I think that's where I came from. Another look at the map.
- 29:05 - I need the key to open the exit door.
- 30:20 - To the east side of the building.
- 31:34 - The Headmaster's Terminal. I activate the nearby Protectron to avoid a fight.
- 31:58 - Meeting Dean Dewey, the Protectron. I use the Robotics Expert option.
- 32:34 - There's a Pugilism Illustrated in the men's toilet nearby. It's near a dead raider's body.
- 33:05 - Stairs to the second floor.
- 33:54 - Gore bags in the room on the left.
- 34:29 - Room above the room with the tripwire. There's an ammo box nearby.
- 35:31 - Stairs to the third floor.
- 35:52 - Oops! More Super Mutants are alive. Man, I have many blood samples to return to Paladin Tristan.
- 37:01 - A rigged terminal.
- 38:02 - I was lost again. Another look at the map.
- 38:35 - Be careful with the hole in the floor. I reach the door on the other side and only fall.
- 40:00 - More success in the second attempt. Another stair to the top floor.
- 40:41 - The door leads to ammo boxes and a cabinet with the Roosevelt Utility Key.
- 41:59 - I returned to the Maintenance and Evacuation Tunnel. I could have opened the door to the outside.
- 43:27 - I go south to that locked door I found at 08:04.
- 44:48 - Door to Roosevelt Library. More mutants to kill upstairs.
- 46:03 - Take the Roosevelt Library Key from the Super Mutant Overlord to finish the quest. With the New Uniques mod installed, a new unique minigun called "Chaingun" can be looted from that Overlord.
- 47:22 - Inventory management.
- 48:49 - Ammo, a Stealth Boy, and a Nuka Cola Quantum. Also, a safe on the wall.
- 49:58 - Checking the upper floor.
- 51:10 - Another Stealth Boy in the ladies' room.
- 51:56 - Using the Roosevelt Library Key to open the door.
- 52:35 - It's night already. The Outcasts will now build a camp outside. You will also have a locker at your disposal.
That's all, folks! Good night and until the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/iysqjqsc
I continue my exploration of the Capital Wasteland. Also, a battle takes place at Roosevelt Academy. Of course, I'll join the fight.
The mods I used in this series are listed here. Also, the complete playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:26 - I'm at Musty Caverns entrance. I see some shacks to the west.
- 01:04 - A Bloodclaw from the Imperfection mod (main file and Broken Steel add-on). The poor creature keeps tripping.
- 01:38 - Giant Ant, be gone.
- 02:41 - I approach Mason Dixon Salvage.
- 02:47 - Sneaking between the cars. There were more super mutants than I expected.
- 03:50 - My modified 14mm pistol worked well.
- 04:27 - Looting the dead.
- 05:28 - Freeing the Wasteland Captive.
- 06:11 - Ammo boxes on the trailer.
- 06:30 - Entering the (southern) Abandoned Shack.
- 06:51 - Ammo boxes.
- 07:11 - A Tumblers Today on the floor, between the fridge and the footlocker.
- 08:25 - Entering the (northern) Abandoned Shack.
- 08:35 - A Nikola Tesla and You and a first aid box on the table.
- 09:08 - A D.C. Journal of Internal Medicine on the floor.
- 10:34 - I plan to head south toward the Roosevelt Academy.
- 11:06 - Sniping some raiders and helping the mercenaries on the road.
- 12:23 - Trading with the mercenary.
- 13:23 - A mutant survived my assault on the Mason Dixon Salvage.
- 14:09 - Heading south of the Drowned Devil's Crossing.
- 14:45 - Raiders under the bridge.
- 15:52 - There's a Grognak The Barbarian on a table in the destroyed shack near The Silver Lining Drive-In. I missed the book when I visited the place for the first time.
- 16:34 - A Lying, Congressional Style was inside the secure case on the ground. It was added to the drive-in by some mod.
- 17:48 - An Albino Radscorpion near the ruined houses.
- 19:00 - Discovering Faded Pomp States. I inspect the ruins in search of loot.
- 20:27 - Shooting the mutants to the south, around the building.
- 22:44 - As I cross the road towards Rosevelt Academy, the quest "Batte For Roosevelt Academy" begins. With Wasteland Violence Mod, the Brotherhood Outcasts will launch an assault on Roosevelt - Academy to drive out the super mutants. If you help them clear out the mutants, the Outcasts will set up a permanent encampment, which you can use as an outdoor player base. A scavenger that you can barter with will hang out in the camp. The scavenger has excellent repair skills. I apologize for the low frame rate from this point forward.
- 23:07 - Sniping the Super Mutants.
- 25:48 - More Super Mutants.
- 27:02 - The Outcast Protector doesn't have much to say.
- 27:34 - Tha podium was added by To Sleep - Perchance To Dream mod.
- 27:39 - The Dream - Note found in the Lectern also belongs to the mod. I'll do the quest mod later.
- 28:59 - Looting whatever I can carry.
- 31:29 - A safe in one of the houses across the road.
- 33:50 - Behemoth in the parking lot of the academy. Its death completed the first part of the quest. The Roosevelt Coach's Key is in its inventory. Now I can enter the buildings.
- 36:34 - A Pugilism Illustrated in a fireplace in a ruined house in Faded Pomp Estates.
- 37:55 - Entering the Roosevelt Arts and Athletics with the key I found.
- 38:11 - Another fight between Outcasts and Super Mutants. I torch the enemies.
- 40:19 - Going upstairs to clear the upper floors.
- 41:10 - Looting the rooms.
- 42:00 - A safe on the wall and ammo on the desk.
- 42:22 - A Tumbler's Today is on the same desk.
- 43:29 - Looting the dead.
- 44:31 - Going downstairs.
- 46:06 - The local map. I was lost for a second.
- 48:04 - In the toilet, a suitcase. The Dream - I Had A Dream note, Dream - Note In The Professor's Briefcase holotape, and Dream - The Professor's House Key belongs to the To Sleep - Perchance to Dream mod.
- 50:00 - Checking the rooms and hallways for loot.
- 54:50 - Heading downstairs to the Maintenance and Evacuation Tunnel.
The battle for Roosevelt Academy continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xlahhoia
My tour through the unexplored areas of the Capital Wasteland brought me to an old SatCom Array.
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps, in case you need them:
- 00:27 - I'm still at the MDPL-21 Power Station.
- 00:35 - Lockpicking the floor safe near the terminal. The Five Shooter, a unique weapon from the New Uniques mod, was inside it.
- 01:58 - Leaving the power station. A Talon Company ambush begins. Oh, and it's still raining.
- 03:27 - Heading northwest to the SatCom Array NN-03d. The coordinates to that place were revealed in episode 165.
- 04:13 - Sniping the Shroudeds in the elevated catwalks of the SatCom Array. Gangs of the Wasteland mod replaces the vanilla raiders with this new gang. https://www.nexusmods.com/fallout3/mods/20669
- 05:33 - Fighting Boom-Boom under on the ground between the three towers. He carries a unique arclight helmet, the Kiss of Death (New Uniques mod).
- 06:25 - Oh, there you are.
- 07:41 - The F--k You Door.
- 08:58 - Entering the SatCom Array NN-03d-A.
- 09:32 - Clearing the interior from enemies.
- 11:03 - The Shrouded wear their own type of duster or robes.
- 11:41 - Chems and a first aid box.
- 12:38 - Reaching the ladder to the upper area.
- 13:39 - To the satellite dish.
- 14:00 - The Air-Dropped Crate was added by A World Of Pain mod. The "Note From Zeus" and "Fort Detrick Card" lead to an unmarked quest.
- 14:16 - Inventory management. I left things behind in many areas to be taken off-camera.
- 15:42 - I cross the wood planks to reach the dish to the east and enter SatCom Array NN-03d-B. The followers' pathfinding will get confused as hell from now on.
- 16:38 - Hatch to the lower levels of the facility.
- 16:54 - Killing more Shroudeds.
- 17:52 - Lots of chems on the tables. The Mist and SafePsycho were added by Alpha's Raider Overhaul.
- 18:39 - The path leads to the SatCom Array NN-03d-C.
- 19:09 - Clearing the lower levels.
- 19:48 - The schematic for the Junk Metal Spear was added by FWE.
- 20:09 - That door leads to the outside.
- 21:53 - Ladder to the catwalks outside.
- 22:15 - To the dish.
- 22:34 - This is probably one of the highest places in the wasteland.
- 22:45 - I failed to see the two mini nukes at the shooting target on the edge of the dish.
- 22:57 - I shoot the Enclave units to the north.
- 24:38 - Back to the lower level.
- 25:15 - There's a Pugilism Illustrated in the last toilet on the left.
- 25:42 - Back to the SatCom Array NN-03d-B.
- 26:00 - Easter egg: there's a giant teddy bear behind the boarded door.
- 26:51 - Returning to the SatCom Array NN-03d-C.
- 27:01 - Lockpicking the door and leaving the place.
- 27:57 - Heading south.
- 28:38 - That destroyed shack has the Schematics for the Shishkebab. I found it at the end of episode 107.
- 28:51 - Deathclaw to the south.
- 29:40 - A single tent to the southwest. Another deathclaw.
- 31:00 - Entering the abandoned tent.
- 31:22 - A Nikola Tesla and You on the metal shelf.
- 31:39 - A Nuka Cola Quantum.
- 32:04 - Back outside. I wanted to see how that Kiss of Death looked on my face.
- 33:29 - Heading south/southwest. Also, I check the map.
- 34:53 - Some Giant Ants appear from the south.
- 35:51 - The "I Need More Mist" holotape near the ant tunnel entrance was added by Alphas Raider Overhaul.
- 36:12 - Entering the Musty Caverns. I torch the Giant Ants inside.
- 37:27 - Looting the dead.
- 37:45 - That sack near the dead human bodies has the Spitfire. It's a unique weapon from the New Uniques mod. For some reason, the gun has no textures. I even checked the mod folder looking for it. At the time, I tried to create some textures for it, but I was too incompetent.
- 38:49 - The Zebra and Mud Ants were added by The Mantis Imperative mod.
- 39:25 - Leaving the Musty Caverns.
There are more places nearby to visit. See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/zsgvghnv
After discovering Montgomery County Reservoir in the previous episode, I continue exploring the area to the north.
DISCLAIMER: This episode was recorded after the Windows Fall Creators update that partially broke Fallout Stutter Remover. You may notice more stutters when I travel through the map. This problem was solved only after the release of the F3TF (Fallout 3 Tick Fix).
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:28 - Heading northeast.
- 01:13 - Random encounter (Robot Scavenging) near the Broadcast Tower LP8.
- 01:54 - Level 30 reached. I chose the Almost Perfect perk. As I have the Smart Almost Perfect mod installed. All my SPECIAL attributes will be at 10, even after collecting the Bobbleheads. In the vanilla game, you should first get the perk, then collect the Bobbleheads.
- 02:32 - Note added to pip-boy. Now that my Repair is at maximum, I can turn two scrap metals into four repair part kits.
- 03:20 - A Greater Deathclaw and a Badass Bloodclaw behind the radio tower (Imperfection mod, main file and Broken Steel add-on).
- 04:53 - Activating Radio Signal Echo Foxtrot.
- 06:08 - The entrance to the sealed cistern is near the rocks to the north.
- 06:36 - Some supplies on the floor.
- 06:43 - A copy of Big Book of Science on the table with the radio.
- 07:07 - Lockpicking the safe.
- 08:24 - Back outside. I'll head north.
- 08:58 - Albino Radscoprion. It dies and falls through the ground.
- 09:13 - Is that the same Albino Radscorpion.
- 11:12 - Some shack above the rocks. I'll try to find a way up.
- 13:12 - A fight between mutants and the Outcasts near the shacks.
- 14:44 - Looting the dead and crossing the bridge. Heck, even the Enclave was here.
- 15:53 - Discovering the Clifftop Shacks
- 16:17 - Looting the gore bags.
- 17:10 - Entering the (southern) abandoned shack. Torching the super mutants.
- 17:49 - Freeing the Wasteland Captive.
- 18:33 - Inventory management.
- 20:05 - A copy of Pugilism Illustrated on the shelf.
- 20:17 - Lockpicking the safe.
- 20:53 - Schematics for the Flash Grenade are on the floor near the bed (New Uniques Mod).
- 22:38 - Entering the (northern) abandoned shack.
- 22:54 - Gore bags and a pre-war book.
- 23:02 - A safe under the bed.
- 24:01 - On the floor near the bed is the Point of Education. Fallout Wanderers Edition replaces the Board of Education with this weapon.
- 24:36 - A Grognak the Barbarian on the metal shelf with destroyed books.
- 24:58 - Leaving the shack and... guys, where did you come from?
- 26:08 - Looting the dead.
- 28:04 - Crossing the bridge and heading north. That Super Mutant Bone Crusher was added by the Imperfection mod.
- 30:00 - That Renegade, as well.
- 31:11 - Checking the map. I return south, then I head west.
- 32:41 - That Malfunctioning Mecha was likely added by Alpha's Robot Overhaul.
- 33:46 - Back to the south where I was at 13:12. A Deathclaw Young attacks. I'll head northwest.
- 37:23 - A Talon Company ambush under the elevated highway.
- 38:38 - I continue heading northwest until I reach a small pond. From there, I walk west.
- 41:18 - Downhill in the power station, I see Jones. He is an NPC added by Alpha's Raider Overhaul. It doesn't appear to be a relevant NPC.
- 42:26 - Discovering MDPL-21 Power Station.
- 43:23 - Entering the power station.
- 43:35 - A copy of Nikola Tesla and You is on the workbench along with a Bottlecap Mine.
We'll continue our exploration in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/lxvyibid
There are still places in the Capital Wasteland I haven't visited yet.
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:40 - Fast traveling to MDPL-13 Power Station.
- 01:03 - A Greater Deathclaw (Imperfection mod) and a Deathclaw Matriarch.
- 02:27 - Looting the Talon mercs killed by the Matriarch.
- 03:20 - A Deathclw Young.
- 04:29 - Heading west through the road.
- 05:13 - Enclave Camp near the barn. It's missile launcher time.
- 05:27 - The Mechanized Super Mutant was added by the Imperfection mod (main file and Broken Steel support).
- 06:37 - Looting the camp.
- 08:49 - Checking the old barn. There's ammo upstairs.
- 09:13 - Lockpicking the personal footlocker. It has a copy of Chinese Army: Spec. Ops. Training Manual. The key to the footlocker is beneath a burned-out bus behind the barn.
- 10:23 - I continue heading west.
- 11:01 - Discovering Reclining Groves Resor Homes. I missed the Tales of a Junktown Jerky Vendor. The book is in the northeastern-most ruined house near the barn. I also missed the Warren, a small cave south of the barn.
- 11:21 - Another Matriarch attacks.
- 13:52 - I continue heading west. Sentry bots are down the road.
- 15:49 - Weapons, ammo, and first aid boxes near the truck.
- 16:32 - Checking the tent.
- 17:07 - Looking at the map and then heading north.
- 17:48 - Killing some raiders.
- 18:16 - A Radclaw to the west. The Tactical Sniper Rifle got the job done.
- 19:37 - Killing more raiders to the west. I approach Montgomery County Reservoir.
- 22:58 - Looting the dead.
- 23:29 - Raider fighting an Albino Radscorpion. They die too.
- 24:45 - There are still raiders nearby.
- 25:49 - Another Deathclaw bytes the dust.
- 26:26 - I disarm a pressure plate.
- 28:13 - Looting more dead raiders.
- 29:05 - There goes another Deathclaw.
- 29:36 - Collecting some meat and blood from the creatures.
- 29:59 - The tents to the west are from The Regulators mod.
- 31:21 - More bodies to loot.
- 31:51 - Some survivor raiders near the northwest barn.
- 33:10 - Some ammo boxes upstairs.
- 33:30 - Deathclaw on the rocks to the north.
- 34:00 - Looting the raiders.
- 35:21 -That raider has The Shredder. A unique weapon added by the New Uniques mod.
- 36:39 - Ammo boxes in the ruined shack.
- 37:33 - Entering the silo.
- 38:04 - Ladder to the top. A Talon Company ambush happened.
- 39:16 - Looting the dead Talon mercs.
- 41:48 - Heading northeast toward the radio tower.
We'll see more of the Wasteland in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/memczxci
The third and last part of my tour through the Trenton Towers. What happened there?
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:28 - I entered an area of the fourth floor only available after destroying a part of the floor on the fifth level.
- 00:59 - Unlocking the door on the left with the Rusted Key collected in previous episodes. More feral ghouls emerge from the stairs on the right.
- 02:11 - Checking the local map. The stair leads to the basement.
- 03:21 - Entering Trenton Towers Basement. A Glowing Ones and other feral ghouls were in the room on the right.
- 05:33 - Unlocking the Maintenance Terminal (high Science Skill). More lore about the place.
- 08:14 - Lockpicking the safe. Then looting the room.
- 09:59 - The area ahead has a workbench and stairs to the lower levels.
- 12:00 - Opening the door next to the workbench. I follow that path eventually.
- 13:41 - Checking the local map. I follow the path to the Personal Vault. It needs a key I have yet to find.
- 14:34 - Returning through the path, I turn left. I reach a locked door that I can lockpick. More feral ghouls.
- 15:27 - Before going any further, I remember I left the team behind.
- 17:00 - Back to where I lockpicked the last door. I enter the elevator to the Natural Caverns alone.
- 17:38 - Glowing Ones and other feral ghouls inhabit the place. The combat begins. I'm sorry for any low frame rate you may see. My older computer was weak on the CPU side.
- 19:06 - The door facing to the south also leads to the cave below. I throw plasma grenades at the enemies.
- 19:38 - Clearing the cave with the Missile Launcher and the Burnmaster.
- 21:10 - The room to the west seems to be a detention room.
- 21:20 - There's a briefcase near the bench and the elevator. It also requires a key I don't have.
- 21:35 - Looking for clues while looting the area.
- 22:13 - Lockpicking the cell doors.
- 23:12 - Cell door to the armory.
- 24:16 - Using the hole in the floor to reach the Natural Caverns.
- 24:34 - Looking for clues in the collapsed structure.
- 25:01 - The Battered Terminal also requires a keycard. A Dusty Key and the Security Clearance Card are on top of the keyboard.
- 25:27 - Accessing the Battered Terminal. More information about what happened to this place.
- 33:23 - Opening the first safe. Some Stealth Boys and other things. Also, looting the metal boxes and crates.
- 34:58 - Back to where I came from.
- 35:19 - Opening the briefcase found at 21:20. I take the Vault Emergency Access Keycard.
- 35:33 - Back to the basement.
- 36:05 - Now I can open the door to the Personal Vault (13:41).
- 36:15 - Many lockers and containers to loot.
- 36:40 - That path leads us back to the entrance (that locked door on the right, if you remember).
- 37:06 - The "Maint Entrance" leads to a storage area.
- 37:17 - A Dean's Electronics is on the workbench. Also, I craft some Plasma Grenades.
- 38:20 - You can make this place a player home or loot the place.
- 38:49 - Reaching the cafeteria.
- 39:18 - The Administration Room.
- 39:34 - Accessing the Reign of Grelok (beta). It's a text-based game. I'm unaware of any reward for completing it.
- 41:39 - Opening the two safes.
- 41:54 - The Personal Vault even has a My First Infirmary. The Laboratory was on the table. I should have removed my RadAway Addiction there.
- 42:01 - Accessing the Vault Mainframe. More lore about the place.
- 45:47 - The Atrium. Lots of space downstairs.
- 46:44 - The Apartments. Then I leave the vault.
- 48:00 - Going upstairs to the Lobby. I tell my followers to wait.
- 48:37 - I open the door with the Dusty Key, only to find a lot o rigged shotguns pointed toward me. Nice try, Talon Company.
- 48:44 - After I disarm the tripwire, kill the Talon mercs near the entrance.
- 49:39 - Looting the dead.
- 51:34 - Leaving Trenton Towers.
Many thanks to General Varus II for creating Trenton Towers. It was fun to explore the place and learn what happened when the bombs fell. Your previous mod, New Office - Muldoon Electronics, was also excellent.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xnpofrqt
It's the second part of my adventures in Trenton Towers. I clear the upper levels of the building.
The mods I used in this series are listed here. Also, the entire playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:29 - Heading to the fourth floor.
- 00:43 - Killing some Talon mercs before retreating to the third floor. Some survivors follow me only to step on frag mines I left near the stairs.
- 01:25 - Back on the fourth floor. Great, now the Feral Ghouls arrived.
- 02:27 - Looting the dead.
- 03:03 - Opening the door with the Cracked Key collected from the dead raider in the previous episode. More ghouls.
- 04:05 - Clearing the hallway, rooms, and apartments to the south.
- 04:49 - Opening another door with the Craked Key.
- 05:02 - Lockpicking the (very hard) locked door on the left. A Glowing One was inside.
- 05:44 - That's another door to the third floor.
- 06:05 - Back to where I killed the ghouls at 03:03. The door on the left leads to a room with many tables. The text on the wall says Tenant Association.
- 07:07 - Ignore that door.
- 07:25 - Back in the room with pool table.
- 08:32 - Inspecting the room where I killed the last Glowing One (05:02).
- 08:34 - Accessing the Printing Press Terminal.
- 09:12 - Lots of counterfeit money here.
- 09:21 - The briefcase on the couch has a Worn Letter inside.
- 10:11 - Ammo and first aid boxes. Laser pistols in the cabinet.
- 10:35 - Lockpicking the two safes. Many chems were inside.
- 12:03 - Checking the local map.
- 12:21 - Back to the third floor.
- 12:43 - I didn't know where to go next. I checked the map, walked around, and returned to the fourth floor through the other door.
- 14:25 - Oops, I left the followers on the third floor. Aargh!
- 15:07 - There's a door to the basement on the fourth floor. I was confused.
- 15:56 - I see more thermal signatures in the area. I return to the third floor.
- 16:52 - Followers got rid of the feral ghouls that followed us.
- 17:37 - Using the elevator on the third floor.
- 17:53 - Using the Elevator Control. First to the fourth level. It's a section of the hallway I couldn't reach before.
- 18:23 - I disarm the tripwire. The path is blocked, so I return to the elevator.
- 19:00 - To the fifth level. The place is full of feral ghouls and Glowing Ones. I'm sorry about the frame rate. It'll get better once I kill most enemies.
- 19:31 - Lockpicking each door to kill each feral ghoul inside.
- 22:23 - Lockpicking another door in the apartment on the right. More feal ghouls in this section of the hallway. I'll ignore that (hard) locked door for now.
- 22:51 - How great! Addicted to RadAway. Also, inspect the rooms.
- 23:49 - Back to the first hallway. Clearing the other room on the left. I'm running out of flamer fuel.
- 24:44 - Lockpicking another door. Talon mercs on this part hallway.
- 26:00 - Unlocking the bathrooms.
- 28:03 - Returning to rooms close to the elevator.
- 28:21 - Lockpicking another door and looting the dead Talon mercs.
- 29:08 - Ammo and grenade boxes. I'll ignore the door on the left for now.
- 29:45 - Nothing valuable in the ladies restroom.
- 30:11 - Lockpicking the door near the display case.
- 31:07 - The Functioning Terminal. The Rusted Key is on the right.
- 31:25 - Lockpicking the wall safe.
- 31:35 - Easily unlocking the Functioning Terminal (high science skill). Some messages to read.
- 36:25 - Checking the local map. Lockpicking that locked door I saw at 22:23.
I'll update this post with more timestamps.
- 37:24 - The Stashed Holotape is hidden between the wall and cabinet.
- 38:16 - Accessing the Janitorial Department Terminal.
- 41:13 - I left the followers in the elevator.
- 41:26 - Where were you hiding?
- 42:26 - Using the door first seen around 29:08. I'll go alone.
- 43:21 - While still in Trenton Towers, we are in an exterior cell. We can even see Dukov's Place through the windows.
- 43:46 - The Talons I kill here are the red marks we saw in the compass when entering the building (previous episode).
- 44:08 - Opening the door with the Rusted Key found at 31:07. I almost killed myself while throwing the grenade at the Talon mercs.
- 44:37 - Enemies on the floor below.
- 45:27 - Looting the place.
- 46:34 - Ammo boxes and a safe.
- 47:13 - That switch will detonate the floor in the previous room so we can reach the area below. Not yet, though.
- 47:55 - I forgot the team in the previous room. Also, inventory management.
- 49:54 - Positioning the team in the area.
- 51:15 - Activating the switch. The floor was destroyed.
- 51:58 - The door leads to a previously inaccessible area on the fourth floor.
To see what happens next, wait for the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/qzmsdarj
Like many places across the Capital Wasteland, Trenton Towers holds many stories waiting to be uncovered.
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:48 - Fast traveling to Dukov's Place.
- 01:22 - An Enclave Vertibird shows up.
- 02:08 - The Enclave Officer has a key to the nearby Deathclaw Cage.
- 02:21 - Looting the Enclave Camp.
- 03:25 - Discovering Trenton Towers. The red dots on the hud are enemies on the top floor. I sneak to the entrance to not alert them to my presence.
- 05:38 - Lockpicking the door on the left.
- 05:51 - Frag mines to be disarmed on the apartment door to the right
- 06:11 - Some rare Alien Power Cells on the cabinet.
- 06:23 - Ammunition boxes.
- 06:36 - An Dead Merchant and a grenade box.
- 07:08 - I hear voices from above when entering the apartment on the left.
- 07:42 - Telling my followers to wait while I go upstairs.
- 07:56 - Opening the door, seeing Talon mercs, and throwing two grenades.
- 08:30 - Looting the dead.
- 09:14 - Inventory Management.
- 10:20 - Back to the apartment on the left.
- 11:03 - I access the (Danvers) Personal Terminal.
- 14:26 - Going upstairs to the right. The door requires a key.
- 14:36 - Radroaches in the apartment on the left.
- 14:57 - Reaching the next apartment through a hole in the wall.
- 15:51 - An first aid box in the bathroom.
- 16:12 - Lockpicking the door to the hallway. I'm beyond the rubble blocking the hallway.
- 16:29 - I decided to not use the elevator for some reason.
- 16:41 - Back to the first apartment on the right. I lockpick the door.
- 16:52 - The briefcase near the skeleton contains the Wrinkled Note.
- 18:25 - Placing some frag mines on the stairs where the Talon mercs were.
- 19:20 - Entering the third floor alone and torching some Talon mercs before retreating to the entrance. The enemies follow me and step on the mines.
- 20:58 - Placing more frag mines on the stairs.
- 21:17 - Back to the third floor. Torching one lone Talon merc.
- 21:44 - Feral Ghouls in the area.
- 23:31 - Entering the room on the left, then placing far mine in the hallways.
- 24:20 - Placing mines on the stairs to the Fourth Floor.
- 24:40 - That door requires a key.
- 25:04 - Back in the room at 23:31 and taking a Scrawled Note from Jacobs's body.
- 26:13 - Checking the local map. Also, looting the place.
- 26:35 - The Talon Company Contract is on that table.
- 28:09 - Reaching another hallway.
- 28:18 - The Dead Raider has a Cracked Key.
- 28:51 - A barely alive Talon merc on the apartment on the left.
- 29:07 - Ammo boxes.
- 29:23 - The Butcher's body. Nothing unique or rare.
- 30:52 - Back to the hallway. Lockpicking the door on the right.
- 31:33 - The Rusty Holotape is on the desk.
- 32:41 - The Faded Note is also on the same desk.
- 34:05 - Lockpicking the door on the apartment on the left.
- 34:32 - Accessing another Personal Terminal (Philomena Darvis). Lots of reading.
- 45:12 - A Nuka Cola Quantum.
- 46:17 - Not using the elevator yet. I don't remember why.
- 46:25 - Returning to the previous hallway. I alerted the feral ghouls in the locked room.
- 47:05 - Unlocking the door (the one at 24:40) with Cracked Key. Throwing grenades at the Glowing Ones.
- 48:16 - Ignore that door. It's inaccessible.
- 48:23 - Another stair to the fourth floor.
- 48:47 - There's a briefcase on the bench near the unlocked door. The Decayed Paper is inside it.
- 50:00 - Back to the first floor to bring my followers.
- 50:56 - From the third to the fourth floor (using the stairs seen at 24:20).
My tour through Trenton Towers continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/yfouauvt
Completing Contracts 45, 46, 47 (and 48?) from The Regulators mod. The last contracts, guys.
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:28 - I'm south of Paradise Falls. It's close to the Crossroad Camp (Contract 45).
- 00:39 - Shooting the first slaver. Save before approaching the camp, as the Raider Boss may not spawn.
- 01:22 - Attacking the camp.
- 01:46 - Killing the Slaver Boss.
- 03:20 - Looting the dead.
- 04:27 - Freeing the slave.
- 04:51 - Collecting the Finger of Fugitive from the Slaver Boss. Also, looting the reward safe and footlocker.
- 07:00 - Returning to the headquarters to complete Contract 45.
- 07:49 - Nuka Cola Quantum bottles tend to spawn there.
- 07:56 - Starting Contract 46. Bad guys at the Clothing Shoppe.
- 08:26 - Giving all the other 420 fingers I collected to Sonora.
- 10:01 - Fast traveling Cooper Hotel (AWOP) as it's close to our target. Sewer Waystation is a Talon ambush area.
- 10:35 - Oops! Talon mercs were guarding the entrance.
- 11:22 - Looting the dead.
- 14:30 - Telling the followers to wait before entering the Clothing Shoppe. Save the game before.
- 14:50 - Killing the guy near the entrance.
- 15:12 - Placing some mines on both sides.
- 16:18 - Killing the Talon mercs in the next room.
- 17:16 - Damn collision detection.
- 17:58 - Being detected by the enemies upstairs.
- 18:21 - When your grenade explodes on your face.
- 18:29 - Running to the entrance as some Talon mercs step on the mines.
- 18:39 - Killing the Talon Company Boss.
- 19:12 - Collecting the Finger of Fugitive from the Talon Boss. Also, looting the dead.
- 19:15 - Looting the dead.
- 20:56 - Inventory management.
- 22:04 - Back inside to loot what remains.
- 23:28 - The reward safe and footlocker are in a room upstairs.
- 26:33 - Completing Contract 46.
- 27:13 - Starting Contract 47 (the last unique one). The target is at the Mutant Pen (Camp), west of Vault 87. Bring a lot of ammo.
- 28:10 - Fast traveling to Little Lamplight. I thought it was safer than other options.
- 28:38 - What is worse than a Deathclaw Matriarch? The answer is... Two Deathclaws Matriarchs!
- 30:08 - Talon mercs to the southeast. I believe they are some leftovers from Contract 02 (Part 149).
- 31:37 - Entering Little Lamplight. I have to sell some stuff.
- 33:31 - Entering the Souvenir Shop.
- 34:52 - Buying the Bottlecap Mine Schematics from Knick Knack.
- 37:22 - Back to Contract 47. Heading northwest.
- 38:00 - Another Deathclaw Matriarch. Placing some frag mine before proceeding.
- 40:29 - Luring the Matriarch to my trap.
- 42:40 - Super Mutants near Vault 87. Hitting them with the missile launcher while they fight a Sentry Bot.
- 44:36 - More Super Mutants. Sniping a lot of them. Remember that I have MMM increased spawn options enabled (1-3 extra spawns option), so that's why there are so many.
- 49:55 - Looting the dead. You should save the game now in case our target doesn't spawn.
- 51:26 - Heading west/northwest to find our target. Another group of Super Mutants.
- 53:05 - Behemoth incoming!
- 54:26 - Eat some grenades.
- 55:15 - Looting the dead. The amount o Super Mutants killed in the past 20 minutes was ridiculous.
- 58:39 - Discovering Mutant Camp.
- 59:12 - Freeing the Wasteland Captives.
- 01:00:52 - To my surprise, our target is a guy in raider armor captured by super mutants.
- 01:01:15 - Collecting the Finger of Fugitive from the Wasteland Captive. Also, the reward safe and footlocker are nearby.
- 01:02:37 - Back to the headquarters to complete Contract 47.
- 01:03:10 - Starting Contract... 48? This one repeats the location of Contract 01, the Water Tower.
- 01:04:02 - Fast traveling to the Clothing Shoppe we visited previously.
- 01:05:45 - Sniping the raiders, including the Raider Boss.
- 01:08:16 - Looting the dead.
- 01:08:46 - That Raider Boss was the one I killed in Contract 01.
- 01:08:50 - This is the new Raider Boss. The last Finger of Fugitive we need.
- 01:09:22 - More loot. Seriously, the gear you collect in those Contracts will make you rich.
- 01:11:12 - Back to the headquarters one more time.
- 01:11:32 - Giving all other fingers I collected to Sonora.
- 01:12:03 - All contracts have been completed without canceling any. The Reward is the Regulator Speciality Perk. I can replay all Contracts and still upgrade the headquarters defenses, something I barely touched in my gameplay.
I want to thank WilliamSea for creating this mod. It added good content to Fallout 3 in an area where Bethesda did very little.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/fcdopsjy
Completing Contracts 43 and 44 from The Regulators mod. Also, I explore the northwest section of the map.
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:41 - Fast traveling to Raven Rock. From there, I'll head south toward the Sattelite Facility. (Contract 43).
- 01:05 - Some Enclave troopers near the entrance.
- 02:57 - An Air-Dropped Crate beyond the fence to the north (A World of Pain mod).
- 03:06 - The Note From Zeus in those crates directs to an unmarked quest.
- 04:00 - Looting the dead Enclave troopers and heading south.
- 05:03 - Two Albino Radscorpion.
- 06:26 - Random Encounter: Locked and Unloaded. Many dialogue options with Mel are based on speech or SPECIAL stats.
- 07:35 - Deathclaw Young and Greater Tyrannaclaw from the Imperfection mod (Main file and Broken Steel support).
- 08:35 - A Radclaw (Impefection) in the trees to the southwest.
- 10:19 - Approaching an Enclave Camp.
- 11:16 - Attacking the Enclave units.
- 12:35 - The Satcom Array NW-07c.
- 13:07 - Looting the dead.
- 14:44 - Entering the Satellite Facility.
- 15:04 - Some dead wastelanders.
- 15:35 - Schematics for the Balista on the table (EVE Lost And Found).
- 16:47 - Looting the Enclave Scientists.
- 17:13 - Ladder, door, and another ladder to the upper areas.
- 18:10 - Sniping the raiders on the other satellite tower. Our target is there somewhere.
- 19:48 - Colonel Klink, one of the Drunken Gnomes of The DC Interiors Project.
- 20:50 - Heading to the other satellite tower.
- 21:27 - Shooting the remaining raiders in the catwalks.
- 22:27 - There's a scavenger living under the fallen dish.
- 25:24 - Discovering the Broken Satellite Facility.
- 25:55 - Burning everyone inside and looting the area.
- 29:51 - Ladder to the upper areas.
- 32:35 - Entering the room and killing the Raider Boss. Taking the Finger of the Fugitive and looting the reward safe and footlocker.
- 33:15 - Nice view from the wasteland.
- 35:37 - Back to the headquarters to complete Contract 43.
- 36:13 - Starting Contract 44. The Enclave Camp is the target, and it is a tough one.
- 36:56 - Fast traveling to the Republic of Dave and heading northeast to the edge of the map.
- 38:35 - Enclave Heavy Gunners, Firestarters, and more (with FWE). It's Missile Launcher time.
- 39:46 - Eliminating the Enclave Boss and the remaining units. My three ranks of Demolition Expert helped a lot.
- 42:46 - Officer hiding in a cage.
- 43:12 - Fawkes is not feeling well.
- 43:36 - Looting the place. The reward safe was in that cage I opened.
- 46:39 - Collecting the Finger of Fugitive from the Enclave Boss (Guy in Officer uniform).
- 46:49 - Looting all things I can carry. Many crates and bodies to loot. I had to return later to collect everything.
- 50:07 - Back to headquarters to complete Contract 44.
- 50:57 - Starting Contract 45. Bad guys at the Crossroads Camp.
Only three more contracts to go. See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/txfmhkji
Completing Contracts 39, 40, 41, and 42 from The Regulators mod. A few more contracts left.
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:26 - I'm at Nuka Cola Plant. The Ruined Office Building from Contract 39 is to the southeast.
- 02:04 - Bloodthirster attacks.
- 02:24 - Some raiders on the outside. There are many more on the inside.
- 03:41 - Entering the Ruined Office Building. Save before going in.
- 03:49 - Some grenades can clear the area.
- 04:39 - Going to the stairs on the right.
- 04:56 - Raider Boss was torched and blown to pieces.
- 05:21 - Looting the top floor.
- 05:47 - The reward footlocker and safe.
- 06:15 - A small piece of the Raider Boss ended here. I collect the Finger of Fugitive.
- 06:34 - Looting the dead. Ignore the white texture bug. It seems to happen when too many enemies are in a single cell.
- 10:00 - Inventory management. Then, leaving the building.
- 12:32 - Completing Contract 39.
- 13:11 - Starting Contract 40. To the Ring Road Gas.
- 13:45 - I head south from the Waster Ranch (also from this mod).
- 14:14 - Some Talon Mercs on the way (they are not our target).
- 15:39 - A sentry bot.
- 16:20 - I see the Ring Road Gas from the top of a rock. Enclave troopers are guarding the shack.
- 16:51 - Jet, VATS, and Missile Launcher.
- 18:54 - Looting what I can from the dead Enclave troopers.
- 19:23 - An Enclave Heavy Gunner with classic Enclave Power Armor MK I (FWE).
- 21:06 - An Enclave Camp under the broken overpass.
- 22:26 - That car is about to explode.
- 23:01 - Entering the Ring Road Gas shack alone. Save before.
- 23:32 - An Yao Guai Meat before entering.
- 23:49 - Almost died but killed everyone.
- 24:37 - Looting the dead.
- 24:48 - Collecting the Finger of Fugitive from the Enclave Boss (the one in Officer uniform).
- 24:57 - The reward safe and footlocker.
- 26:08 - Completing Contract 40. The screen colors are weird because of the Jet side effects.
- 26:56 - Starting Contract 41. Bad guys in the Burned Town.
- 27:34 - Good thing Burned Town is northwest of Fort Independence.
- 28:19 - The Bloodclaw was attacking the raiders.
- 28:36 - Testing that Tactical Sniper Rifle I took from the Talon Company Spec-Ops (FWE) in the Talon Recon Camp.
- 29:44 - Killing the Raider Boss.
- 32:00 - Collecting the Finger of Fugitive from the Raider Boss.
- 32:21 - The reward safe and footlocker.
- 34:01 - Completing Contract 41.
- 34:45 - Starting Contract 42. To the Craterside Camp.
- 35:32 - I fast-traveled to Fort Bannister and headed southeast toward the target.
- 35:56 - Sniping the raiders in the ruined buildings. I really liked the Tactical Sniper Rifle.
- 36:25 - Level up! Level 29 already. I chose the third rank of the Ammunition Engineer perk.
- 38:35 - Killing the remaining raiders.
- 41:51 - There were still enemies in the camp.
- 42:46 - Looting the dead.
- 43:14 - That Shard guy is a raider added by Alpha's Raider Overhaul. He was supposed to be dead already, so pretend you didn't see anything.
- 44:13 - Collecting the Finger of Fugitive from the Raider Boss.
- 45:00 - The reward safe and footlocker.
- 46:44 - Completing Contract 42.
- 48:00 - Starting Contract 43. Bad guys in the Satellite Facility, in the far west of the map.
You'll see Contract 42 and more in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/ukigieko
Completing Contracts 36, 37, and 38 from The Regulators mod.
The mods I used in this series are listed here. Also, the full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 01:00 - Fast traveling to Jocko's Gas Stop. It's close to Tower Shack (Contract 36).
- 01:41 - Yay! Sandstorms.
- 02:40 - The shack is damn close to the Signal Sierra Victor.
- 03:04 - Eliminating the raiders outside.
- 04:28 - Pit Dog shoots an Abominable Mutant.
- 04:45 - Looting the dead.
- 06:08 - Inventory management.
- 08:49 - Entering the shack and burning everyone inside.
- 09:08 - Looting the dead.
- 09:55 - Collecting the Finger of Fugitive from the Raider Boss.
- 10:38 - The reward safe is in the kitchen.
- 12:57 - Completing Contract 36.
- 13:37 - Starting Contract 37. Bad guys at the Sewer Base near Arlington Library.
- 14:18 - Fast traveling to the Sewer Base.
- 14:56 - I forgot raiders could be waiting outside.
- 15:30 - Attacking the Talon Company Recon Camp.
- 16:24 - Scripted Event (vanilla game), some enclave vertibird drops a mini-nuke on the street. If you have the Epic Mini Nukes mod installed, I suggest you run when you hear the sound of the vertibird approaching. The radius of the explosion is larger.
- 17:19 - Looting the dead.
- 18:16 - LOL! Another Vertibird is dropping mini-nukes! Run for your lives!
- 19:15 - The dead Regulators are added by the Wasteland Violence mod. A squad of Regulators attacks the Talon Camp.
- 19:57 - The supplies in the Talon camp respawn over time.
- 20:41 - Talon Company Spec-Ops has a rare and powerful weapon, the Tactical Sniper Rifle.
- 20:57 - An 5x Critical Chance Multiplier.
- 22:55 - I knew I was missing something. The skill book fell off the table, a copy of Nikola Tesla and You.
- 24:15 - With the addition of Broken Steel, a water barrel can be found near the outpost between two bombed-out buildings. When the Lone Wanderer approaches the barrel, three Talon Company mercs attack.
- 27:44 - Your enemies sometimes are really blind.
- 28:36 - Eat some grenades.
- 30:20 - Killing more raiders.
- 33:02 - The Raider Boss is downstairs. More grenades.
- 34:34 - Collecting the Finger of Fugitive from the Raider Boss.
- 35:50 - Unlocking the door to find the reward safe and footlocker.
- 37:56 - Leaving the Sewer Base and being ambushed by a raider.
- 39:07 - I forgot Paladin Cross in the sewer. Then was ambushed again.
- 40:09 - Completing Contract 37.
- 40:49 - Starting Contract 38. To the Mtn Top Shack.
- 41:39 - Fast traveling to Canyon Lean To as it is the closest location to our targets.
- 42:50 - Heading south near the edge of the map.
- 43:05 - Protectron almost ruins my sneak approach.
- 43:39 - Killing and looting the raiders outside the shack.
- 44:54 - Entering the shack. Flamethrower is really effective. Be careful not to kill the panicked slaves in the middle of the shooting.
- 45:49 - Freeing the slave.
- 46:21 - Looting the dead and the shack.
- 46:52 - Collecting the Finger of Fugitive from the Raider Boss.
- 47:46 - The reward safe and footlocker.
- 48:28 - Leaving the shack and being attacked by a survivor.
- 49:53 - Back to the headquarters to complete contract 38.
- 50:33 - Starting Contract 39. Some fugitives are hiding in the Ruined Office Building.
I'll complete Contract 39 and more in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/ifdcbzlk
Completing Contracts 32, 33, 34, and 35 from The Regulators mod.
The mods I used in this series are listed here.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below.
- 00:26 - I'm at Chryslus Building. The target from Contract 32 is to the north.
- 01:14 - Raiders are guarding the Townhouse entrance.
- 01:40 - Nice sunrise in the Wasteland.
- 02:23 - Telling my followers to wait outside. I'll go in alone.
- 02:45 - Small interior with lots of raiders. It's Burnmaster time.
- 02:54 - Take a sip/shot every time someone says: "Holy shit! Someone got themselves whacked".
- 03:17 - Raider Boss got himself whacked.
- 04:11 - Looting the dead. Also, collecting the Finger of Fugitive from the Raider Boss.
- 06:58 - The reward safe and footlocker are in the bathroom upstairs.
- 09:19 - Completing Contract 32.
- 09:59 - Starting Contract 33. To the Hillcrest Shack.
- 10:37 - I forgot the team at the Townhouse.
- 11:46 - I fast-travel to the Ramp Camp (also from this mod). It's close and safer than Old Olney.
- 13:39 - Heading northeast. Albino Radiscorpion attacks.
- 14:23 - Sniping the raiders guarding the place.
- 16:26 - Discovering Hillcrest Shack, killing the remaining raiders outside.
- 19:00 - Going in alone. It was easier than expected.
- 19:45 - Collecting the Finger of Fugitive from the Raider Boss.
- 19:56 - Reward safe, footlocker, and ammo boxes.
- 22:11 - Completing Contract 33.
- 22:54 - Starting Contract 34. Enclave folks at the Cul-de-Sac House. Don't go there unprepared.
- 23:18 - I'm at Jury Street Metro Station. The house is to the south.
- 23:41 - I don't know what that experience points were for.
- 24:50 - Lots of high-level Enclave Troopers. With FWE, enemies like Heavy Gunners are also present.
- 25:11 - Weston Arms Gauss Rifle + headshots.
- 27:20 - Ooops. Two soldiers were still alive. Also, a Bloodclaw is not far away (Impefection mod, here and here).
- 29:22 - Followers will wait outside. That was a poor decision. Save the game.
- 30:03 - Grenade hit the guy and exploded too close. I run into a corner to heal.
- 30:13 - Grenades and Burnmaster got the job done.
- 30:49 - The amount of Enclave Power Armor and energy weapons to loot later was significant.
- 31:14 - Collecting the Finger of Fugitive from the Enclave Boss. He was the only Officer in the area.
- 32:41 - The reward safe and footlocker are in a room upstairs.
- 34:56 - Completing Contract 34.
- 35:47 - Starting Contract 35. A Slaver camp northwest of Germantown Police HQ.
- 36:15 - I fast-traveled to Agatha's House. Crow's caravan was dealing with a Deathclaw near the bridge.
- 40:00 - Another Bloodclaw.
- 41:19 - Reaching Germantown. The camp is further northwest.
- 44:10 - Crossing the ruins and bumping into an Albino Radscorpion.
- 44:59 - First Super Mutants in the area.
- 47:13 - More Super Mutants and a Behemoth to the west.
- 47:55 - Worst place for slavers to build a camp.
- 48:52 - Jumping on a nearby rock to have the high ground.
- 49:18 - Shooting target near trees sucks. The collision isn't the best.
- 50:24 - More slavers.
- 51:36 - Looting the dead.
- 52:15 - Collecting the Finger of Fugitive from the Slaver Boss. I'm not sure I was the one to kill him.
- 52:44 - Lockpicking the slave pen.
- 53:02 - The reward safe and footlocker are in the tent.
- 53:42 - Using the Missile Launcher against the Behemoth and other mutants.
- 54:23 - Behemoth incoming!
- 56:24 - Hmm, a shack down below. Also, more Super Mutants.
- 57:47 - Three mutants, one Albino Radscorpion, and a frag grenade.
- 58:34 - Ammo and first aid boxes.
- 59:19 - Back at the headquarters to complete Contract 35.
- 59:51 - Starting Contract 36. To the Tower Shack.
I'll complete more Wanted Contracts in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/gotaahwz
Completing Contracts 28, 29, 30, and 31 from The Regulators mod.
The mods I used in this series are listed here.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:27 - Fast traveling to Red Racer Back Office (also from this mod). It's close to Dots Diner SE.
- 01:16 - That's where our target is.
- 02:24 - Approaching from the northeast and attacking the raiders.
- 02:57 - VATS + Missile Launcher didn't work as expected.
- 03:27 - Killing the survivors.
- 04:05 - Paladin Cross, what are you doing?!
- 04:48 - Looting the dead.
- 05:04 - Albino Radscorpion attacks.
- 05:32 - Finding an Enclave camp to the south. Only an Officer was there.
- 06:08 - Back to the diner to loot everyone.
- 06:37 - Collecting the Finger of Fugitive from the Raider Boss.
- 06:49 - Reward footlocker and safe.
- 07:42 - Walking to the north and hearing gunshots. What are my followers shooting at?
- 09:15 - Another Enclave Camp under a water tower to the north.
- 09:48 - They are fighting some raiders.
- 10:11 - VATS and Missile Launcher. Grenades for the survivors.
- 13:12 - Looting the dead.
- 13:41 - The Mechanized Super Mutant was added by Imperfection - The Definitive Creature mod. Main file here and Broken Steel support here.
- 13:54 - Many crates at their camp.
- 15:38 - Completing Contract 28.
- 16:22 - Starting Contract 29. Bad guys at the Waystation (Not the Sewer Waystation).
- 17:18 - Fast traveling to Paradise Falls, then heading north.
- 17:54 - Buying one of the Schematics for the Rock-it Launcher from Crazy Wolfgang. Selling some stuff.
- 21:11 - Wild Boar disturb the place.
- 22:22 - Bloat flies to the northwest.
- 23:44 - Deathclaw incoming.
- 24:31 - Albino Radscorpion attack.
- 25:05 - Checking the map. I'm almost there.
- 26:39 - Approaching the tents and shooting the slavers.
- 27:32 - Freeing the slaves.
- 28:42 - Reward safe and footlocker.
- 29:04 - Collecting the Finger of Fugitive from the Slaver Boss. Also, looting everyone else.
- 31:09 - Completing Contract 29.
- 31:56 - Starting Contract 30. To the Sewer Hideout. It's nearby, to the southwest.
- 32:38 - Fast traveling to Festinger Chasm (AWOP mod). It's close enough.
- 33:10 - A Bloodclaw (Imperfection mod).
- 35:41 - Discovering the Sewer Hideout.
- 36:10 - Telling my companions to wait outside. Save before going in.
- 36:28 - Killing the first raiders.
- 36:49 - Placing some frag mines near the next door.
- 37:11 - Frag Grenades did the job, though.
- 37:57 - Collecting the Finger of Fugitive from the Raider Boss.
- 38:47 - The reward safe and footlocker are downstairs.
- 39:19 - Looting the place.
- 40:10 - More raiders arrived. I tried to trick them into stepping on the mines.
- 41:53 - Back to the HQ to complete Contract 30.
- 42:26 - Starting Contract 31. To the Saveway.
- 44:25 - Fast traveling to Warrington Station. Our target is to the southwest.
- 45:04 - Talon mercs are fighting some creatures.
- 46:18 - To my surprise, Talon mercs and raiders killed each other.
- 48:29 - Nothing of value on the roof of the building.
- 49:02 - Telling the team to wait while I enter the Saveway alone.
- 49:13 - Burnmaster, grenades, and the Bozar got the job done.
- 50:20 - Collecting the Finger of Fugitive from the Raider Boss.
- 51:15 - Reward safe and footlocker near the bed.
- 52:34 - Completing Contract 31.
- 53:13 - Starting Contract 32. Bad guys in a Townhouse.
I'll complete more contracts in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xdavzgmm
Contracts 24, 25, 26, and 27 from The Regulators mod.
The mods I used in this series are listed here.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:26 - It's night and hard to see.
- 00:46 - Contract 24 leads me to the Burned Forest. The Drainage Tunnel is safe to travel as I cleared the place in a previous contract.
- 01:17 - Almost totally safe. The Albino Radscorpion was nearby.
- 02:41 - Heading east and spotting two Deathclaws.
- 04:41 - Approaching the Burned Forest. Our target is the Talon Company.
- 04:57 - It's missile launcher time.
- 05:31 - Killing the Talon Company Boss.
- 06:01 - Another Deathclaw nearby.
- 06:11 - Looting the dead.
- 06:28 - Collecting the Finger of Fugitive from the Talon Boss.
- 07:53 - Reward safe and footlocker.
- 10:08 - Back to the HQ to complete Contract 24.
- 11:01 - Starting Contract 25. The bad guys are hiding in the Cliffside Shack.
- 11:25 - Good morning, everyone.
- 12:04 - Fast traveling to the Dunwich Building. It's close to our target.
- 13:43 - Dogmeat, we are right over here!
- 15:23 - Sperry's Quarry is a location added by A World of Pain. I will explore it in another episode.
- 16:07 - The Cliffside Shack is at the edge of the map.
- 16:39 - Just a few raiders outside. The mole rat served as a distraction.
- 18:47 - Entering the shack and burning everyone. You can die pretty fast.
- 19:17 - Collecting the Finger of Fugitive from the Raider Boss.
- 20:08 - The reward safe and footlocker.
- 22:20 - Back at the headquarters to complete Contract 25.
- 22:56 - Starting Contract 26. To the Waster Ranch.
- 23:38 - I fast-travel to Corvega Factory. The Ranch is to the west.
- 24:25 - Hostile wastelanders fighting some Grinders.
- 25:35 - Sniping the enemies.
- 28:29 - Entering Waster Rancher and burning everyone.
- 29:46 - Collecting the Finger of Fugitive from the Wastelander Boss.
- 30:29 - The reward safe and footlocker are near the beds.
- 31:12 - More dead people to loot.
- 34:50 - Back to the headquarters to complete Contract 26.
- 35:23 - Starting Contract 27. Bad guys at the Ramp Camp, northeast of Old Olney.
- 36:34 - Vault 92 entrance is a million times safer than fast traveling to the middle of Old Olney.
- 37:27 - That's why you never fast-travel to Old Olney.
- 39:11 - Here comes the Matriarch.
- 39:49 - Another Deathclaw.
- 41:30 - More deathclaws while heading east.
- 42:38 - Missile Launcher vs. Matriarch.
- 43:19 - A ramp to the south leads to the camp.
- 45:15 - Third Deathclaw Matriarch. Then another deathclaw to the south.
- 47:12 - Mirelurk Overlord on the pond near the elevated highway (Imperfection mod). Main file here and Broken Steel support here.
- 48:08 - The Raider Boss may not appear. Save before approaching and reload the save if he is not there.
- 49:16 - Lol, everyone is dying before their eyes while no one notices.
- 50:35 - Now they know I arrived.
- 51:00 - Killing the Raider Boss.
- 51:29 - Looting the dead.
- 53:35 - Collecting the Finger of Fugitive from the Raider Boss. Also, the reward safe and footlocker.
- 57:06 - Back to headquarters to complete Contract 27.
- 57:41 - Starting Contract 28. To Dots Diner - SE. The other Dots Dinner from a previous episode was to the Southwest.
Continues in the next episode. Thanks for watching.
View Details
https://3speak.tv/watch?v=realdcghoul101/hjrdtokn
Contracts 22 and 23 of The Regulators mod. Also, I investigate the nearby SatCom Array.
The mods I used in this series are listed here.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:40 - I eliminated many enemies on the exterior area of the SatCom Array in the previous episode.
- 01:06 - Discovering SatCom Array NW-05a.
- 01:17 - Dogmeat doesn't have the Lightstep Perk.
- 01:42 - I disarm the remaining frag mines.
- 02:27 - Entering the satellite facility.
- 03:14 - Opening the next door and shooting the Talon mercs.
- 03:99 - A Chinese Army: Spec. Ops Training Manual on the table near the terminal.
- 04:06 - Accessing the terminal.
- 07:10 - The Ghoul Scientist has the Highwater-Trousers' Activation Code and coordinates of the other SatCom Arrays.
- 08:03 - A silencer (WMK) and a bottlecap mine on the workbench.
- 08:25 - Using the workbench.
- 10:38 - The door upstairs leads to an exit to the exterior area.
- 11:01 - Looting the mercs I shot in the previous episode.
- 11:35 -That's the Raider Wharf from Contract 22. Initially, an unmarked location in the vanilla game.
- 11:49 - That's a rare Bloodclaw from the Imperfection mod. Main file here, and Broken Steel add-on here.
- 12:37 - Entering the next area. The Satellite Control Terminal is there.
- 12:57 - If you have the Updated Unofficial Patch installed, you can decrypt the coordinates of the other SatCom Arrays. The ones collected from the ghoul scientist.
- 13:33 - Adding new positioning data is impossible as the dish above you no longer works. I uploaded the Highwater Trouser Activation Code.
- 13:47 - I quickly use the ladder to reach the top. Some remaining Talon mercs were waiting for me.
- 14:18 - I still saw the Highwater-Trousers hit the surface to the northeast.
- 15:25 - Time to leave the place and focus on the Contracts.
- 17:08 - Heading west to my target. Enclave units attack.
- 17:57 - An Enclave camp to the southwest.
- 19:24 - Missile Launcher time.
- 21:08 - Looting the camp.
- 23:09 - Heading northwest and facing the Bloodclaw.
- 26:00 - Oops! I alerted the raiders to my presence. It's missile launcher time again.
- 27:55 - Collecting the Finger of Fugitive from the Raider Boss.
- 28:14 - I disarm the pressure plate and the rigged shotgun.
- 28:24 - A mini nuke on the wood shelf. Luckily, I didn't hit the place with a missile.
- 29:22 - "A Nikola Tesla and You can be found on top of a blue boat to the west of the camp. The book may be stuck inside the roof and only visible from inside the boat by looking up at the ceiling. To get it on PC, one must turn off clipping (tcl) and be level with the book inside the roof."
- 30:37 - Back to the HQ to complete Contract 22.
- 31:29 - Starting Contract 23. Next destination: F*ck You Building.
- 32:20 - Fast traveled to Alexandria Arms. It's the closest place to my target.
- 32:57 - Many raiders in the building.
- 33:17 - Bye, Raider Boss.
- 33:37 - Killing all the raiders on the outside.
- 33:58 - In areas with too many NPCs, the frame rate will drop. In the old computer, this was unavoidable.
- 34:48 - Telling my followers to wait while I disarm the frag mines.
- 35:20 - Eliminating the raiders on the inside.
- 35:58 - You will not escape!
- 36:23 - Clearing the upper floors.
- 37:10 - Some raiders survived outside.
- 37:49 - Looting the dead.
- 38:29 - Collecting the Finger of Fugitive from the Raider Boss. Also, the reward safe and footlocker.
- 38:55 - I left some locked safes behind when I first visited this place many episodes ago.
- 39:38 - Using the workbench repair bonus to repair and reduce the number of items in the inventory.
- 40:46 - Many bodies to loot yet.
- 45:31 - Back to the HQ to complete Contract 23.
- 46:18 - Starting Contract 24. To the Burned Forest.
I'll complete more contracts in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/ysmbkgcq
Completing Contracts 19, 20, and 21 from The Regulators mod.
The mods I used in this series are listed here.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 01:17 - Fast traveling to the Clothing Shoppe (also from this mod) as it's close enough to the Water Tower.
- 01:57 - A rare Rad Claw from the Imperfection mod. The main file here and Broken Steel support here.
- 02:55 - A Sentry Bot.
- 03:50 - Sniping the Talon mercs near the Sewer Waystation.
- 04:37 - Shooting the raiders near the Water Tower.
- 06:00 - Discovering the Water Tower. Also, looting the dead.
- 06:49 - Collecting the Finger of Fugitive from the Raider Boss. Sometimes, when the boss is outdoors, he does not appear at first (it's a random bug in this mod). There are a few ways to solve this problem:
A) Save the game near where it should be and close it. Then, you load that last save. The boss will be there. Don't save too close to avoid being surprised by the enemies when the game loads.
B) When you have an active contract, fast-travel to a nearby location (in the same cell or a nearby cell) from where your target is. As far as I've tested, this ensures your target is there when you get close.
- 07:49 - Opening the footlocker and the safe.
- 09:24 - Sniping the raiders near the Super-Duper Mart.
- 10:00 - A Behemoth spawned near the Super Duper Mart as well.
- 10:33 - Here it comes. Eugene destroyed its health bar.
- 13:15 - Back in the headquarters to complete Contract 19.
- 13:50 - Starting Contract 20. Next destination: Dots Dinner SW.
- 15:03 - Fast traveling to Jocko's Gas Stop. From there, I'll head southwest.
- 16:24 - Discovering VAPL-66 Power Station to the southwest.
- 16:49 - Entering the substation.
- 17:11 - A mini nuke on the floor near the desk.
- 17:20 - A Dean's Electronics on the desk.
- 18:42 - Leaving the substation and being ambushed by raiders.
- 20:04 - The scavenger and brahmin are a repeatable random encounter.
- 22:24 - Approaching the Dots Dinner SW. Raiders were awaiting us.
- 23:49 - Collecting the Finger of Fugitive from the Raider Boss.
- 24:30 - The reward safe and footlocker.
- 25:55 - Back to the HQ to complete Contract 20.
- 26:43 - Starting Contract 21. The target is located at Wasteland Farm.
- 28:24 - I fast-travel directly to the location. Wastelanders were hostile.
- 28:49 - Torching the enemies.
- 30:02 - I decided this view would be the episode's intro.
- 30:18 - Collecting the finger from the Wastelander Boss. The reward safe and footlocker were nearby.
- 31:54 - Completing Contract 21.
- 32:29 - Starting Contract 22. To the Raider Wharf.
- 34:11 - I fast-travel to the Drainage Tunnel. It's close to our destination and is a location from this mod.
- 36:42 - Walking into a Sentry Bot while heading northwest.
- 37:50 - Aw, crap! Where did that Matriarch come from?
- 37:57 - Another Deathclaw attacks.
- 38:31 - Healing the team.
- 39:18 - Sniping some Talon Mercs on the nearby SatCom array.
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/nbruyttq
Back to the contracts from The Regulators mod. There are many of them yet.
The mods I used in this series are listed here.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:46 - Starting the Contract 16. Next destination: the Drainage Tunnel.
- 02:01 - Fast traveling to the https://fallout.fandom.com/wiki/WKML_Broadcast_Station.
- 03:30 - Following the road northwest.
- 04:14 - Deathclaw between the trees.
- 07:05 - Almost there.
- 07:30 - Sniping the raider nearby.
- 08:50 - Looting the dead.
- 10:34 - Entering the Drainage Tunnel. They didn't realize I was standing next to them.
- 10:52 - Collecting the Finger of Fugitive from the raider boss.
- 11:06 - Reward footlocker and safe.
- 12:12 - Leaving the tunnel and back to the headquarters.
- 13:28 - Completing Contract 16.
- 14:01 - Starting Contract 17. To the Red Racer Back Office.
- 15:14 - Fast traveling to the Nuka Cola Plant. Then, I head northeast to the Red Racer Factory.
- 16:39 - Albino Radscorpion.
- 19:40 - Looting the dead raiders in the parking lot.
- 21:31 - Sniping the raiders to the east.
- 21:17 - Discovering the Red Racer Back Office.
- 22:47 - Entering the office.
- 23:30 - That moment when you don't plan your action and almost die, surrounded by enemies.
- 23:47 - Torching the Wastelander Boss.
- 24:13 - Looting the dead.
- 26:42 - The reward safe and footlocker are in a room on the upper floor.
- 25:23 - Collecting the Finger of Fugitive from the Wasteland Boss.
- 29:12 - Back to the headquarters to complete Contract 17.
- 30:17 - Starting Contract 18. To the Canyon Lean To.
- 31:17 - Fast traveling to the Republic of Dave. Then heading east.
- 32:07 - Deathclaw to the east.
- 32:16 - What the hell happened??!
- 33:30 - An almost dead sentry bot and two dead deathclaws.
- 34:14 - Getting attacked by Talon mercs hiding on Canyon Lean To.
- 34:39 - Lol
- 34:47 - The Talon Company Boss. It's level-up time.
- 38:08 - I chose the Demolition Expert perk (third rank).
- 38:44 - Collecting the Finger of Fugitive from the Talon Boss.
- 40:13 - Looting the dead.
- 42:14 - Discovering Canyon Lean To.
- 43:10 - The reward footlocker. I didn't see a safe this time.
- 44:12 - Completing Contract 18.
- 44:50 - Starting Contract 19. To the Water Tower.
You'll see contract 19 and more in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/pxfqkeba
The time has come. Rescue the people of Arroyo and destroy the Enclave.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:41 - Any attempt to go in guns blazing was a bad idea. The sneak approach was the way.
- 01:42 - Inspecting the area.
- 03:57 - I returned to the entrance and headed to the stairs.
- 04:48 - A minigun on the crate. I didn't need it, though.
- 05:44 - I find the Elder of Arroyo.
- 08:36 - Trying to figure out what to do next.
- 11:09 - I use the Computer Console to access some information.
- 11:41 - I download information about the reactor. I wasn't aware of its importance.
- 14:10 - I return to the entrance.
- 14:26 - I access the Computer Console at the entrance. I need to find the Presidential Passkey to access some things.
- 15:13 - I go downstairs again.
- 15:49 - Another set of stairs.
- 16:13 - The room with many trap doors and an electrified floor.
- 17:42 - Checking the lockers in the room on the right.
- 18:16 - Another GECK.
- 18:35 - Healing items and other things.
- 19:00 - Maybe I was just tired - playing the game for 3 hours in a row - but I failed to figure the way out on my own. Skip to 22:20.
- 24:06 - Looting some lockers and crates in the room on the left.
- 24:39 - Two gauss rifles and ammo on the two crates.
- 24:58 - Okay, back to the trap door puzzle.
- 26:07 - I'm finally free!
- 26:51 - Another set of stairs.
- 27:34 - I realized I was in the area reserved for the President.
- 27:50 - I go through the corridor and take the stairs to the lower level. It's the reactor area.
- 29:34 - I finally read the Power Plant Operations downloaded from the computer at 11:41.
- 33:00 - I returned to the level above to talk with the President.
- 33:23 - Meeting President Richardson.
- 34:21 - I let him talk.
- 35:14 - Learning about the vault's true purpose.
- 37:23 - The Project, FEV, and all their plan.
- 39:59 - The shoot-in-the-face option is not a good idea. I tried it. The super stimpak option was the most effective.
- 40:55 - I take the Presidential Passkey and return to the reactor level.
- 41:16 - It took me some time to realize there was no way inside the reactor room.
- 44:03 - Threatening the scientist to shut down and overheat the reactor was an option.
- 45:02 - Level up. I chose the last perk. I'll not have much chance to try it out.
- 46:56 - It's time to run.
- 48:10 - Bumping in some enclave soldiers.
- 48:56 - Dude, this place is about to blow up.
- 50:04 - I use the terminal to turn the turrets against Frank Horrigan. I brought my companions and so much ammo and barely used it.
- 53:08 - Frank Horrigan defeated.
- 54:13 - Leaving the Oil Rig and destruction of the place.
- 55:28 - Ending slideshow.
- 59:02 - That was not planned.
- 01:00:05 - End Credits.
Thanks for watching.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/ncifbsao
They say Andale is the best town in the USA. I don't know, man.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps.
- 00:26 - Leaving the Cliffside Caverns behind.
- 01:10 - An Enclave camp to the north.
- 02:37 - Looting the camp.
- 05:15 - Heading southeast toward the drive-in.
- 06:19 - The Overlook Drive-In.
- 06:31 - Ammo and first aid boxes.
- 07:30 - You should take a break.
- 07:48 - Trading with a random mercenary (NPC Travel mod).
- 09:19 - A sentry bot to the east. Either it was too strong, or I was too incompetent to eliminate it quickly.
- 10:24 - Damn, did the sentry bot kill one of the mercenaries I just met?
- 10:30 - The Wasteland Looter is a piece of armor NPCs of the mod may wear. At this point, I don't remember if the Tactical Radio Headset has any use.
- 12:07 - Following the road to see where it leads.
- 13:41 - Discovering Andale.
- 14:42 - Entering the Smith's House.
- 14:55 - Meeting Jack Smith.
- 16:05 - Talking to Linda Smith.
- 17:23 - I must be blind. There is a key near the phone.
- 18:00 - Entering the Wilson's House.
- 18:09 - Meeting Jenny Wilson and her father, Bill.
- 19:09 - Talking to Martha Wilson.
- 20:57 - Meeting Junior Smith.
- 22:01 - Wait, marry who?
- 23:06 - Entering Old Man Harris' House.
- 23:17 - Old Man Harris seems surprised and worried about my safety.
- 26:08 - Locking the door to the Garden Shed.
- 26:53 - What a lovely place. Look at all those human body parts and skeletons.
- 27:27 - Better not eat that strange meat.
- 27:34 - With the New Uniques mod installed, you will find the Blood-Stained Jumpsuit inside that locker. It requires Lockpick Skill at maximum.
- 28:34 - Checking the Jumpsuit and Wasteland Loot I previously collected.
- 29:56 - Leaving the shed and... oh, boy, Andale families don't look happy.
- 31:23 - Not a big fan of cannibals. It's shotgun time.
- 31:37 - Cannibal's Bane Perk is added by the Ultimate Perk Pack (Experience Perks). As you've seen, to get it, you need to kill the cannibals in Andale.
- 32:09 - Jack Smith has an Andale Basement Key in his inventory. Bill Willson has the Andale Shed Key.
- 32:42 - Aww, crap! How long have you been here? Did you see what just happened? This is going to be hard to explain.
- 33:05 - Back to the Old Man Harris' House. He'll take care of the kids and teach them not to eat people.
- 34:07 - Asking about Andale and his past.
- 34:49 - Didn't you see what happened in the backyard?
- 35:10 - As someone who has just seen their parents dying, you seem pretty calm.
- 35:46 - Checking the Smith's House Basement.
- 36:15 - I must be blind. There is a copy of Grognak The Barbarian next to his head.
- 37:23 - Leaving Andale.
Well, that is all for today. Remember, don't eat people.
View Details
https://3speak.tv/watch?v=realdcghoul101/mwaxijmh
There are some caves in the Wasteland I haven't visited yet. A raider gang lives in those caves as well.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:26 - I'm at RobCo Facility. From there, I'll head east towards the cliffs.
- 00:59 - Albinmo Radscorpion attacks.
- 04:09 - Sniping some Bloodthirsters.
- 07:15 - A sentry bot on the path below.
- 07:45 - That's not how you use grenades.
- 08:19 - With "Gangs of the Wasteland" installed, the Raiders in and out of the cave will be replaced by Bloodthirsters.
- 09:45 - It looks like the Outcasts eliminated all the Bloodthirsters.
- 09:56 - The Cliffside Carvern.
- 10:37 - The Impaler Rifle is a different version of the Railway Rifle. Bloodthirstiers use them.
- 11:28 - Cool decoration. I sneak attack most enemies near the entrance.
- 12:17 - Disarming bear traps. I'll eventually order my followers to wait before they trigger any trap.
- 13:50 - Those folks like crucifying people. The mod above adds some props to the cave.
- 14:32 - A Nuka Cola Quantum.
- 16:15 - Sneak attack on more enemies.
- 17:07 - Checking the map. I reach the kitchen and dining room.
- 18:50 - A tripwire and a grenade bouquet.
- 20:00 - The upper areas of the cave.
- 20:24 - Ammo and first aid boxes.
- 21:01 - Buckethead is a raider added by Alpha's Raider Overhaul. The bucket is a unique helmet he wears.
- 21:25 - More bear traps.
- 22:09 - Another door to the outside.
- 23:12 - Pause! Grognak the Barbarian is right there on the wood floor near the barrel. In the vanilla game, there's a generator where the barrel is.
- 24:00 - Wood plank to another section of the cave. Frag mines and bear traps ahead.
- 25:28 - That door leads to the Yao Guai Cave. Before going there, I have to one are to check.
- 27.08 - A Chinese Army: Spec. Ops. Training Manual on top of the bookshelf.
- 28:42 - Lots of body parts.
- 31:08 - To the Yao Guai Cave. Good thing I have the animal friend perk.
- 31:22 - Frag mines near the entrance.
- 32:16 - Shotgun and ammo box.
- 33:51 - To the lower area of the cave.
- 35:31 - Schematics for the Nuka Grenade.
- 37:35 - Checking the local map. Back to the Raider Outpost.
- 38:29 - Some raiders showed up. I'm not sure if this happens in the vanilla game or not.
- 41:00 - Calling the followers before leaving the place.
- 43:03 - Leaving the cave through the door found at 22:09.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/lxqwnnqc
I enter Fort Bannister, Talon Company's main base, to fight them.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:53 - There are still some Talon mercs guarding the outside.
- 02:06 - Running into more enemies.
- 03:14 - The sewer hole in the tent is one of the ways into the Commanding Officer's Quarters.
- 04:04 - Ammo and first aid box.
- 04:18 - With Broken Steel installed, you will find Paladin Jensen tied up in one of the tents. If you don't want to see him dead, don't untie him! He will run into the fort and likely be killed by a dozen mercs armed to the teeth. In addition, his team outside the fort will go to his rescue and likely die. Only you can do the job.
- 04:58 - The DC Interiors Project adds Mr. Robinson, one of the drunken gnomes, to the ruined building in front of me.
- 05:10 - More ammo boxes.
- 06:04 - Entering Fort Bannister Main. The place is guarded by more enemies.
- 08:25 - Enemies are alerted to my presence.
- 11:03 - Going upstairs. The Talon Company Commander and the Gunnery Master are on the upper floors. The New Uniques mod page says the Commando Armor will be worn by "the toughest Talon Company enemy" at Fort Bannister. I found the armor with the Talon Company Gunnery Master.
- 12:22 - Schematics for the Bypass Module on top of the mainframe (FWE).
- 12:50 - Lockipicking the wall safe. Also, there many scrap metal lying around.
- 13:24 - Another wall safe.
- 14:21 - In the Average locked room at the bottom of the concrete stairs, there is a copy of Big Book of Science, a Fat Man, and one mini-nuke.
- 17:04 - Lockpicking another door to the outside.
- 17:48 - I use the Sewer Entrance to Commanding Officer's Quarters. Soldiers and turrets guard the tunnels.
- 19:33 - The Talon Company Specialist had a MEC Gauss Minigun (FWE).
- 20:35 - Door to the missile launcher area.
- 23:16 - A copy of Nikola Tesla and You can be found atop the lowermost covered walkway in the missile launcher area, next to a Ham radio and an ammunition box. Look at the top of the screen, and you'll see the ammo box.
- 23:42 - The door at the lower level leads to the dormitories. More enemies.
- 26:49 - Ammo boxes.
- 28:10 - More soldiers in the next room. I almost died.
- 33:20 - The dining room. Then I go upstairs to an area with three paths.
- 34:23 - I first go to my left. The thermal vision shows three enemies on my right. I think they spawned in the previous rooms.
- 35:30 - Sneak Critical Attack on Commander Jabsco.
- 37:12 - Taking Jabsco's Key and the Occam Razor. The new weapon model was probably added by FWE.
- 38:11 - The lower area has a turret, some tables, and a locked safe. Jabsco's Key can open it.
- 39:22 - A Nuka Cola Quantum. The footlocker can be opened with Jabsco's Key.
- 40:21 - Back to where I was at 34:23. I lockpick the door to the storage room. Ammo, chems, and first aid boxes.
- 41:19 - The followers killed the enemies I mentioned at 34:23.
- 42:36 - Door to the Fort Bannister Bunker. Instead, I run all the back to the dormitory area. I forgot to check the corridor to the north.
- 43:26 - Reaching the infirmary. More enemies.
- 44:19 - Lockpicking the safe on the floor.
- 46:15 - Ignore the white texture issue. For some reason, interiors with many enemies may cause this problem.
- 47:17 - Entering the bunker. Grenades and frag mines will help clear the area.
- 52:15 - The last enemies.
- 53:05 - I disarm the pressure plate and the rigged shotguns.
- 53:58 - Looting the dead.
- 57:35 - A copy of Guns and Bullets is found on top of that gun cabinet. The explosions made the book fall on the left side of the cabinet. It fell between the cabinet and the pipe. I only realized that later.
- 59:51 - Opening the door to the outside.
- 01:00:49 - The fort was cleared from Talon mercs. With that, it'll be occupied by the Brotherhood, who reclaimed their stolen Aqua Pura barrels and caravan brahmin. Now you can finally untie poor Paladin Jensen. KIlling Jabsco before completing the Broken Steel main quest will prevent this event from happening.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/lsqiietk
I challenge Lo Pan to a fight. Then I operate the PMV Valdez to reach the Enclave Oil Rig.
Timestamps for you:
- 00:54 - First random encounter: a press gang.
- 03:56 - Second random encounter: a caravan fending off fire geckos.
- 05:57 - Third random encounter: a pack of deathclaws.
- 07:32 - Those tiny deathclaws were a bit tougher than I expected.
- 10:14 - Fourth random encounter: a crashed (federation) shuttle.
- 10:39 - I haven't used that hypo to see what it does. I also forgot to grab two of them.
- 11:35 - Fifth random encounter: a pack of deathclaws.
- 13:23 - Level up.
- 14:41 - LOL. I forgot to enter the car.
- 15:52 - Back in San Francisco, in the Hubologists base.
- 16:32 - I loot some stuff in their base.
- 19:57 - I went to fight Lo Pan. I didn't know he would use a gun. I'll buff my stats with chems.
- 21:02 - The Chosen One vs. Lo Pan.
- 22:02 - Your gun is not saving you this time.
- 22:55 - I won.
- 24:19 - Speaking with The Dragon after the battle.
- 26:43 - Back to loot what I left behind in the Hubologist base.
- 32:22 - Selling the loot.
- 33:18 - I noticed that I need more 2mm ammo for the Gauss Rifle. I traveled to the NCR to find some.
- 33:27 - Sixth random encounter: A caravan fending off fire geckos.
- 33:32 - Caravan Master needs to use better armor.
- 34:43 - I stopped in the crashed federation shuttle to grab the hypo I forgot.
- 35:33 - I arrived at the NCR to buy ammo. You can skip to 37:14.
- 37:14 - Seventh random encounter: a swarm of mantis.
- 38:27 - Back in San Francisco.
- 38:43 - Okay, I'll buy stock-up ammo and healing items for the final battle. You can skip to 44:12.
- 44:19 - One last stop at the Brotherhood bunker.
- 44:49 - I grab one combat armor in a locker to sell it.
- 47:21 - I lost track of Sulik. He was stuck in the bunker.
- 49:15 - I enter the PMV Valdez.
- 50:23 - Starting the boat.
- 53:16 - The Enclave Oil Rig.
The next episode is the last one of this playthrough.
Fallout2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/trotkwsi
There are still places to visit in the Wasteland. That huge crater near Fort Bannister is one of them.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:24 - New mod installed: the Gauss Rifle Hi-Res Retexture.
- 00:40 - Fast traveling to Vault 106. It's a relatively safer place to fast travel than to go directly into Jury Street Metro Station.
- 01:28 - A deathclaw, still a safer place than the ambush zone in Jury Street.
- 02:53 - The Weston Arms Mk II Gauss Rifle is from the Shadow And Dust - Tales From South West DC mod. The texture mod mentioned above works well on it.
- 03:43 - Sniping the raiders on the roof of Hank's Electrical Supply building.
- 05:28 - Talon Mercs waiting to ambush me if I fast-travel to the area.
- 06:41 - I'm heading west to the ruins.
- 08:20 - A man named Shard attacked me. Added by Alpha's Raider Overhaul.
- 09:16 - The Bannister crater. There's an Enclave camp near the crater. It's
- 09:56 - While they got distracted by a mole rat, I shot the Enclave soldiers.
- 11:58 - It seems this place was Shard's home. I'll jump on the upper area. There's a Torn Page on the floor. If I read correctly, the note mentions the raider camp on the bridge near the Citadel. I should have gone there to see if anything ensued.
- 12:55 - Ignore the duplicated Torn Page and items. It's an issue on my end. I think it's because I left the ESM and ESP with the same name activated on the load order. Only live the Alpha's Raider Overhaul FO3.esm; the Alpha's Raider Overhaul - FWE.esp; and the Alpha's Raider Overhaul - Pitt enabled.
- 13:03 - Shard's Helper. It's a unique melee weapon added by Alpha's Raider Overhaul.
- 13:13 - Inside the footlocker is the Signet. It's a weapon added by Alpha's Raider Overhaul.
- 15:18 - The Craterside Camp was added by The Regulators mod. We'll return here eventually.
- 17:00 - Bad aim.
- 19:00 - I venture north to try to discover the map markers left behind by two random encounters. If you don't remember, those map markers are a feature of the Random Encounters Field Guide mod.
- 21:00 - Entering the Bannister Crater.
- 21:37 - A RadAway, a safe, and a footlocker.
- 22:14 - Rare Alien Power Cells near the overturned truck.
- 22:52 - Looting the dead Enclave soldiers.
- 23:18 - Am I seeing things, or that female has a mustache? Radiation is dangerous.
- 26:40 - A raided gang on the ruins to the southwest.
- 27:28 - More super mutants to the southwest.
- 28:14 - Hacking the Enclave Field Research Terminal: Crater Camp.
- 30:44 - Sniping the mutants spotted before. Some raiders were still alive.
- 32:00 - Looting the dead.
- 35:52 - Sniping the Talon mercs while approaching their position from the south.
- 40:23 - Discovering Fort Bannister.
We'll go inside Fort Bannister in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/liotzkso
After completing Operation Anchorage, I have unfinished business in the Shadow And Dust - Tales From Southwest DC mod. To see the beginning of the exploration of this mod, watch part 47.
I had already completed Shadow and Dust Vol. 2 before the first one (Tales From Southwest DC). I made that decision because the mod edited a building in the initial area of this DLC (Bailey Crossroads). To avoid potential issues with quest progression, don't exit the Weston Arms Researchh Facility through the front door (01:02) before reaching Bailey Crossroads for the first time. Arrive there through the metro station, talk to Defender Morril, and kill the super mutants. Those steps will ensure the quest progress usually. As far as I know now, you are free to do things the way you want after that.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:26 - I'm at Bailey Crossroads.
- 01:02 - Entering the Weston Arms Research Facility. I'm attacked by Maelstrom.
- 01:25 - The Maelstrom's terminal passcode. He also carries a Big Book of Science.
- 02:20 - A rigged shotgun.
- 02:41 - A rigged terminal.
- 02:46 - Accessing Maesltrom's Terminal with the password I found on his body.
- 05:23 - That Inactive Gauss Rifle isn't working yet.
- 05:34 - Accessing the Research Terminal.
- 08:46 - Another Research Terminal.
- 09:36 - The kitchen and lunch room.
- 12:00 - A Nikola Tesla and You on the desk.
- 12:10 - I Take the Safe key. You will need it later!
- 12:26 - The Head Researcher's Terminal. Read all the information.
- 13:30 - Heading downstairs to the Bailey Crossroads Metro Tunnel. Feral ghouls will be waiting for you.
- 15:32 - Be careful. There is a rigged baby carriage near the door.
- 17:47 - Bumping into more feral ghouls.
- 18:38 - I lockpick the door to Weston Arms Head Office.
- 19:30 - We've been here before (Part 109). I disabled the tripwire and collected the rigged shotgun aiming at a Mini Nuke on the table.
- 19:29 - Lockpicking the (very hard) locked door.
- 20:46 - The dead scavenger has some loot.
- 22:00 - I almost missed the "Locked In..." note on the desk.
- 23:14 - Checking the Security Terminal for more information.
- 28:16 - Checking the map, then going upstairs.
- 29:24 - The Proprietary Control Authorization is inside the safe. The key is located in the Weston Arms laboratory, on the dead research leader's desk (12:10).
- 30:56 - Heading downstairs to the Utility Tunnel. Lots of feral ghouls in the tunnel.
- 32:50 - A reminder that this tunnel connects the Nuka Cola Plant with the mod locations.
- 33:12 - The door to the west leads to the Nuka Cola Lounge. Protectrons guard the place.
- 33:50 - That display case contains The Extinctonator. It's a unique weapon of this mod.
- 34:00 - Don't forget the Special key in the display case.
- 35:23 - The Lounge Terminal.
- 36:20 - Door to another section of the Utility Tunnel. More feral ghouls inside.
- 37:51 - I open the sewer hole with the Special key.
- 38:57 - The "Surviving So Far..." note is on a desk.
- 40:44 - That chess match doesn't seem to have ended well.
- 41:00 - Hacking the Desk Terminal to open the hatch.
- 41:19 - Warning! There is a frag mine and a mini-nuke on top of the terminal.
- 41:40 - The Caleb Bradburton's Terminal. The Blue Cards give you good karma. Red Cards give you bad karma. That's all about it, folks. It's those cards you find across the game, I presume.
- 44:59 - I'll return all the way back to the Weston Arms Research Facility. You can fast-travel from the nearby wasteland exit door. I'll show the way back through the tunnels and ruined buildings.
- 52:28 - Accessing the Head Researcher's Terminal. I click on the "Activate Weapon PC" option. Congratulations! The Weston Arms Mk Gauss Rifle is finally yours.
- 52:58 - It's a powerful weapon.
Shadow and Dust - Tales From Southwest DC is completed, as far as I know.
View Details
https://3speak.tv/watch?v=realdcghoul101/qwbahval
The PMV Valdez was fixed. I then farm some experience for the companions to level up.
Timestamps below:
- 01:08 - Back in the PMV Valdez.
- 05:05 - I return to the lower level of the ship.
- 05:17 - I use the FOB to access the navigation computer.
- 06:14 - Now I use the NacCom Parts on the computer.
- 08:23 - I'll clean the inventory. You can skip to 15:21 if you want.
- 10:10 - Reading a skill book I just bought.
- 14:59 - Buying another skill book and other things.
- 15:43 - I return to the Huboloigist Base to loot the place.
- 17:33 - Inventory gets full again.
- 18:02 - I sold what I collected and bought more medical supplies.
- 18:52 - More inventory management. You can skip to 21:22.
- 21:23 - I thought it was a good idea to run around the world map, trigger random encounters, and level up the companions like Skyne stand K-9. I thought they would be necessary for my future attack on the Enclave Oil Rig.
- 21:50 - First random encounter: some fire geckos.
- 23:29 - Second random encounter: more fire geckos.
- 24:19 - The cave was full of Pig rats.
- 26:55 - Third random encounter: a pack of centaurs.
- 28:57 - Lesser Deathclaws inhabit the cave.
- 35:31 - Fourth random encounter: another pack of centaurs.
- 37:14 - Companions leveled up, and so did I.
- 38:18 - I put some point in Unarmed because I still had to challenge Lo Pan in San Francisco.
- 39:48 - A cave full of fire geckos.
- 44:13 - Ouch!
- 48:26 - Fifth random encounter: a large pack of aliens (wanamingos).
- 50:19 - Damn critical hit.
- 52:42 - Deathclaws inhabit the cave.
- 55:17 - It's time to test the Gatling laser on the Deathclaws inside the cave.
- 58:59 - That's the last deathclaw in the cave.
Well, that is all for today.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/tygpxuxm
The fourth and last episode of the Operation Anchorage DLC. I complete the simulation and then receive my reward.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 01:36 - It's time to disable the pulse field.
- 02:43 - Discovering the Battlefield Trenches.
- 03:09 - Freeing an American soldier. The Intel Suitcase 09 is on top of the barrel.
- 04:25 - More enemies in the trenches.
- 04:48 - Ammo and health.
- 05:08 - I can see you. Stop dancing! More enemies ahead.
- 07:26 - Enemy with a missile launcher.
- 08:05 - Accessing a Chinese Terminal. It's the third and last one.
- 09:34 - Unbelievable! Damn, collision meshes.
- 11:04 - Ammo and Health dispenser.
- 11:42 - Crossing the ruins filled with enemies.
- 14:33 - Grenades in the bunker to the southeast and Ammo and Health dispenser to the west.
- 15:32 - Yes, the power armor is shining more than it should. It's a mod conflict with another DX mod that I couldn't fix at the time. Here is the fix: First, install the T-51b DX, then the Winterized DX mod. Install the Winterized DX "NEEDED MESHES" last. Now you use the WinterizedT51bDX.esp from the compatibility download. It's the only .esp you need, even though you use both.
- 16:43 - Discovering the Force Field. Few enemies are left.
- 18:43 - The Intel suitcase 10 is on the hut where Force Field Switch is located. It's the last one.
- 18:57 - Disabling the Force Field.
- 19:43 - Folks nuked the front gate.
- 19:58 - Discovering the Chinese Occupied Refinery.
- 20:17 - Entering the Chinese HQ to confront General Jingwei.
- 20:38 - Speech check success. That was easy.
- 21:02 - Talking to General Chase. He also notes I collected all the Intel Suitcases. The Covert Ops Perk was earned.
- 21:55 - The simulation was completed. I put my armor back on. Remember to equip all your guns.
- 23:46 - Talking to Protector McGraw.
- 24:17 - Accessing the Secure Access Terminal to open the VSS Armory door. It's a good idea to save the game here.
- 24:57 - Some folks are unhappy with me taking some stuff from the armory.
- 25:23 - If you want to save Protector McGraw, you must be quick. Headshots and Vats are your best bet.
- 26:05 - Aw, come on! He was right in front of me! LOL.
- 26:39 - Protector McGraw, I must say your combat skill isn't the best.
- 27:03 - Looting the dead and then the armory.
- 27:21 - An Extended Magazine.
- 27:31 - Chinese Stealth Armor and helmet.
- 27:36 - Chinese Jumpsuit and Hat (Winterized)(New Uniques mod).
- 27:45 - Those 10mm Alloy Steel Pistol was only seen inside the simulation. FWE restores them to the game.
- 27:57 - Chinese Dragoon Pistol (FWE).
- 28:04 - The Trench Knife (DLC).
- 28:04 - Jingwei's Shock Sword (DLC).
- 28:07 - Alloy Steel Assault Rifle, Alloy Steel Combat Shotgun, and Chinese Dragoon Assault Rifle were available only inside the simulation. FWE added them as a reward.
- 29:04 - Winterized Combat Armor and Helmet were only available in the simulation. The New Uniques mod added them as a reward.
- 29:08 - The Gauss Rifle (DLC).
- 29:40 - The Winterized T51-b Power Armor (DLC).
- 33:11 - Quick tour through the outpost.
- 33:51 - Lockpicking the door.
- 34:05 - R.I.P Gary 23.
- 34:44 - Back to the surface.
That is all, folks! See you all in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/fmmchoaz
The third episode of the Anchorage DLC. We'll pave our way to victory.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:31 - Talking to Lieutenant Morgan.
- 02:54 - Talking about the Strike Team.
- 04:06 - Accessing the Requisition Terminal. I chose the Fire Team Package and received the Requisition Holo.
- 05:23 - Accessing the Patterson's Terminal to select my Strike Team. Each unit requires Recruitment Markers.
- 06:31 - A psycho on the table.
- 07:16 - Discovering the U.S. Army Field Headquarters.
- 07:31 - That's my Strike Team. I talk to Sargeant Montgomery.
- 07:45 - High Intelligence dialogue option that I didn't choose.
- 08:35 - High Science dialogue option that I ignored.
- 09:19 - I order Montgomery to wait outside the Mining Town.
- 09:36 - Yes, the power armor is shining more than it should. It's a mod conflict with other DX mod that I couldn't fix at the time. Here is the fix:
First, install the T-51b DX, then the Winterized DX mod. Install the Winterized DX "NEEDED MESHES" last. Now you use the WinterizedT51bDX.esp from the compatibility download. It's the only .esp you need, even though you use both.
- 09:49 - Ammo, grenades, and health inside the tent.
- 10:25 - Meeting Doctor Adami.
- 11:36 - Checking the map.
- 12:56 - I almost forgot to talk to the Quartermaster about my gear.
- 13:06 - Speech check to get a Gauss Rifle.
- 14:34 - Heading east to the Mining Town.
- 14:53 - Someone lost his head. I then talk to Montgomery and order the attack.
- 15:56 - Snipers and missile launchers are fired against us.
- 16:31 - Discovering Anchorage Mining Town.
- 16:50 - Damn Chinese Launchers.
- 17:09 - The Intel suitcase 05 is on the destroyed building, on top of a wood create. Ammo and health are nearby.
- 18:42 - Attacking the next enemy position.
- 19:22 - Rescuing an American soldier. More Chinese soldiers attack.
- 20:46 - Heading northeast through the rocks. More sniper ahead.
- 21:56 - Montgomery says the town is secured. I request another sniper soldier before ordering the team to the Listening Post.
- 23:03 - Sniping the enemies ahead. Then discovering the Listening Post.
- 23:53 - Enemies attack from the same path we came from.
- 24:29 - Door to the Listening Post. I sneak and kill the first enemy inside.
- 25:06 - That Technician didn't react very well to my shots.
- 25:52 - I almost didn't see you. There are more enemies in the next room.
- 26:48 - The Intel suitcase 06 is on a shelf under the stairs.
- 27:45 - Ambush in the room ahead. There are Ammo and Health dispensers in there.
- 29:45 - Another room with enemies.
- 30:39 - Door to the outside.
- 30:55 - Nice try. That was the last one. We return to the headquarters.
- 32:30 - Accessing the Requisition Terminal.
- 32:53 - The origin of the heroic pose from Anchorage Memorial.
- 33:52 - Getting the Strike Team ready for the next mission. The team will wait outside the Chinese Ice Camp.
- 35:36 - Heading northwest.
- 37:13 - Discovering the Chinese Forward Camp Delta.
- 37:33 - Oh, come on! How come they didn't die?!
- 38:03 - Man, how did you survive that grenade?!
- 38:50 - I left the team behind.
- 39:30 - Accessing the Chinese Terminal.
- 40:28 - More enemies ahead.
- 41:23 - The Intel suitcase 07 is on a table in the farthest tent from the camp.
- 42:53 - Killing the Chinese soldier and rescuing two Americans. Don't forget the ammo and grenades nearby.
- 44:09 - Spider-Drones on the snowy path.
- 45:34 - Sniping the soldiers protecting the gate.
- 46:08 - Discovering the Chimera Armor Depot.
- 47:06 - The Intel suitcase 08 is in a steel hut, on the table with the ham radio.
- 48:33 - Planting the explosive charges in Tank A.
- 49:51 - Thanks for putting your face through the wall so I could shoot it.
- 50:15 - Montgomery says the camp is secured.
- 50:33 - A tank was destroyed with a single grenade.
- 50:50 - It's safe to snipe everyone.
- 51:18 - Planting the explosive charges in Tank B. Back to the headquarters.
- 52:25 - Now, the only thing left is the refinery.
In the next episode, we complete the simulation.
View Details
https://3speak.tv/watch?v=realdcghoul101/yoxithfz
I rescue Suze from the lower levels of the PMV Valdez. Also, Skynet joins the team.
Timestamps in case you need them:
- 01:07 - Buying some skill books.
- 03:02 - Buying and selling more things. If you want, skip to 04:25.
- 05:22 - Retuning to the PMV Valdez.
- 06:12 - Buying and selling more stuff.
- 07:27 - I find stairs that lead to the lower level.
- 07:38 - The lower level was full of wanamingos, floaters, and centaurs.
- 14:36 - Wait, but there's more of them.
- 18:58 - A woman was in the top right corner of the area.
- 19:15 - She starts following me. I head to the upper level.
- 20:04 - The woman disappears. Turns out I returned through the "wrong" path. Skip to 21:31.
- 21:33 - I return to the lower level, still looking for the woman.
- 22:12 - To trigger the quest end, you must climb that specific ladder.
- 23:00 - Level-up time.
- 23:39 - I chose the Magnet Personality perk. Now I have the chance to recruit one more companion.
- 25:40 - I leave the ship and return to my car.
- 26:20 - Unarmed skill not high enough to challenge Lo Pan.
- 27:22 - Back in the Sierra Army Depot to recruit Skynet.
- 28:42 - Taking the elevator to the third floor.
- 29:17 - Skynet joins the team.
- 30:17 - It's the first time I tweak the companion disposition.
- 32:55 - Using Dixon's Eye to return to the second floor.
- 33:20 - Disabling some robots torn earn some experience.
- 34:34 - Leaving the base once and for all.
- 35:00 - I give some weapons to Skynet.
- 36:30 - Vic's disposition menu.
- 37:29 - Sulik's disposition menu.
- 38:12 - Skynet disposition menu, again.
- 40:50 - K-9 disposition menu.
- 42:19 - Random encounter: a large pack of aliens (wanamingos).
- 45:08 - The nearby cave was full of mole rats. They were easy to kill, though.
- 50:38 - I leave the cave to continue my trip back to San Francisco.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/heymlvqy
The second episode of Operation: Anchorage DLC. I complete the first quest and found four of the Intel Suitcases.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps.
- 00:27 - I'm outside after leaving the cave outpost at the end of episode 154.
- 00:50 - First enemies.
- 01:23 - Sniping the soldier on the other side.
- 01:32 - It's level-up time. I chose the Better Criticals perk.
- 05:15 - Going downstairs and across the large pipe to reach a small bunker.
- 05:55 - Lockpickign the Field Storage door.
- 06:09 - The Intel Suitcase 01 is under the desk.
- 06:20 - Accessing the Chinese Terminal.
- 07:00 - The Bombardment holotape is on the same desk.
- 08:24 - Returning to the other side and following the catwalks path.
- 09:44 - Where the hell did he come from!?
- 10:29 - More soldiers. Then I cross the bridge.
- 11:41 - Lockpicking another Field Storage.
- 11:56 - The Goodbye holotape is on a table with some mugs.
- 13:17 - The Intel Suitcase 02 is on top of a machine.
- 14:58 - Instead o walking through the bridge, I go through the Cave Passage on the right.
- 15:33 - I kill the lone soldier and follow the path he came from.
- 16:30 - Outside again. This is another path to the Chinese Artillery Outpost.
- 16:39 - I shoot the enemies through the small opening in the structure.
- 17:46 - There's a Health Dispenser upstairs.
- 18:20 - Entering the Chinese Artillery Outpost. Three soldiers were near the entrance area.
- 20:30 - Missed one Chinese soldier on the right.
- 21:06 - On the catwalks killing more enemies.
- 21:34 - Ammo for the assault rifle.
- 21:58- Through the corridor, there's an easy-to-unlock door.
- 22:14 - The Intel Suitcase 03 is near the containers and two wooden crates.
- 22:20 - The Invasion holotape is on top of the nearby container, along with a Stealth Boy.
- 23:43 - In the next room, I go downstairs to find a Chinese soldier. There's ammo on the table, as well as an Ammo Dispenser.
- 24:38 - Back upstairs and into the next area.
- 25:43 - Shooting more enemies while moving on.
- 27:14 - I turn right and kill the soldier near the stairs.
- 27:27 - Frag mines, grenades, and an Ammo Dispenser.
- 27:31 - Lockpicking the nearby door. Grenades and the Intel Suitcase 04 are on the desk.
- 28:01 - Accessing the American Artillery Protocols.
- 30:10 - Heading upstairs and killing more soldiers.
- 31:15 - Sorry, I didn't see you there.
- 31:35 - Wanna talk?
- 32:18 - Some soldier near the artillery ammo.
- 33:20 - How you do not see me?
- 34:10 - More stairs.
- 34:44 - I lockpick the door to a storage room. The Overrun holotape was inside.
- 36:09 - Walking through the hallway.
- 36:48 - You guys are blind and deaf. Upstairs there's a room with Health and Ammo Dispensers.
- 37:54 - Reaching a large storage room. We are not alone.
- 39:23 - Surprise!
- 40:06 - On the elevated catwalk, I fight more Crimson Dragoons.
- 40:46 - Path to the outside. Grab everything you need before leaving.
- 41:16 - Discovering the Artillery Overlook.
- 41:52 - Chinese units protect the artillery.
- 42:25 - Enemies shooting from above. The guy with the flamer runs away.
- 43:19 - Ammo and Health Dispensers.
- 43:37 - Oh, you came back?
- 43:50 - Planting explosive charge on the first artillery gun.
- 44:39 - Planting explosive charge on the second artillery gun. I inadvertently run towards the next enemy position.
- 45:39 - Killing the remaining soldiers around the third artillery gun.
- 46:47 - One last sniper to be dealt with.
- 47:54 - Destroying the third artillery gun.
- 48:31 - Meeting General Chase and getting ready for my next mission.
- 51:47 - The I'm Okay holotape was on a table near a radio.
- 51:55 - One psycho on a metal shelf.
That's all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/xkoqvzvd
The Outcasts need some help at Bailey's Crossroads. Operation: Anchorage begins.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:00 - Dubious quality intro.
- 00:28 - The Outcast Distress Signal.
- 01:01 - Sniping some raiders south of the Red Racer Factory.
- 02:14 - The Bailey's Crossroads Metro.
- 03:28 - Feral ghouls in the station.
- 06:33 - Gate to Bailey's Crossroads.
- 07:01 - Meeting Defender Morrill. I help the Outcasts fight the super mutants.
- 07:47 - Lots of super mutants in the ruined building to the west. It's missile launcher time.
- 08:24 - Looting the dead.
- 09:11 - Crossing the ruined building full of super mutants.
- 11:51 - Looting the dead mutants.
- 13:44 - The Outcast outpost.
- 13:49 - Eliminating the remaining super mutants. Where did they come from?
- 17:40 - Taking the elevator to the underground.
- 18:23 - Meeting Defender Sibley. I use the Black Widow dialogue option.
- 20:00 - Meeting Protector McGraw.
- 20:21 - High intelligence dialogue option.
- 23:06 - Talking to Specialist Olin.
- 24:20 - Equipping the Neural Interface Suit. https://fallout.fandom.com/wiki/Neural_interface_suit
- 24:47 - Entering the Simulation Pod and starting it.
- 25:48 - About FWE and the simulation: Weapons and armor within the simulator were not changed.
- 26:03 - Waking up in the simulation and meeting Sargeant Benjamin Montgomery.
- 27:23 - Discovering Anchorage Cliffs.
- 28:17 - Sneak attack on the first Chinese soldier. Then heading to the stairs on the left to kill the second one.
- 29:14 - Crossing the catwalk to the other side of the cliffs. I was detected by the enemy.
- 30:09 - Retreating all the way back to the Health Dispenser. The soldier was killed at last.
- 31:00 - Crossing the catwalk again and taking the stairs.
- 31:34 - Another soldier.
- 32:10 - I turn east. I go downstairs and find a sniper rifle.
- 33:09 - I go to the cabin to the north and find a Chinese Assault Rifle, some mines, grenades, and an Ammo Dispenser.
- 34:15 - Sniping the soldiers above and on the large pipe.
- 35:27 - North through the broken catwalk, I find a Stealth Boy.
- 35:58 - Sniping the soldier on the other side of the cliffs.
- 37:27 - Another soldier on the other pipe above.
- 38:23 - Great, now we have soldiers falling from the skies.
- 38:52 - Reaching the door of the Cave Outpost.
- 39:39 - Another Chinese soldier bites the dust. I turn to the right and bump into another soldier. The hidden area has mines, grenades, Microfusion cells, and Health and Ammo Dispensers.
- 40:23 - Don't forget to grab the Gauss Rifle. The gun belonged to an American soldier killed when you entered the place.
- 41:35 - Another soldier.
- 42:59 - The cave leads into a tunnel. I rendezvous with Montgomery there. The next door leads outside again.
- 44:52 - I think a Fallout game in a cold place full of snow would be excellent.
View Details
https://3speak.tv/watch?v=realdcghoul101/bohqkjij
The mad brahmins are exploding, man.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:44 - Leaving Sierra Army Depot.
- 01:09 - First random encounter: a pack of Fire Geckos.
- 04:44 - No cave to enter this time.
- 04:59 - Second random encounter: a swarm of Floaters. It was a long fight.
- 10:03 - Friendly fire.
- 12:56 - Third random encounter: Hubologists fending off a press gang.
- 15:05 - Looting the dead.
- 17:07 - Back in San Francisco.
- 17:17 - It's time to buy and sell things.
- 18:55 - I bought a Gatling Laser.
- 22:22 - It's training time.
- 23:43 - Okay, I'll be farming
- 24:09 - Fourth random encounter: A press gang.
- 31:11 - Fifth random encounter: a herd of (exploding) brahmin.
- 31:32 - I was so confused by the situation that I had to retreat. Also, the team took a lot of damage from the explosions.
- 32:22 - Level up while using my Doctor skills. K-9 leveled up too.
- 35:24 - I return to fight the exploding brahmin.
- 37:31 - To my surprise, they kept respawning.
- 39:36 - I eventually gave up and left the place.
- 39:49 - Sixth random encounter: some aliens (wanamingos).
- 42:15 - Seventh random encounter: a band of mercenaries.
- 46:03 - Eighth random encounter: Hubologists fending off a press gang.
- 47:39 - I expected the Hubologists to be hostile after a killed AHS-9.
- 48:58 - Not ready to fight Lo Pan yet.
- 49:59 - Okay, you can skip all this part if wanted. It's more inventory management.
- 51:39 - Buying more rockets for the hypothetical attack on the Enclave Oil Rig.
See you guys in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/yxjuaetb
Contracts 12, 13, 14, and 15 from The Regulators mod. We'll see a bit more of the Wasteland in the process.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:26 - I'm at Greener Pastures Disposal Site. I'll head east towards the Sludge Pool.
- 00:38 - Abomination vs. Deathclaw Matriarch, place your bets.
- 00:58 - Two things I missed in this area:
A)The Wasteland Recluse living in his Makeshift Shack. There's a DC Journal of Internal Medicine under his bad.
B) The Noisy Radroach weapon, a MIB reference added by the New Uniques mod. The gun can be found in one of the two corpses near a rock formation to the east. When you approach them, an Alien creature will attack you. Too much time has passed since I first visited the place, so their bodies have vanished, maybe because of an MMM feature in which bodies decay (skeleton decay).
- 01:49 - Discovering Destroyed Protectron Warehouse. The location was added by the Imperfection mod. I visited the basement when writing this. It's a cave with some Infected Feral Ghouls, but nothing valuable inside. Unless I missed something.
- 02:04 - Deathclaw Matriarch attacks.
- 02:29 - I'll check the Warehouse Basement later. I don't remember returning here, though.
- 03:18 - Heading northeast from my position. I see raiders ahead.
- 05:28 - More to the north, I see the hostile wastelanders. They are having trouble with the local wildlife.
- 07:55 - Entering the Sludge Pool Shack to find the target.
- 08:42 - Collecting the Finger of Fugitive from the Wastelander Boss. I open the safe afterward.
- 10:14 - Completing Contract 12.
- 10:47 - Another Nuka Cola Quantum.
- 11:00 - Starting Contract 13. The Storage Trailer is located southwest of Jury Stree Metro Station and Northeast of the Wrecked Shack (another location of this mod).
- 11:46 - From the Wrecked Shack, I walk northeast to find the Storage Trailer.
- 12:14 - That Deathclaw Alpha landed there along with other Enclave units during episode 150.
- 18:59 - I see raiders around near the truck.
- 19:19 - Killing the raider boss.
- 19:57 - Pulse Rifle vs. Raiders.
- 20:03 - The effects of critical hits added by EVE are really cool.
- 21:51 - Collecting the Finger of Fugitive.
- 24:04 - The safe is in the truck, along with other boxes.
- 25:38 - Completing Contract 13.
- 27:09 - Starting Contract 14. Bad guys at Jocko's Pop & Gas Stop.
- 28:02 - From the Overpass Camp, I head west.
- 31:13 - Random Encounter: Giant Radscorpion guarding refrigerator. I already triggered the encounter in another episode. I discovered the map marker now.
- 32:21 - Approaching Jocko's Pop & Gas Stop. Talon Mecs are waiting outside.
- 34:49 - Heavily armed Talon Mercs are inside. The Terrible Shotgun helped a lot.
- 35:37 - Collecting the Finger of Fugitive.
- 35:56 - Lockpicking the safe.
- 37:28 - Contract 14 completed.
- 37:57 - Starting Contract 15. The Cliff Tent is east of Corverga Factory and south of Vault 108.
- 39:20 - Heading east from Corvega Factory.
- 41:19 - Talon Company outside the tent. They have missile launchers too.
- 44:42 - Entering the tent. Combats in small spaces can be dangerous.
- 45:29 - Collecting the Finger of Fugitive from the Talon Company Boss.
- 46:45 - Lockpicking the safe.
- 47:49 - Some hunters and a scavenger to trade with.
- 49:34 - An elastic radscorpion.
- 50:35 - Contract 15 completed.
- 51:14 - More bottles to drink.
No contracts in the next few episodes. The Lone Wander received a distress signal in her pip-boy.
View Details
https://3speak.tv/watch?v=realdcghoul101/fjmpjojv
I complete Contracts 07, 08, 09, 10, and 11 of The Regulators mod.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:26 - I'm at Vault 92. It's the closest location to the Radiated Pond.
- 00:47 - Sniping the raiders at the old barn.
- 02:32 - The boss didn't show up, so I had to reload.
- 02:46 - A Sentry Bot attacked the Wastelanders at the camp. I help by firing missiles at them.
- 03:16 - Now a Yao Guai attacked them too.
- 03:57 - A Sentry Bot torches something. The Sentry Bots with flamethrowers were added either by Alpha's Robot Overhaul or the Imperfection mod.
- 04:34 - Collecting the Finger of Fugitive from the Wastelander Boss.
- 04:47 - Looting the safe.
- 07:28 - Completing Contract 07.
- 08:18 - Starting Contract 08. Bad guys at the Broken Bridge, southwest of Megaton.
- 09:18 - Approaching the Broken Bridge. I attack from afar and then close in on their location.
- 12:15 - Collecting the Finger of Fugitive from the Raider Boss.
- 13:48 - Completing Contract 08.
- 14:32 - I didn't see the two Nuka Quantum bottles on the white container.
- 14:40 - Starting Contract 09. The Wrecked is south of Fairfax Ruins.
- 15:49 - I move east/southeast from Fort Independence to the map marker.
- 17:16 - The truck was under the elevated overpass. There are wastelander all over the place.
- 18:31 - That's the Wastelander Boss. I collect his finger.
- 21:15 - The reward safe and footlocker are in the truck.
- 22:36 - Completing Contract 09.
- 23:05 - It seems Nuka Cola bottles spawn in that container.
- 23:15 - Starting Contract 10. The Old Grove is north of the MDPL-13 Power Station.
- 24:14 - Next morning. I head towards the map marker. Also, pretty sunrise.
- 26:04 - I forgot to loot the safe from a previous contract.
- 27:32 - I killed those Hitmans in episode 150.
- 29:12 - Deathclaw Matriarch incoming.
- 31:03 - I can see the enemies at Old Grove. The Raider Boss is the first to bite the dust.
- 32:30 - A dead mercenary near a tree. A US Army: 30 Flamethrower Recipes was next to his body. The place is northeast of Reclining Groves Resort Homes.
- 33:02 - The Malfunctioning Mecha was probably added either by Alpha's Robot Overhaul or the Imperfection mod.
- 33:08 - Collecting the Finger of Fugitive from the Raider Boss.
- 35:34 - Opening the reward safe and footlocker. A sentry bot was nearby.
- 38:19 - Completing Contract 10.
- 39:05 - Starting Contract 11. The Overpass Camp is close to the VAPL-84 Power Station and Wrecked Shack, visited in a previous episode.
- 39:58 - Giving all the fingers collected to Sonora.
- 41:39 - I head west from the VAPL-84 Power Station.
- 43:24 - Attacking the Overpass Camp.
- 44:16 - Collecting the Finger of Fugitive from the Raider Boss.
- 44:33 - Opening the reward safe.
- 47:16 - Completing Contract 11.
- 47:51 - Starting Contract 12. The Sludge Pool is northeast of the Greener Pastures Disposal Site.
I'll complete Contract 12 in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/sfqtxqmt
Contracts 05 and 06 of The Regulators mod. I also explore more of the Wasteland in the process.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:26 - I'm at Oasis, the closest discovered location to the Hilltop Line.
- 00:46 - Looks like that Super Mutant Renegade was running towards me.
- 02:56 - As expected, there's an Enclave camp. It's VATS time.
- 04:01 - Badass Bloodclaw (Imperfection the Definitive Creature Mod). I think it's the first time I see one of those during my 170 hours of play. The wonders never cease. When testing the mods, I saw a Nightclaw (at night) between Dixon Tabernacle Chapel and the Deathclaw Sanctuary.
- 04:37 - Looting the dead.
- 05:34 - Ooops. There are more Enclave units in the area.
- 07:46 - I tell the team to wait while I climb the rocks. I see one deathclaw between the trees. Something was still alerted to my presence.
- 09:26 - The Town Ruins map marker was added by some mod. Judging by the amount of Super Mutants Renegades in the area, the Imperfection mod may be the one.
- 10:48 - The monorail interior is added by Metro Carriage Interiors.
- 11:01 - A Nuka Cola Quantum. The interiors have lots of miscellaneous items.
- 12:12 - The pilot cabin. I'm not sure what that switch does.
- 12:49 - I forgot I was walking on a monorail.
- 13:32 - Checking the other carriages to the north.
- 14:44 - Something was still nearby and in combat mode.
- 16:12 - Where that Greater Tyrannaclaw was hiding all this time?!
- 18:38 - I can already see the Hilltop Line in the distance.
- 19:28 - The Wastelander Lake Hideout is an unmarked location.
- 20:23 - Chems, RadAway, and D.C. Journal of Internal Medicine on the table.
- 20:44 - Wow. I missed the safe in the water.
- 21:23 - I can already see you. I saved near the broken power line and had to reload to force the raider boss to spawn.
- 22:31 - A better angle to shoot.
- 23:49 - Oops. There are more of them.
- 24:16 - Fawkes' Super Sledge is really powerful. Also, some many bodies to loot.
- 24:54 - Discovering Hilltop Line.
- 25:24 - Collecting the Finger of Fugitive.
- 27:20 - Opening the safe and footlocker.
- 28:01 - Nice view of the Wasteland. It was the moment I decided to put a screenshot from there in the thumbnail.
- 32:12 - I go down the path and then turn north. There's a path between the rocks. Under the rope bridge, there is a dead Wastelander. It carries the "Dead End" holotape.
- 33:20 - I continue heading north through the rocks. After the rock tunnel is a random encounter location. A Wasteland Doctor appears.
- 35:33 - Back at the HQ to complete Contract 05.
- 36:12 - Starting Contract 06. Bad guys at the Plains Camp.
- 37:33 - To Robco Facility.
- 39:52 - That's the camp.
- 40:48 - That Deathclaw Matriarch did all the work for me.
- 42:28 - Collecting the Finger of Fugitive from the Wastelander Boss.
- 43:47 - The footlocker and safe.
- 46:45 - Completing Contract 06.
- 47:58 - Giving more fingers I collected to Sonora.
- 48:41 - Starting Contract 07. To the Radiated Pond, near Vault 92.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/kqqghwui
I complete Contracts 03 and 04 of The Regulators mod. Also, a visit to Mr. Tenpenny.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:26 - I'm near the MDPL-13 Power Station.
- 00:32 - A Behemolord... It's probably from the Imperfection mod.
- 01:17 - The Contract 03 target is in a camp north of the power station.
- 03:08 - Talon Company ambush near the MDPL-13 entrance.
- 05:12 - I can see the camp near the broken bridge.
- 05:57 - I triggered the Watch Your Back random encounter (quest-related) while approaching the camp. I didn't pay much attention to it at the moment.
- 06:19 - I eliminate the raider I can see. There are more of them under the bridge.
- 07:12 - I loot the dead but didn't find my target. Your target is always the boss (Raider Boss, Wastelander Boss, etc.) as he drops the Finger of the Fugitive needed to complete the contract. Sometimes when the boss is outdoors. He does not appear at first (it's a random bug in this mod). There are a few ways to solve this problem:
A) Save the game near where it should be and close it. Now load that last save, and the boss will be there (do not save too close to avoid being surprised by the enemy when the game loads).
B) When you have an active contract, fast-travel to a nearby location (in the same cell or a nearby cell) from where your target is. As far as I've tested, this ensures your target is there when you get close. In this case, I opted for the first option (10:37).
- 08:56 - I now go check the random encounter I triggered at 05:57. The Hitman squad was looking for me. Too bad for them that I have a missile launcher.
- 09:56 - The Contract of Extermination can be found in their inventories. It seems that Mr. Tenpenny wants Rachel dead. He will soon realize that he made a terrible mistake...
- 10:45 - As the target didn't appear, I saved, quit, and reloaded the save to force him to spawn.
- 11:24 - There he is.
- 13:51 - Completing Contract 03.
- 14:40 - Contract 04. The target is located at Wrecked Shack.
- 16:22 - While I could fast-travel directly to the Wrecked Shack, I'll be surrounded by enemies. The Robco Facility is a safer location.
- 17:10 - A Sentry bot, an Abominable Mutant, and then an Albino Radscorpion.
- 20:45 - Heading northwest. One Enclave vertibird lands to the east and some Enclave Troopers show up.
- 21:19 - The target is the Wastelander Boss. He is surrounded by some allies.
- 22:19 - Collecting the Finger of Fugitive.
- 24:04 - Opening the footlocker and the safe.
- 26:51 - Completing the Contract 04.
- 27:38 - Contract 05. Our next target is hiding at Hilltop Line, in the far north.
- 28:45 - I visited Tenpenny Tower to thank Mr. Tenpenny for the mercenaries he sent to hunt me.
- 29:51 - To the Penthouse Suites. Once there, I activated my Stealth Boy for a sneak kill.
- 30:23 - Mr. Tenpenny, have a good night! Allistair Tenpenny's Suite Key and Tenpenny's Suit can be looted from his body (or ashes).
- 31:15 - Woman, pretend you never saw me here.
- 31:36 - I go to the Federalist Lounge. It's good to see humans and ghouls living together, thanks to Tenpenny Tower Alternate Endings mod.
- 34:43 - Time to go home and sleep.
View Details
https://3speak.tv/watch?v=realdcghoul101/morhvvod
In this episode, I complete the second contract from The Regulators mod. Also, some exploration of the Wasteland.
The full playlist is now available on Youtube and Odysee.
- 00:48 - Little Lamplight is the closest location to the Makeshift Shack. However, the last time I fast-traveled there, I was ambushed by a Matriarch upon arrival. It's Yao Guai Tunnels, then.
- 02:04 - At least it wasn't a Matriarch.
- 05:05 - Stop hiding inside the rocks.
- 05:46 - Heading northeast.
- 06:24 - Nope. I'll avoid the deathclaw.
- 08:41 - Discovering the Makeshift Shack. Super mutants were nearby.
- 09:12 - Some Talon mercs were guarding the place. More Super mutants.
- 11:13 - Entering the shack. The Talon Company Boss was alone. Don't forget to collect the Finger of Fugitive from his body.
- 11:46 - There's a Fat Man on the metal shelf on the left.
- 11:56 - Lockpicking the safe.
- 12:08 - Some RadAway.
- 12:18 - Lots of ammo boxes.
- 12:45 - Avoid using explosives within this area, as you can trigger the mini-nuke on the shelf.
- 13:20 - Outside again. Some inventory management.
- 14:07 - Heading east. There are some areas around I haven't visited.
- 14:45 - Another deathclaw.
- 16:07 - I see a radio tower to the south. I'll go east first.
- 17:24 - Sometimes, I forget that the companions don't have the Light Step perk.
- 17:56 - Some frag mines to disarm.
- 18:09 - Meeting a scavenger in the ruined house.
- 20:15 - Another ruined house to the southeast.
- 20:52 - Something stepped on a mine. I shoot most raiders without getting too close.
- 22:54 - More frag mines to disarm.
- 23:40 - Discovering the Charnel House.
- 24:40 - Killing the remaining raiders.
- 25:26 - Ammo boxes on the house's upper floor.
- 26:39 - A Duck and Cover! on the floor. It's on the same level as the ammo boxes.
- 27:28 - Chems in the bathtub.
- 28:12 - From the rock formation behind the house, I can see Smith Casey Garage and a good chunk of the Wasteland.
- 29:53 - Heading west. I rescued an Adventurer (NPC Travel mod) from a Yao Guai.
- 31:41 - The radio tower has a switch to activate the Radio Signal Papa November. A drainage chamber is hidden nearby.
- 34:26 - A sentry bot. That .223 Pistol EX I found on Wheaton Armory actually worked against it.
- 35:37 - The drainage chamber is on the other side of the road.
- 36:55 - A Pugilism Illustrated is near the ladder.
- 37:33 - Back at the Regulator HQ to complete the contract.
- 38:14 - If I'm not mistaken, the ammo you buy in the terminal is placed on the box at 38:40.
- 38:32 - Accessing the terminal to get the third contract. To the Raider Camp.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/czudfdtd
Skynet has a new body and a Cybernetic Brain.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 01:05 - Informing Ken Lee about the death of AHS-9.
- 01:59 - I can use the Emperor Computer again. Nothing new, though.
- 04:41 - Inventory management.
- 08:08 - Back in the tanker to buy some Jet Antidote.
- 09:10 - Belch competition.
- 10:53 - Leaving San Francisco.
- 11:05 - Skipping some random encounters.
- 11:49 - Arriving at Sierra Army Depot.
- 12:19 - Taking Dixon and Cliffton's eyes and heading inside.
- 13:02 - Lockipicking a door near the entrance. I find a holodisk.
- 14:29 - Collecting some Biomed Gel left behind.
- 15:03 - Taking the elevator to the second level.
- 15:29 - As my lockpick skill is low, I fail to open the door on the left.
- 16:30 - Taking the elevator to the third floor.
- 17:47 - Taking the other elevator to the fourth floor.
- 19:32 - I save the game, use some mentats to boost my science skill, then I use the computer.
- 19:47 - Using the "select cadaver option" first. I was curious.
- 19:54 - I retrieve Private Dobbs.
- 20:10 - Meeting Dobbs.
- 20:44 - I thought I was helping the man, but I don't think he's feeling well after melting on the ground. Well, shit.
- 20:57 - A 130 Science skill was enough to retrieve the Cybernetic Brain.
- 22:09 - Collecting the Red Ryder LE BB Gun from Dobbs's remains.
- 24:45 - Returning to the third floor.
- 25:15 - Skynet tells me to go to the Cybernetic Lab.
- 25:58 - Using the computer to check the robot systems. I need to find a motivator.
- 26:55 - Finding the Sierra Mission holodisk on a desk.
- 28:22 - I returned to the second floor, looking for a motivator.
- 29:09 - I tried to lockpick that door on the left again.
- 30:43 - I find some grenades in a box.
- 32:19 - I'm back on the third floor.
- 33:10 - Believe if you want, but I wasn't sure that using my Repair skill on a robobrain was the way to get a motivator.
- 33:24 - I disabled every other robot in the area just in case.
- 35:44 - Pretend you didn't see me going through the wall. I don't know what happened.
- 36:27 - With all robots disabled, I shoot one of the robobrains. Disabling all of them was the best idea.
- 38:06 - I take the motivator.
- 39:34 - I'm not sure if this is normal, but I'm still in combat even with the robots disabled.
- 40:03 - I managed to finish the combat mode far away from them.
- 40:26 - I install the motivator, refill the Biomed gel, and put the brain in place.
- 41:28 - It worked. Yay!
- 41:50 - I talk to Skynet. It wants to join the team, but I don't have enough Charisma to make that possible.
- 44:24 - I forgot the companions in the fourth level.
- 47:10 - Back in the first level, I leave the place (for now).
See you guys in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/sxhqeqlw
In this episode, I begin The Regulators mod. It's time tome hunt bad guys across the Wasteland.
The mod page says: "Complete all 47 missions without canceling any of them and be rewarded with the 'Regulators Speciality' perk".
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:34 - I'm at the Regulator HQ. The Regulator Contract 01 (Powerline Tent) was taken from the terminal in the HQ in episode 38.
- 01:51 - Sunrises on the Wasteland are really lovely (IMO).
- 02:42 - Heading north towards the raider camp on the ruined overpass.
- 03:15 - Sniping some raiders.
- 05:08 - As I go up there to loot the raiders, an Enclave Vertibird lands on the overpass.
- 06:10 - Looting the dead.
- 08:10 - Ammo boxes.
- 08:51 - A Tales of Junktown Jerky Vendor on a makeshift table.
- 10:55 - Back on the ground, I head northeast toward the Temple of the Union.
- 11:11 - I think I triggered the vertibird landing on the overpass a second time.
- 11:39 - Coincidentally, I bump into Doc Hoff's caravan.
- 11:51 - As I enter the now empty Temple of the Union, I discover the location of the random encounter I triggered at the start of episode 99.
- 12:50 - Back on the overpass, no Enclave Trooper left the Vertibird. I return to my trip to the Powerline Tent.
- 15:41 - I go uphill towards the Hilltop Farm Ruins, an unmarked location.
- 16:28 - Accessing the Hilltop Farm Terminal:
- 20:33 - There's a Guns and Bullets in the nearby outhouse. To the east of the outhouse, there's a small pond with an overturned container. A Dean's Electronics is on top of one of the barrels.
- 21:15 - I was about to shoot that Sentry Bot before seeing it belongs to the Outcasts.
- 21:36 - That empty safe under the water tower was added by The Regulators mod. I'll eventually return here to hunt some bandits.
- 23:26 - While heading north, I triggered a random encounter: Big Caps in Big Town.
- 24:38 - I was trying to discover the random encounter map mark.
- 25:32 - Deathclaw incoming.
- 27:04 - I was trying to see how far east I could go before hitting the invisible wall. Heading to the tent then.
- 28:01 - Eliminating the raiders outside. That was fast.
- 28:44 - Discovering the Powerline Tent.
- 30:30 - Entering the place. Your target is always the boss (Raider Boss, Wastelander Boss, etc.) as he drops the Finger of the Fugitive needed to complete the contract. Sometimes when the boss is outdoors, he does not appear at first (it's a random bug in this mod). There are a few ways to solve this problem:
A) Save the game near where it should be and close it. Now load that last save. The boss will be there. Don't save too close to avoid being surprised by the enemies when the game loads.
B) When you have an active contract, fast-travel to a nearby location (in the same cell or a nearby cell) from where your target is. As far as I've tested, this ensures your target is there when you get close.
- 32:43 - There is always a safe and a footlocker near the boss. The loot will only appear inside when the contract is accepted.
- 32:54 - Leaving the tent. One lone raider spawned late, only to die.
- 33:30 - Even after collecting the finger, the compass and map still indicated the same spot. Ignore and return to the HQ.
- 34:25 - Back in the Regulator's HQ. In the terminal, you can start and complete missions. Don't cancel any of the 47 contracts to receive the perk.
- 34:52 - You can also get ammo as a reward.
- 35:06 - You can invest caps to reinforce the defenses around the HQ against creatures that roam the outside. There are spawn points too close to HQ in the vanilla game. Hostile creatures may put the Regulators and you in danger when fast-traveling. The Safe Regulator HQ mod removes those spawning points. Other mods placed after it in the load order may overwrite the changes.
- 35:56 - I exit and enter the terminal to get the Regulator Contract 02. Next destination: Makeshift Shack.
- 36:54 - Fingers for caps.
- 38:26 - The turrets you purchase will appear on top of those concrete structures. Letters identify each turret position.
- 39:23 - That's the turret I bought. I'll eventually put turrets around the area.
More contracts in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/zsspeccu
In this episode, I'll visit the ruins of the Wheaton Armory. Lots of things to do there.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:26 - Leaving Canterbury Commons and heading southwest.
- 01:08 - That was a Tyrannaclaw (Imperfection mod).
- 01:44 - I didn't see the Enclave troopers in the fog. By the way, the foggy weather was triggered by me to avoid the rain before the recording. It tanked my performance back in the day.
- 02:24 - To the road to the west, there's an Enclave Camp. It's missile launcher time.
- 03:53 - Killing the survivors.
- 05:08 - Looting the dead.
- 06:09 - I thought I killed everyone.
- 07:11 - Grenade! Where did that enforcer come from?
- 07:50 - Now I can loot the camp. I have been here in a previous episode.
- 08:35 - Those Beast Lords are a faction added by the A World Of Pain mod. I have not explored many areas of this mod adds because there was a massive update on the way (2.0).
- 10:10 - I'll go to the Regulator HQ to give Sonora all the fingers I've collected so far.
- 11:02 - Super Mutant Renegade - Imperfection mod.
- 12:02 - A Grinder (Gangs of the Wasteland mod).
- 14:05 - Giving all the fingers to Sonora Cruz. Lots of caps.
- 14:40 - Heading south now. More enclave troopers are on the way.
- 17:15 - Snipping the Grinders.
- 20:43 - Discovering Wheaton Armory. Gangs of the Wasteland mod added the Grinders as the raider faction in the area.
- 22:10 - I can see you. Also, there's so much to loot here.
- 23:36 - A tent to the south.
- 26:34 - Looting the trailer truck.
- 28:16 - Lockpicking a safe.
- 28:41 - Checking the ruined building on the east side of the armory.
- 29:14 - Gangs of the Wasteland adds new interiors to Weathon Armory. The Offices is one of them.
- 30:49 - Ammo and first aid boxes on the top floor of the building.
- 31:58 - Corporal Punishment, one of the Drunken Gnomes of The DC Inteiros Project cab found near the door frame of the next room.
- 33:10 - Entering Wheaton Armory. Grinders are inside.
- 34:16 - Looting the place.
- 35:55 - Stopping near the workbench to repair things and manage inventories.
- 38:27 - Door to the Bunke. Not yet, though.
- 39:12 - The silo area. There's radiation at the bottom. Also, more enemies.
- 40:12 - Pulse mines for the sentry bot below.
- 40:40 - A corridor with some rooms to loot.
- 41:22 - Ammo boxes.
- 41:51 - Lockpicking the (very hard) locked door to the storage room. Ammo, grenades, mines, and weapons are inside.
- 42:26 - The red ones are Shredder Grenades (EVE).
- 42:53 - Lots of things, including RadAway, Rad-X, and Laser Sight (WMK)
- 43:26 - Army Power Armor and Helmet. Added by New Uniques mod.
- 43:31 -.A unique 223 Pistol (EX) with explosive bullets (FWE). Also, one extended magazine (WMK).
- 43:52 - A U.S. Handy Flamethrower Recipes. It's on the table with the missile launchers.
- 44:42 - Testing the 223 Pistol.
- 45:17 - Another door to the Armory Bunker.
- 45:52 - Lots of ammo boxes on the metal shelves.
- 46:42 - Opening the next door and killing the Grinders. I go to my right first.
- 47:43 - Downstairs, there's a door to the Offices area. Not yet.
- 48:05 - Lockpicking the door near the red light. I kill the Grinder guarding the room.
- 48:51 - The Armory Key is on the desk.
- 49:18 - I turn left and then upstairs.
- 49:58 - The dormitory. A grenade cleared the place.
- 52:28 - The kitchen.
- 52:56 - Restroom to the left.
- 53:18 - Door to the entrance, I think.
- 53:26 - Some scrap metal in the next room.
- 53:49 - A Grinder was guarding the corridor nearby.
- 54:16 - A shooting range room, I guess. More Grinders.
- 55:20 - Another door to the entrance.
- 55:54 - I go downstairs to where I was at 45:52.
- 56:54 - To my right again, and to the Office Door. It's the door I saw at 47:43.
- 57:16 - Killing the Grinders and moving through the tunnel.
- 58:55 - A switch and trap door. A grenade cleared one of the rooms upstairs.
- 01:00:09 - It's looting time. I had to return later to take everything.
- 01:01:46 - A Nuka Cola Quantum.
- 01:02:21 - Going upstairs. The door leads to the ruined building exit. The one at 29:14.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/rhhnezqp
In this episode, a Glowing One will fly really high.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:26 - I'm at Chryslus Building. From here, I head north toward the houses.
- 00:50 - First raiders of the day.
- 02:12 - Discovering Townhouse. I think The Regulators mod added the map marker to this area.
- 02:48 - Some pre-war books are scattered around the house.
- 04:58 - Leaving the place.
- 05:19 - A Deathclaw Matriarch was nearby.
- 06:18 - VATS time.
- 07:32 - A tiny and friendly wasteland scorpion.
- 07:40 - I go east. Some raiders are on an overrun enclave camp.
- 09:23 - Oops! I didn't see her. It's looting time.
- 11:58 - Heading north and towards the houses. It seems DC Interiors didn't touch those.
- 13:10 - Another Matriarch.
- 14:11 - There's another enclave camp on the road to the east.
- 15:30 - It looks like that Deathclaw Matriarch was here before attacking me.
- 18:28 - Discovering Ring Road Gas (The Regulators mod).
- 19:01 - A Nuka Cola Quantum on the shelf and a bottlecap mine on the floor.
- 20:21 - Leaving the shack and triggering a Talon Company ambush.
- 21:50 - Wait. Where my companions went?
- 22:48 - A glowing one spawned west of the shack and under the monorail.
- 23:21 - I equip the Missile Launcher, use VATS, and see what happens.
- 23:27 - That Glowing One is the first ghoul to reach Earth's orbit. But wait, things will get weirder.
- 24:29 - Fawkes rushes out of nowhere and hits the Reaver with his hammer. It took some time for the ghoul to realize he was dead.
- 24:50 - I head northwest towards the ruined houses.
- 25:26 - Do you recognize that Glowing One? Yup, it's the one that went to space at 23:27.
- 25:55 - Grinders attacking from the north.
- 26:49 - Some raiders were near the houses.
- 26:59 - Ouch!
- 27:27 - Look! It's the flying Glowing One. Now I finish him.
- 28:17 - Ammo in the small trailer and under a table nearby.
- 29:26 - Entering The Raid Shack. Lots of raiders are inside.
- 30:00 - A grenade to clear the kitchen. Then Burnmaster on the rest.
- 32:05 - There's a Tales of a Junktown Jerky Vendor on the table with the phone. Look on the left side of the screen. The book was under the telephone because of my grenade.
- 32:22 - The raider I killed in the kitchen has the Stabhappy, a unique weapon from Fallout 3. New mesh added by FWE (probably).
- 33:31 - Outside again. I follow the road to the east.
- 34:34 - More Grinders on the road to the north (Gangs of the Wasteland mod).
- 35:03 - That's the third Matriarch in this episode.
- 35:50 - I call the team. I should have checked the house to the north, though.
- 37:33 - Heading east again. I'm not that far from the Corvega Factory.
- 38:10 - I approach the abandoned houses. Some Grinders were fighting the local wastelanders.
- 40:22 - Discovering Waster Ranch. Either Wasteland Violence or The Regulators may have added this location.
- 43:10 - Checking the map.
- 43:58 - To the northwest. The tent and Festinger's Chasm were added by A World of Pain.
- 44:45 - Lockpicking the tent.
- 45:18 - The Talon Merc's Note on the desk. I'll not explore the cave now.
- 46:41 - Back in Canterbury Commons to sell some things.
- 48:37 - Dock Hoff was nearby.
- 48:41 - Where I left the team? Lol.
- 50:41 - Nice view.
There's more in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/esyykkgu
Hardening the companions' Power Amors and destroying the Hubologists.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 01:31 - Inventory management.
- 05:34 - Reading the skill books.
- 06:57 - Training a little more.
- 08:11 - Talking with one of the Hubologists.
- 08:44 - Inside their base, a talk to AHS-7.
- 09:42 - Inspecting the dormitory.
- 10:47 - Nothing to see in the other dormitory.
- 13:01 - Inspecting the room with desks.
- 14:05 - Meeting Crockett, a scientist.
- 14:23 - Learning a bit more about the Hubologists shady business.
- 15:06 - Threatening Crockett to harden the Power Armors.
- 16:00 - It seems Enclave Power Amors can't be hardened.
- 17:12 - Joining the Hubologists, for now.
- 18:33 - Celebrities of New Reno.
- 19:45 - Talking to AHS-7.
- 19:55 - AHS-7 wants me to murder Badger at the tanker. Of course, I'm not doing that.
- 20:40 - Reading the Hubologist Holodisk.
- 26:21 - Okay, I'll take Sulik's Power Armor to Crockett.
- 27:23 - Hardening the Power Amor. I wait for one day for the process to conclude.
- 29:32 - Hardening Vic's Power Armor. I wait for one day again for the process to complete.
- 33:52 - Entering AHS-9 room to eliminate him.
- 34:40 - The whole base is in combat mode.
- 36:48 - For some reason, Vic is far away fighting the hubologists.
- 36:55 - This battle is a mess.
- 38:03 - Vikki thought she had a chance.
- 39:21 - Vic retreats.
- 40:20 - I run to help him.
- 41:51 - Healing Vic.
- 42:53 - Juan bites the dust.
- 45:52 - Combat is over. Level up time.
- 46:00 - Raising Science to 125.
- 47:02 - Looting the dead.
- 52:21 - Fighting AHS-7.
- 54:08 - Disabling the energy fields.
- 55:11 - Killing the remaining Hubologists outside.
That is all for today.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/zdrenits
In this episode, I go to Chryslus Building. I wasn't the only one visiting the place.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:27 - Heading northeast from Farragut West Metro Station.
- 01:00 - Random Encounter: Survival Guide Review
- 02:26 - The Chryslus Building.
- 02:30 - If you have the mod Wasteland Violence installed, a squadron of BoS will fight the Super Mutants inside the building. Let's help them!
- 03:30 - Low frame rate incoming!!! The fight in the reception area hits the performance if I look at it. So, I go to the corridor on the right with my Burnmaster, killing the super mutants around the area.
- 04:25 - Ouch.
- 05:25 - The frame rate is better now that the fight is over. It's looting time.
- 08:30 - Two Rad-X under the book.
- 10:16 - That door needs a key.
- 11:05 - Ammo box and a Nuka Cola Quantum under the desk (west side of the building).
- 12:06 - Lockipicking the door near the terminal (east side of the building).
- 12:24 - A copy of Guns and Bullets was supposed to be on the table with the ammo boxes. The explosions outside the room made the book fall to the floor. If you pause the video at 12:26, you can see the book on the right side of the screen.
- 12:50 - Those stairs lead to the lower levels.
- 13:03 - A bear trap on the floor of the next room.
- 13:57 - Stairs to the upper floor.
- 17:40 - I didn't see the tripwire, and the followers triggered the battering ram trap.
- 18:57 - Back to the first floor.
- 19:39 - Stairs to Chryslus Building Lower Offices. The BoS is killing the super mutants there.
- 20:06 - A frag mine and first aid box.
- 20:33 - Calm down with the explosions.
- 21:22 - Oops! I alerted the super mutants.
- 21:42 - Inventories at maximum capacity.
- 22:31 - Entering the room next to the entrance. If you have the New Uniques mod installed, a schematic for Cryo Mines is found in this room on that table. The explosions at 22:52 may have caused it to fall and clip on the table or floor.
- 23:00 - Chems under a desk in the next room.
- 24:02 - Alerted another mutant in the office area.
- 24:52 - I was still looking for the Cryo Mine schematics. But I eventually gave up.
- 25:00 - The Overlord I killed at 21:22 has a Chryslus Building Master Key.
- 25:53 - One lone centaur.
- 26:12 - Looting the central office area. Lots of gore bags.
- 27:25 - A copy of Pugilism Illustrated can be found here. It's close to a Nuka-Cola machine near the center of the map; look in the row of white open-topped containers lined up against the wall on the counter. It is in the second to last. I completely forgot to look there.
- 29:17 - What is exploding?!
- 29:39 - An ammo box behind a desk.
- 29:52 - Falling on the lower floor of the office. I was going there anyway.
- 30:24 - Door to the basement. Not yet, though.
- 30:28 - Wait, is there any mutant alive?
- 31:01 - Where were you guys hiding?!.
- 31:35 - Back in the office area. Don't worry about Fawkes. He'll wake up soon.
- 33:40 - Ammo box under the desk. Looting the desks and gore bags around.
- 35:28 - Looting the dead.
- 35:56 - Downstairs, the first room on the right has a tripwire and a rigged shotgun. Also, two ammo boxes.
- 40:19 - Opening the door to Chryslus Building Basement. Some explosion downstairs. The BoS is fighting the super mutants. That didn't end well for them, though.
- 40:42 - Using Burnmaster to clear the rooms.
- 42:53 - Healing and looting time.
- 44:09 - A copy of Big Book of Science is in the westernmost room on a metal shelf (Yeah, that room). Guess what? I forgot this one too.
- 47:37 - Radway, Rad-X, and frag grenades.
- 50:47 - In the kitchen.
- 51:03 - An storage room.
- 51:19 - Lockpicking the safe. There's a stealthy boy above it.
- 51:30 - Level-up time. I chose the Silent Running perk.
- 55:13 - Lockpicking the wall safe. That terminal nearby unlocks the safe.
- 55:56 - The stairs lead back to the reception area.
- 56:18 - The door near the entrance. The one I saw at 10:16.
- 56:46 - Leaving the building. Outside, a robobrain was waiting.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/zqfbzowk
Remember that treasure map mentioning Rock Creek Caverns? Now it's time to see what treasures are there.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:33 - The Wastelander Map was obtained on the Deathclaw Chase encounter. I first triggered the random encounter in episode 48. But I only collected the map in episode 109.
- 01:12 - But first, let me shoot that Overlord.
- 02:08 - Enclave troopers shooting some Grinders (Gangs of the Wasteland mod).
- 04:10 - Another group of Grinders attacking a Talon Company squad northwest of Friendship Heights.
- 05:43 - Two Talon mercs survived, but not for long.
- 07:43 - Sniping the Grinders at the Friendship Station entrance.
- 08:56 - An Outcast patrol.
- 09:37 - Killing the remaining Grinders in their camp.
- 11:04 - Heading east through the ruins. Super mutants ahead.
- 12:44 - Entering Rock Creek caverns.
- 13:26 - A Venomlurk (The Mantis Imperative mod). The room has ammo and first aid boxes.
- 15:11 - Alerting another Venolurk in the sewer ahead.
- 16:10 - Through the sewer and then another room ahead.
- 17:01 - Another Venomlurk downstairs.
- 18:24 - I reach the metro tunnels.
- 19:07 - Checking the metro cars (Metro Carriage Interiors mod).
- 20:28 - Now to the hole on the train tracks. The actual cave. Mirelurk King ahead.
- 21:34 - To the right first. Another Mirelurk King.
- 22:14 - I think a headless body shouldn't change position and stand still.
- 22:09 - The third Mirelurk King.
- 23:24 - Fourth Venomlurk on the right. I then check the map.
- 25:14 - The first treasure chamber. Many boxes and one safe on the floor.
- 26:21 - The path to the left leads to an elevated area where I can next section of the cave.
- 26:56 - I jump down and follow the elevated area on my right side.
- 28:02 - There goes the fifth Mirelurk King and Venomlurk.
- 29:24 - Checking the local map. There's a section of the cave to discover on the right side of the map.
- 30:08 - The sixth Venomlurk.
- 30:56 - Walking on the rock formations and killing the sixth Mirelurk King.
- 31:51 - I jump down to find another treasure chamber. Ammo boxes, energy weapons, a power fist, dead wastelanders, and a safe.
- 33:03 - Another look at the local map. I reached the end of the cave.
- 33:40 - The tunnels ahead lead to another small section of the collapsed metro tunnels. I can enter the two metro cars. There are also the skeletons of a dead family near the metro cars.
- 35:02 - A bed, ammo, and Mini Nuke on the wooden boxes.
- 36:33 - Back where I was at 26:56. I'll check the other side of the cave.
- 37:54 - Watch as I try to reach the top of those rocks.
- 39:15 - Use that as a ramp.
- 39:48 - A Nuka Cola Quantum, ammo, and first aid box.
- 40:19 - I think I collected everything. The treasure isn't that impressive.
- 42:47 - Leaving the cave.
- 43:35 - Back outside.
Well, that was all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/ssqtpkpv
In Takoma Park, I discover Takoma Industrial. There is some interesting stuff hidden in the area.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:27 - The Shelter Nightclub. Also added by The DC Interiors Project.
- 01:35 - I go upstairs to the next area. Lots of skeletons and some more rats.
- 02:50 - Downstairs, I go through the next door. That hostile Outcast Guardian attacked. Killing him didn't harm my reputation with the Outcasts.
- 03:19 A Nuka Cola Quantum.
- 03:25 - An easy-to-hack terminal. What an oversight. I unlocked the small safe on the desk but did not check what was inside. Looking at the place in Fo3Edit (Block 8, zTKPShelter), I didn't see anything valuable I may have missed.
- 03:43 - The dead Brotherhood Initiate has a Tattered Letter in her inventory.
- 04:45 - I leave the building through the back door. It's already night.
- 05:06 - I'm behind the building in the area. I can see a Talon Company Ambush nearby (vanilla game).
- 06:51 - Checking if I could jump the fence.
- 07:12 - Backdoor to Super Sports, Custom Motor Works. The place has scrap metal, conductors, turpentine, fission batteries, and a workbench.
- 08:15 - Stairs to the floor above.
- 09:32 - Stairs to the upper floor.
- 11:04 - Leaving the building.
- 11:52 - Checking the local map. I don't think I missed anything.
- 12:18 - Heading through the path between the trees.
- 12:53 - Fight between mutants and the Talon Company. I shoot the survivors.
- 14:30 - Discovering Takoma Industrial.
- 15:49 - Looting the dead.
- 17:14 - Through the gates to the west.
- 17:35 - On top of the truck, I find a dead mercenary and the Takoma Park Artillery Note.
- 18:11 - Super mutants and one of the vanilla game Behemoths are in the parking lot. I call the artillery by pressing the switch.
- 19:59 - Sniping the survivors.
- 21:25 - The Behemoth didn't take much damage. Eugene gets the job done, though.
- 25:17 - It's looting time.
- 27:24 - The Takoma Car Tunnel lead to Fort Lewis (AWOP). I'll explore that area later.
- 27:54 - Entering the Takoma Motor Service and Repair.
- 28:25 - An U.S Army: 30 Handy Flamethrower Recipes is on the desk.
- 29:14 - Outside, I return through the gate, and some Talon guys show up.
- 32:03 - Inventory management. I had to return later to loot the area.
- 35:23 - Entering the Factory. More super mutants inside.
- 36:44 - More mutants on the factory floor. Grenades and missiles help clear the place.
- 38:33 - Running upstairs to kill the last one.
- 39:40 - Ammo and first-aid boxes.
- 40:17 - I see a Nuka Quantum near an elevated generator. I jump on the planks to reach it.
- 40:46 - The Trench Rifle was added by the New Uniques mod.
- 41:36 - Lots of Abraxo Cleaner boxes on the factory floor.
- 43:06 - A Psycho in the wooden box.
- 44:06 - A copy of Lying, Congressional Style is on a bookshelf near the door.
- 46:37 - Going upstairs and through a door that leads to the outside.
- 47:25 - I'm in an area behind the building. More super mutants near the canal.
- 48:46 - The tripwire was right in front of me. Luckily, I had the Light Step Perk...
- 48:50 - Tripwire activation sound. Companions don't have the Light Step Perk and can't see traps. RUN!
- 48:58 - Super mutants near the tent.
- 50:03 - Ammo and first aid boxes.
- 51:25 - The wood planks lead to the front of the building. Not yet, though.
- 52:13 - I jump on the metal structure in the canal to reach the other side.
- 53:10 - Walking on the ledge, I reach Isabella Proud's camp.
- 53:36 - Missile Launcher time. That last glowing one didn't want to die.
- 55:32 - The camp has some Rad-X and RadAway.
- 56:04 - Jason and Isabella Proud's bodies.
- 56:22 - Isabella Proud's terminal.
- 59:58 - After reading the notes in the terminal, a unique Glowing One named Samuel appears.
- 01:01:38 - I return and enter the building again.
- 01:02:27 - I use the stairs on the factory floor to reach another door.
- 01:02:43 - The elevated area has a dead Talon merc and some ammo.
- 01:03:52 - Leaving the building. Two mutants were outside.
- 01:05:10 - Talon Company mercenaries have spawned across the Takoma Park streets.
- 01:08:52 - More Talon down the street.
- 01:11:40 - I suspected I was forgetting something.
- 01:12:29 - There it is. It's Lone Ranger, the drunken gnome I mentioned in previous episodes.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/kifzomno
Delivering beer and booze to Lydia and then stealing the FOB from Navarro.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:55 - Random encounter: merchant party vs. highwayman.
- 05:07 - Arriving in Vault City.
- 06:05 - I forgot the bottles in the car trunk.
- 06:50 - Delivering the bottles to Lydia.
- 08:12 - Buying some skill books.
- 11:42 - Charging the car and leaving the city.
- 12:40 - Just traveling around the west part of the map.
- 13:12 - Random encounter: some fishermen fighting some cannibals.
- 15:03 - Random encounter: an Enclave patrol.
- 15:50 - Testing the Bozar on them.
- 18:08 - Back in Navarro to steal the FOB for the tanker.
- 18:53 - Telling the team to wait.
- 20:33 - Inside the underground area, I enter the command room.
- 21:22 - My lockpick skill wasn't high enough to open the locker. I failed to figure out how to get my hands on the FOB, so an internet search was the way.
- 22:06 - Taking the elevator to the ground level.
- 22:45 - Walking to the kitchen, while avoiding Sargeant Dornan.
- 23:00 - Talking to Cookie. I ask him about the main enclave base location. Then I ask about the FOB.
- 23:34 - Returning to the underground.
- 24:13 - Telling the guard near the commander's room that I need to talk to the commander.
- 24:21 - Telling the guard that we got a call from the base.
- 24:33 - Talking to the commander.
- 24:40 - Opening the locker and taking the FOB.
- 25:21 - Leaving the base.
- 26:51 - Skipping a random encounter.
- 27:12 - Random encounter: a pack of fire geckos.
- 30:50 - Returning to that Toxic Waste Dump full of geckos discovered on a previous random encounter.
- 34:36 - There was really nothing to see there, though.
- 35:47 - Random encounter: floaters and centaurs.
- 36:30 - Those floaters are a pain in the ass. I should have tested the flamethrower on them.
- 40:46 - It's always good to have some antidote.
- 42:08 - Yet another random encounter: a press gang.
- 43:32 - Vic was struck hard. I wasn't aware that those folks were using Rippers.
- 46:35 - Looting the dead and healing the team.
- 50:48 - Returning to San Francisco.
- 51:12 - Buying and selling things.
That is all for today.
Fallout 2 Unofficial Patch:
https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/eiclazqs
In this episode, I continue exploring Takoma Park and the areas that The DC Interiors Project added.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:27 - Leaving A Cuppa Joe building. There are more super mutants nearby.
- 01:04 - Ooops, sorry about that, Fawkes.
- 04:05 - There are ammo boxes in the trailer truck.
- 04:48 - Entering Lady Frumperton's Fashion. I didn't see anything valuable inside.
- 05:37 - Entering Sonic Boom Musical Instruments.
- 06:07 - A shotgun was inside the guitar case. Then I repair some stuff in the nearby workbench.
- 08:00 - Now I go to the nearby Cornucopia Fresh Groceries. Super mutants were waiting on the upper floor.
- 13:28 - Entering the Corverga Dealership.
- 14:54 - Elevator to the Service Center. Some feral ghouls were there.
- 15:16 - Scrap metal and other items can be found in the area.
- 17:55 - Crafting some repair parts at the workbench.
- 19:00 - Back outside. I like sandstorms in this game. Thanks to Xepha for this great mod, Dynamic Weather.
- 19:52 - Entering the Amuzs-o-Matic Arcade building.
- 20:06 - I return outside after hearing the super mutants. I equip the Burnmaster and return inside.
- 23:01 - The arcade machines can be looted.
- 24:41 - Antagonist Gnome, one of the Drunken Gnomes of DC interiors Project, is on a bar stool near the dining booths.
- 26:05 - The sandstorm continues.
- 26:15 - Pulowski Preservation Shelter with a dead wastelander side.
DC Interiors is a great mod.
- 26:39 - The door to the Takoma Towers is inaccessible. Maybe no mod finished adding an interior to that building.
- 27:30 - Door to the Radiation King. A scavenger is shooting tome radroaches.
- 28:57 - Looting the tent.
- 31:19 - Door to Majority Whips. Not much inside. I'm also almost on my carry weight limit.
- 32:11 - Entering the Last Gasp. A feral ghoul was inside. I presume it's the one from the photos.
- 33:55 - Elevator to the basement. More feral ghouls wearing armor were there.
- 35:19 - A Vault Lab Uniform.
- 35:54 - Back outside, I enter the Civil Defense Office. Some mole rats and radroaches were inside.
- 38:11 - First aid boxes and radiation suites.
- 41:33 - To the Dining and Dash Restaurant. Some super mutants were there.
- 43:20 - Elevator to 3rd or 2nd floor. The typing errors make it hard to know.
- 43:28 - More super mutants. Overlords can be dangerous. I then take what I can.
- 46:35 - Back to the restaurant area.
Three's more Takoma Park in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/qzjoqovy
I reach Takoma Park through the metro tunnels. Lots of things to do there.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:26 - Leaving the Vault-Tec Headquarters behind. Walking over the rubble, I discover Vernon Square East.
- 01:08 - Ammo and first-aid box.
- 01:32 - Metal Gate to Vernon East/Takoma Park.
- 01:56 - Super mutants were near the entrance.
- 03:35 - A Lying, Congressional Style in the ticket booty.
- 05:06 - An Mirelurk King and more super mutants in the train tracks.
- 06:19 - Some frag mines to disarm.
- 06:47 - A pressure plate and a rigged shotgun at the end of the tunnel.
- 07:01 - Area with a safe and Nuka Cola Quantum.
- 09:02 - Walking into the only tunnel not blocked by debris. Venonlurk and another Mirelurk King ahead.
- 09:49 - Mirelurk King's body is having some issues. It just works.
- 10:35 - Another one.
- 11:31 - The fourth one.
- 12:08 - Five.
- 12:19 - Let's pretend we didn't see that, okay?
- 12:55 - Second Venonlurk.
- 13:53 - Reaching Takoma Station, mostly destroyed. There's only one way out.
- 15:11 - The third Venonlurk bites the dust. I loot the area.
- 17:18 - That Call Hafley radio is from the Wasteland Violence mod. It's used to fix the issue where NPCs and patrols vanish when entering the tunnels. I experienced that when exploring the Foggy Bottom / DCTA tunnel 014-B Potomac areas.
- 17:27 - Metal gate to Takoma Park.
- 18:23 - Moving forward will trigger some super mutants to appear. They have missile launchers, so make them eat missiles first.
- 20:30 - A rigger baby carriage.
- 21:21 - Entering the Nifty Thrifty's.
- 21:37 - That's the unique Takoma Park Little Leaguer Cap.
- 23:36 - Now I go to the USO Club. The DC Interiors Project adds lots of interiors to Takoma Park.
- 23:53 - Some centaurs were inside. The place has some miscellaneous items to loot.
- 27:39 - Outside again. I loot some of the dead super mutants.
- 28:58 - Entering Mao Chop Suey.
- 29:12 - I need to stop running into gas leaks with my flamer equipped.
- 29:25 - Desperately trying to find a way to stop the music and avoid copyright claim...
- 30:53 - To the Western Union building.
- 31:20 - Lockpícking the first door, then hacking the terminal to open the second one.
- 33:17 - Hacking the terminal near the empty safes. It had the option to open a lock.
- 34:47 - Hacking the other terminal on the wall. Another lock opened.
- 36:25 - Yet another terminal to hack. All three computers have a "disengage lock."
option, but I'm not seeing any safe with anything valuable inside.
- 37:12 - Entering The First Edition building. The place is full of books.
- 39:54 - Entering A Cuppa Joe. There are super mutants on the upper floor.
- 40:47 - Ouch! That Heavy Gunner almost killed me. Eat some grenades.
- 41:50 - An Overlord was stuck inside a room on the upper above.
- 42:16 - Wait, someone is still alive.
- 43:11 - A Behemoth spawned inside the building. It got stuck inside the bedroom. I like Marts Mutant Mod works alongside DC Interiors. There's a compatibility patch on the DC Interiors page.
- 44:42 - Looting the dead.
- 48:25 - I wonder if the French's Yellow Mustard still tastes good after 200 years.
- 48:58 - Pause the video. On the left side of the screen, you'll see one of the Drunken Gnomes of the DC Interiors Project. Lone Ranger fell in front of the window, between the couch and the small tree. Explosions may have moved it from its original position. Anyway, I'll return here in the next episodes to grab it.
I'll continue exploring Takoma Park in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/vaghgssc
I finally opened that elevator in the Toxic Caves and found a Bozar. Also, Lydia's bar needs some actual drinks.
Timestamps below:
- 00:42 - Buying some skill books.
- 02:22 - Entering the nearby Tap House and talking to Lydia.
- 02:30 - Those folks don't have alcoholic drinks.
- 03:12 - I'll collect ten bottles of beer and booze. I can't believe I missed this earlier.
- 08:05 - Finding one beer and one booze.
- 09:13 - Rot Gut doesn't count for the quest.
- 11:31 - Selling some shit.
- 12:32 - Stoping in Modoc to look for more beer and booze.
- 13:29 - Random encounter: a merchant party.
- 15:31 - Finding more beer and booze in the vendor at the Den.
- 19:29 - Traveling to Klamath again
- 19:55 - Found all the bottles I needed for Lydia.
- 20:41 - Having a low lockpick skill sucks.
- 21:05 - Found more bottles of beer on the bar. I have all the bottles needed, though.
- 23:58 - Returning to the Toxic Caves.
- 25:58 - Taking the elevator to the lower level.
- 29:19 - Finding ammo on the lockers.
- 30:41 - Back in the cave entrance to manage my inventory.
- 33:02 - Elevator to the lower level, again.
- 33:31 - Finding a Bozar in one of the lockers. Inventory is at maximum capacity again.
- 36:00 - Dropping every item I can on the floor. I'll collect them later.
- 39:50 - I went to Klamath to sell some useless things. The vendors in the Den have more caps or items, though.
- 41:27 - Back in The Den to sell more stuff.
- 48:25 - In the Toxic Caves, I collect most of the items I dropped on the floor.
- 51:04 - Back in the lower level to loot the remaining lockers.
- 51:45 - Okay, I collected what I wanted. It's time to leave.
- 53:21 - Returning to Vault City.
I'll deliver the bottles for Lydia in the next episode.
Fallout 2 Unofficial Patch:
https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/xtirpzqf
I return to Vernon Square to explore the Vault-Tec Headquarters.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:25 - I'm at Vernon Square.
- 00:35 - The companions ruin my sneak attempt.
- 02:48 - Going upstairs to reach the other building.
- 03:25 - Dead super mutant refuses to drop on the floor.
- 03:52 - A Behemoth and more super mutants.
- 05:44 - Going downstairs to fight the Behemoth was a stupid idea.
- 05:58 - Looting the dead.
- 07:25 - More super mutants attack from the alley to the north.
- 08:50 - Passing through the alley to reach the ruins on the other side.
- 10:21 - Entering the Vault-Tec Headquarters. Some super mutants were fighting the robots inside.
- 11:07 - The Evil Eyebot shooting blue laser was added by The Mantis Imperative mod.
- 11:37 - I can't jump in the area. I'll find another way later.
- 12:08 - Sentry bot upstairs.
- 12:40 - Looting the place.
- 14:32 - Protectron was shitting scrap metal.
- 15:16 - To the Vault-Tec Corporate Offices.
- 16:05 - Going upstairs.
- 16:10 - Mister Gutsy, Robobrais, and sentry bots. Pulse grenades helped a lot.
- 18:47 - Eliminating the remaining robots in the hallways.
- 20:33 - Lockpicking a safe near a room where I shot the first Mister Gutsy.
- 20:46 - The Vault-Tec Secure Case Key is on top of the safe. It opens a case in the mainframe room containing the Phaser, a unique energy pistol (New Uniques mod).
- 22:30 - Lots of tin cans in the rooms.
- 23:09 - Stairs to the floor above.
- 23:42 - A Nuka Cola Quantum.
- 24:00 - In the room where the floor collapsed, there's a Big Book of Science on a shelf.
- 24:39 - Oops! Falling on the floor below.
- 25:40 - Walking on the edge near the wall to reach a small storage room.
- 26:23 - I fell on the lower floor again.
- 27:41 - Stairs to the Vault-Tec Administration.
- 28:10 - Robobrain, turret, and another Evil Eyebot. I go to the room where the Robobrain came from.
- 28:55 - Accessing the System Operation Station 3.
- 29:29 - Lol.
- 30:28 - I click on the Mainframe Station 3 Access Approval option. Then the Masterbrain Shutdown option. The Vault-Tec Security Procedures note was added to the inventory. If I repeat the same thing on the other two stations, I can disable the Masterbrain roaming the area.
- 32:22 - There goes another turret.
- 33:22 - I return to the hallway and take the stairs to the upper floor. There was a turret protecting a door.
- 34:22 - Behind the door, there's System Operation Terminal 1. I click on the Mainframe Station 1 Access Approval option. Then the Masterbrain Shutdown option.
- 34:52 - The Vault-Tec Employee Terminal was in a room nearby.
- 35:38 - There's another turret in the room to the north. As I turn left, the Masterbrain attacks.
- 36:16 - Once defeated, I can approach the Masterbrain and destroy the uplink, disabling the remaining security units in the area.
- 36:52 - I place some pulse mines on the path ahead. I heard a sentry bot.
- 38:05 - System Operation Station 2 was in the room with the turret at 35:38.
- 38:57 - Destroying the remaining turret and sentry bot. For some reason (a mod conflict?), the security units are still working after disabling the uplink.
- 39:31 - The mainframe door won't open because I destroyed Masterbrain. I only realized this later.
- 39:50 - I almost missed the Masterbrain Shiny Key on its body (added by EVE).
- 40:16 - Checking the west end of the area.
- 40:47 - Checking the map.
- 41:19 - The Secure Stash is in the room with the System Operation Station 2. It's behind a filing cabinet. A Pulse Rifle was inside.
- 43:02 - Back in the rooms to the west. I almost missed the Grognak the Barbarian on the curved desk.
- 43:10 - The Metal Box behind the big curved desk contains a Bobblehead Display Stand. It seems to be added by FWE. Checking the cell with Fo3Edit, the box is known as "aaIBHDisplayDummyContainerRef" in the mod file.
- 43:14 - That Masterbrain Control terminal was added by Alpha's Robot Overhaul. Looking at the mod in Fo3Edit, options like "Overload Primary Energy Source" and "Activate Masterbrain" are in the terminal.
- 44:14 - You can ignore the next minute as I was trying to open the door to the mainframe.
- 47:22 - Going downstairs to the door that leads to the Guest Relations area (entrance).
- 47:46 - I'm at the entrance and in the area previously inaccessible because of the broken stair. A Tales of a Junktown Jerky Vendor is on a table in the area.
- 48:31 - We leave the place.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/kqblgpup
The last part of Shadow And Dust - Volume 2 mod. I collect all the Memory Disks and have to make a choice.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:30 - Memory Disk 01: Townsend & Associates Office, on the 2nd floor near the big hole in the wall, beneath a corner desk.
- 06:15 - Memory Disk 02: Woodley Park Station, south of Bertrand's Bar. Look in the rubble at the end of the abandoned tunnel.
- 08:52 - Memory Disk 03: Georgetown Canal Residences, when you first enter from the Metro Access Tunnels, on top of a metal cabinet by a milk crate with a skull inside.
- 10:18 - Memory Disk 04: Utility Tunnel, on top of a metal cabinet in one of the machinery rooms (not the one with the trash compactor).
- 12:52 - Memory Disk 05: American U - Centennial Hall, beneath the desk in the office (the one with the broken terminal). The Hideout Key was also in the Stash Box.
- 13:43 - Back in the Utility Tunnel. The Drainage Chamber can be opened with the Hideout Key found together with Memory Disk 05. That's Ernst Hideout.
- 14:10 - The door on the left is locked. I enter the room to the right.
- 14:24 - There are some Depleted Fission Batteries under the table.
- 14:37 - I access Ernst's terminal to be able to read disks 2, 3, 4, and 5. Finally, his past is revealed.
- 27:43 - I use the terminal to open the locked door.
- 28:00 - I collect the Encoded Memory Disk. I use the nearby terminal to read the disk.
- 38:28 - It's time to choose: Can you forgive Ernst?
A) If you forgive Ernst, you will receive a note on the pip-boy and a key to open the safe. Inside the safe, you will find the Autoplas, a unique weapon.
B) If you don't forgive Ernst, you will be informed of his current location (Ernst's Rest), so you can confront him. In this case, the Autoplas will be with him.
- 38:40 - I forgive Ernst, and a note is added to my Pip-Boy. I click on the "Enable Memory Transfer" option and exit the terminal, which explodes.
- 39:06 - Reading "A Gift From Ernst" note.
- 39:47 - The safe is now unlocked, and the AutoPlas Rifle is mine. I should have used it more often.
- 40:55 - I exit through the sewer grate.
- 41:24 - I find Grodbort's body in the drainage pipe.
- 42:13 - The ladder leads to the Government of DC Office. We saw an entrance to this building in one of the metro stations (Part 134). The passage was locked.
- 43:30 - Accessing the GOC Water Monitoring terminal.
- 44:01 - There's a hatch to the Metro Central tunnels below. The Metro Central Key is on the nearby metal shelf.
- 44:31 - Yup. It's the path that we saw a few episodes earlier. I return to the office.
- 45:30 - I open the next door and find a Bloodthirsty Mister Handy.
- 46:22 - I go upstairs to see what I can find.
- 47:25 - I find a unique Town Crier Hat on a desk in the room where the exit is.
- 47:39 - The window is the way out. I'm near the Pennsylvania Avenue.
- 48:58 What happened to Martin Travellian? Well... go to Arlington South, between the Mama Dolce Factory and the Readi-Mix factory. You will not be able to save him as the Enclave has found him first. Watch Part 97 to understand.
That's the end of the mod, as far as I'm aware.
View Details
https://3speak.tv/watch?v=realdcghoul101/gjnmjksk
It's the third episode covering the Shadow And Dust - Volume 2 mod. New areas to explore and new weapons.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps
- 00:26 - I'm at Woodley Park Station (Red Line).
- 00:34 - Accessing the Lincolnite Terminal inside the tent.
- 01:11 - Marilie is a vendor in the station. The skin tone mismatch is an issue in the game engine.
- 01:57 - Warren sells food.
- 04:17 - Near the train tracks, Bertrand sells some chems.
- 05:15 - In the collapsed tunnel to the south, If you pause the video, you can see a crate on the floor with blood stains. I'll return here in the next episode.
- 05:46 -Looting the tents and finding a workbench.
- 06:27 - That side of the tunnel to the north is not blocked. A Lincolnite was there.
- 07:19 - That door leads to the Metro Access Tunnel. More Lincolnite ahead.
- 07:51 - The door on the left leads west, but I need a key to open the sewer hole. The Surface Manhole Key is in a toolbox right next to the ladder.
- 09:00 - Be careful leaving that sewer. We are east of Farragut West Station. Lots of super mutants and Enclave troopers may be nearby.
- 09:30 - It's VATS time. I almost died.
- 10:07 - Retreating and throwing grenades.
- 11:00 - Oof.
- 11:49 - Grenade incoming. Those damn Enforcers!
- 12:09 - That last Enclave Hellfire Trooper had another Plasma Cannon from the New Uniques mod.
- 13:30 - I return to the Metro Access Tunnel. I head north and reach another section of the metro tunnels.
- 15:10 - More Lincolnites.
- 16:02 - Ammo, first aid box, and another Evacuation Procedures Guide holotape.
- 16:37 - A Lincoln Votive note is located near the Lincoln statue.
- 17:56 - As the tunnels are blocked, I take the path to the left.
- 18:44 - The stairs lead to the American U - Anderson Hall.
- 19:18 - Apologies for the low frame rate. That interior was too much for my old computer.
- 19:50 - Licolnite was disintegrated. I proceed through the corridor.
- 20:57 - Oops! I alerted General Abraham Q. Lincoln to my presence. He died fast, though. I kill the other Lincolnites in the area.
- 22:54 - I find the Lincolnite Stonemason's body in the upper area.
- 23:42 - The Lincolnite Engineer is friendly.
- 24:30 - The Water Chip.
- 24:30 - The Hate Emancipator, looted from General Abraham Q. Lincoln's body, is a unique weapon of this mod. You may want to use Fo3Edit to adjust the weapon damage to FWE standards. (I completely forgot to show the gun in action). The Armoured Lincolnite Suit can also be found.
- 25:23 - The Rail Candidate Schematics was on the floor near the debris. The grenades may have blasted the schematic from its original position.
- 25:34 - The weapon case contains The Rail Candidate, a unique weapon of this mod. You may want to use Fo3Edit to adjust the weapon damage to FWE standards.
- 28:02 - Lots of tin cans.
- 28:49 - The door in the upper area leads to a sky bridge that crosses the street to the other side.
- 29:38 - Door to American U - Centennial Hall.
- 29:47 - Looks like a rad roach stepped on a bear trap. As the floor has collapsed, I walk over the remaining edges and reach someone's office.
- 30:27 - The Centennial Hall Administration Terminal.
- 30:39 - I must be blind. The key is right next to the terminal.
- 30:57 -I need the key to open the door to the outside.
- 31:39 - A pressure plate.
- 33:17 - Now I saw the Centennial Hall Key. I open the door. I'm near Farragut West and not far from that sewer hole.
- 34:19 - Some Enclave Troopers.
- 36:15 - Once in a while, some enemies refuse to die...
- 36:22 - Back to the Metro Access Tunnel. Ignore the "requires key" message. It's like a duplicated door trigger or something.
- 39:35 - Back to Woodley Park Station, then to the Parking Garage. The Utility Tunnel is next.
- 40:11 - That Drainage Chamber will be opened in the next episode.
- 40:56 - To Georgetown Maintenance.
- 41:42 - To Vault 71.
- 42:20 - Installing the water chip in the Water Purifier Control.
- 42:35 - I use the Reactor Control Room terminal to vent the radiation. A thankless effort, indeed.
- 42:56 - Some Rerevolutionaries attack.
- 43:37 - The Atrium door is forever closed.
- 45:49 - Leaving the vault.
- 46:42 - Back to the Parking Garage.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/lozorcon
Caves, robbers, bandits. Also, I forgot Vic had a daughter.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:44 - Random encounter: a pack of Fire Geckos.
- 01:58 - Using the flamethrower against them was useless.
- 03:20 - Healing K9.
- 05:06 - Collecting the geckos' pelt.
- 06:38 - Heading north and another random encounter: some tribals attack me.
- 07:32 - Entering the nearby cave. A group of bandits and some chests to loot.
- 08:22 - Using some chems before the battle.
- 08:58 - After starting the battle, I see more enemies than I expected.
- 09:39 - I retreat to the outside to heal and change weapons.
- 12:03 - I grab the rocket launcher from the car trunk.
- 12:45 - Shooting the first bandits with the rocket launcher.
- 13:35 - I healed everyone but forgot to heal myself. I almost died.
- 14:04 - I like how the explosion blasts them away.
- 16:33 - Killing two robbers.
- 19:25 - Finishing the last robber and leveling up.
- 21:40 - I choose the Sniper perk.
- 23:53 - Looting the three chests in the cave.
- 26:38 - The amount of body parts on the ground makes it difficult to loot the items.
- 26:40 - Found a Turbo Plasma Rifle.
- 31:40 - Waiting some time outside for the chems effect disappears.
- 32:33 - Back in the cave to loot what remains.
- 36:25 - With the inventory and car trunk at maximum capacity, I head west to The Den to sell some things.
- 40:50 - I decide to travel to Vault City. More vendors there.
- 41:36 - Random encounter: Slavers, slaves, and geckos.
- 42:38 - LOL, Vic decided to help by shooting the slaves in the way.
- 44:17 - I'm glad at least one survived.
- 45:09 - Random encounter: moonshiners attacked by the Highwayman.
- 45:40 - Identifying who the bad guys are so I don't shoot innocent people.
- 47:50 - Finishing the battle and driving to Vault City.
- 49:21 - I think it was the first time I entered the city with my companions. I wasn't sure if they were allowed in.
- 50:18 - Good thing the companions were with me because I totally forgot Vic had a daughter.
- 50:25 - What a lovely family reunion.
- 53:00 - Asking Valerie about Vic. I try to help them.
That's all for today.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/kwcasezi
I continue exploring the areas added by the Shadow And Dust - Volume 2 mod.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:25 - I just entered the Georgetown Canal Residences through the maintenance tunnels. I alerted the enemies while moving upstairs.
- 00:28 - For some reason, I couldn't disarm the tripwire on the stairs. My repair skill is high enough. The grenade bouquet was disarmed, though.
- 00:39 - Killing the enemies. They are getting hit by the trap near the door frame.
- 01:11 - General Washington Phillips III attacks me.
- 01:57 - A History of United States book, the Elevator Key Card, and the Georgetown Residences Key can be found in the General's body. The Bostom Massacre, a unique weapon, is also in his possession. You may want to use Fo3Edit to adjust the weapon damage to FWE standards. (I completely forgot to show the gun in action).
- 03:43 - More enemies in the entrance area.
- 04:02 - Grenade incoming!
- 04:54 - I go to the upper area. At least the Rerevolutionary Doctor isn't hostile.
- 05:48 - Ammo and other items in one of the rooms.
- 07:43 - There's an atomic bomb near the elevator. It seems to be the one mentioned in the terminal in the previous episode. It could be detonated from there, killing you in the process. Believe me, I tried it off-camera.
- 07:59 - Another Rerevolutinoary Terminal. I think It was possible to detonate the bomb using it as well.
- 08:44 - Frag mines, a mini-nuke, and a rigged shotgun near the exit door.
- 09:09 - I'm outside the Georgetown Canal Residence building. We explored the area in previous episodes.
- 09:14 - One side of the door I just unlocked says I need a key while the other is open. Maybe the door was duplicated, or I screwed something.
- 09:28 - Back inside. More frag mines were placed in the area.
- 09:58 - I lockpick the safe.
- 11:20 - I used the Rerevolutionary terminal but did not activate the bomb. I just disarmed it.
- 11:24 - The Lincolnites, the other faction, show up and attack me.
- 12:21 - I opened the elevator with the key retrieved from the general and returned to Georgetown Maintenace.
- 12:54 - Back to the Utility tunnel.
- 13:09 - I removed the frag mines on the stairs nearby. Then, I returned to the Parking Garage.
- 14:01 - I returned to Townsend and Associates to transfer the loot in the companions' inventory.
- 16:06 - Back to the Utility Tunnel.
- 16:17 - Checking the storage room on the left. It's the path where the frag mines were.
- 16:33 - I don't remember if that Red Pass Card has some use.
- 16:46 - On the floor next to the locked door, I find the "I'm not completely heartless..." note and Garbage Room Key.
- 17:35 - I open the door with the key. The guy mentioned in the note didn't escape.
- 17:50 - On the shelf, I find the RadAway Mixing Program. The place you need to go is Readi-Mix Chemical Concern Factory (Next to Mama Dolce's factory) in Arlington South.
- 18:35 - Just trash in the trash compactor.
- 19:00 - I checked the local map and noticed I missed the Drainage Chamber entrance in the trash compactor room.
- 19:45 - It was under the barrels. I need to find the key somewhere.
- 21:10 - Back to the Parking Garage, still looking for the key.
- 21:56 - There are still enemies on the other side. I loot the dead Rerevolutionaries and Lincolnites while exploring the area.
- 24:00 - More ammo boxes near the sandbags.
- 24:49 - Oops. More enemies.
- 26:05 - A door and a workbench on the other side of the garage.
- 26:30 - Accessing the Lincolnite Terminal.
- 28:45 - That's another door. I'll go there later.
- 28:56 - The door near the workbench leads to the Foggy Bottom Access. A bear trap and enemies await me.
- 29:19 - Level up! I chose the High-Tech Engineer (Rank 3) perk.
- 31:18 - The Lincolnite Soldier I killed has the Foggy Bottom Key. I unlock the door to the Foggy Bottom Station. We visited the place in previous episodes.
- 31:59 - Something is going on with the doors. It feels like two door triggers are overlapping each other. Anyway, I returned to the Foggy Bottom Access.
- 32:33 - Now I go through the door on the other side. It leads to Metro Shopping Hall.
- 32:49 - More Lincolnite in the area.
- 34:38 - Lots of tin cans to craft ammo or scrap metal if you have the Can-O-Matic from the Bubba School in Jury Street Station (An Evening With Mr. Manchester).
- 34:55 - Rigged baby carriage.
- 35:08 - More enemies on the hallways ahead. I chase them into a radio store.
- 36:07 - A sale pamphlet near one of the radios.
- 37:12 - A (very hard) locked door. Lots of safes to unlock inside it.
- 40:34 - The door past the radio store leads to the Woodley Park Station (Red Line). Some enemies were guarding the entrance.
- 42:03 - A safe in the room with Protectron. The Woodley Park Automated Attendant Password was inside. I can use it to activate the robot.
- 43:52 - Killing the Lincolnites in the platform.
- 45:11 - People are living in the station.
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/lpgmtwim
I explore the areas related to the Shadow And Dust - Volume 2 mod, created by Donlemonade.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:29 - I'm at Townsend and Associates. A location added by the mod in the Dupont West area. It's near one of the Foggy Bottom Station exits.
- 00:42 - I quickly explored the interiors at the start of the walkthrough.
- 00:49 - Some bear traps inside.
- 01:12 - The Rerevolutionay Soldier has a new uniform and the "Orders" note.
- 02:11 - A dead wastelander had a "Help Us!" note in her.
- 03:20 - Upstairs, I access the workstation terminal in the office area.
- 05:07 - A workbench behind the door.
- 05:24 - Another workstation terminal near the workbench room.
- 06:23 - Under the desk with the light on top, there is a Stash Box. Memory Disk #1 (of five) is inside. The location of all memory disks will be shown in part 139.
- 12:15 - Checking the local map.
- 16:31 - I disarm a rigged shotgun.
- 16:50 - An extra copy of Lying, Congressional Style.
- 17:07 - Lockpicking the door to the garage. Save before going in there. The companions will stay behind.
- 17:38 - There's a battle going on between two factions. I ended up alerting them to my presence.
- 18:36 - There are more enemies in the area.
- 19:28 - Lots of cars exploding in the area.
- 19:34 - The book A History of the United States was on the floor, behind the sandbags, and near the ammo boxes and footlocker.
- 21:29 - In the dead Rerevolutionary soldier, I find a Satchel. It allows extra 20 lbs of weight to be carried.
- 22:49 - I enter the nearby utility tunnel to see where it goes.
- 23:20 - Ah, come on! Well, there goes my sneak attack.
- 23:42 - The Rerevolutionary soldier I killed had a Maintenace Area Key.
- 23:49 - I disarm the tripwire and the rigged shotgun.
- 23:57 - Opening the Georgetown Maintenance Area Key to open the Georgetown Maintenance area.
- 24:05 - More Rerevolutionary Soldier in the tunnel
- 25:45 - The door near the blocked path leads to the DCTA Tunnel 014-B Potomac. We've been there in the previous two episodes.
- 26:25 - Back in the Georgetown Maintenance area. I'll follow the other path.
- 26:52 - Oops. More soldiers.
- 27:40 - Checking the map. The door to the Georgetown Canal Residencies is the elevator.
- 27:49 - I'll check the nearby tunnel first. More Rerevolutioaries.
- 28:28 - A Robo-Rerevolutionary?!
- 28:50 - The Evacuation Procedures Holotape is on top of the suitcases. The Confinement Room Key is right next to the holotape.
- 29:03 - Some purified water and another satchel near the suitcases Lots of things to loot in the room, actually.
- 29:31 - Another Evacuation Holotape and three "History of the United States History" under it.
- 31:18 - Accessing the Rerevolutionary Terminal.
- 31:22 - Don't arm the atomic bomb! The explosion (at least with Epic Mini Nuke Mod) will kill you.
- 33:11 - Opening the confinement room with the key found at 28:50. A dead Lincolnite Soldier was inside. The Lincolnites have their own outfit.
- 33:40 - Back in the utility tunnels, I check the map.
- 34:09 - The door at the end leads to Vault 71.
- 34:26 - Radiation! Remember to bring some Rad-x and RadAway.
- 35:10 - An Evacuation Order holotape on the desk near the entrance. It's reading time.
- 39:33 - Checking the Status Display Terminal.
- 39:49 - Opening the next two doors.
- 40:06 - The V71 Utility Area Key is on the desk.
- 40:13 - The locked door can't be opened. There is nothing beyond them.
- 40:19 - Removing the barrels in front of the other door. I can open that one with the V71 key.
- 40:45 - Feral ghouls downstairs.
- 41:08 - I enter the Equipment Room and find End of Line, a unique weapon of this mod. You may want to use Fo3edit to adjust the damage to FWE standards.
- 41:44 - Entering the reactor room. Remember to use some Rad-X.
- 41:48 - Accessing the Reactor Control Terminal. The Vent Radiation option says I need to restore the coolant.
- 42:00 - Accessing the other terminal in the area. It tells the history of the place.
- 43:01 - A Big Book of Science and some pre-war books on the shelf.
- 43:27 - To the Water Purification room. The Water Purification Control terminal mentions a Water Chip.
- 43:44 - The door to the Atrium is locked.
- 43:56 - A quick test of the End of Line before leaving the place.
- 44:43 - Back in Georgetown Maintenance, I take the path to the Georgetown Canal Residences door.
We'll see what's in there in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/tsqmqpfr
I continue exploring the tunnels under the ruins of DC.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:25 - I'm at Freedom Street station.
- 00:46 - There's a copy of Tumblers Today on the illuminated desk in the scavenger's alcove. It must be stolen.
- 01:30 - Dude, you live near feral ghouls.
- 03:28 - I'll check the stairs to the left later.
- 03:34 - Some bear traps are in the room below the scavenger.
- 03:38 - Door to the sewer line. More feral ghouls.
- 04:05 - Checking the local map before going into the flooded section. I'll have to find another way to the upper area.
- 04:49 - A Reaver and other feral ghouls.
- 05:15 - Going upstairs.
- 06:04 - More stairs.
- 06:03 - Yet another set of stairs.
- 06:48 - That door leads to Vernon Square. I return and jump all the way down to the sewer level.
- 08:12 - Checking the stairs mentioned at 03:28. It's a station section that leads to the Penn Avenue North exit.
- 09:14 - Nothing to see outside, back into the station.
- 11:11 - Back to Metro Central.
- 11:30 - That Government of DC Office I mentioned in the previous episode is not accessible now. It probably requires a key from the Shadow And Dust Vol 2 mod.
- 11:51 - The metro carriage behind the radioactive barrels has two Glowing Ones inside.
- 13:54 - I return to Foggy Bottom Station.
- 15:12 - I found some items on the tables and concrete benches near the train tracks. Also, I loot some of the raiders I killed in the previous episode.
- 16:25 - Back to the DCTA Tunnel 014-B, where I left my companions.
- 17:14 - Checking the local map before going through the white line tunnels.
- 19:00 - I reach the room with the door to Arlington Utility.
- 19:24 - Again, my companions didn't follow through the door. I returned to see what transpired.
- 20:59 - I order them to wait by the door.
- 21:23 - Back in the Arlington Utility tunnels.
- 21:48 - Bye, raiders.
- 22:17 - Looting time.
- 23:05 - The hole in the wall leads into a cave with some raiders.
- 24:25 - I reach an area with some beds and more raiders. It's VATS time.
- 24:43 - Look at the face of the clueless bastard, totally unaware of what is about to happen.
- 25:30 - I almost shot the poor Adventurer passing by (NPC Travel mod). We fought the raiders nearby.
- 26:03 - Selling some things to the Adventurer.
- 27:05 - Looting the shelves and dead raiders. Then selling more stuff to the Adventurer.
- 28:53 - Looting the raider kitchen.
- 29:19 - In the tunnel ahead, I turn right, then left, and kill a raider. The path to the left appears to continue, but I didn't see it at the moment. I missed the chunk above the "Cemetery North" at the top of the local map
- 30:10 - Now to the right. The path ahead leads to an area above the raider kitchen.
- 30:38 - There are some chems and a US Amry: 30 Handy Flamethrower Recipes on the metal shelf near the tables.
- 31:35 - I jump down back into the kitchen. From there, I go again through the tunnel at 29:19. This time, I go forward.
- 31:49 - The stairs lead me to another White Line section.
- 33:06 - Found a Nuka Cola Quantum in one of the metro cars.
- 34:22 - The exit at the end of the tunnel leads to Arlington National Cemetery.
- 36:01 - I return all the way to the DCTA tunnel.
- 37:21 - We return to the exit to Georgetown. My God! The companions would not leave the damn DCTA tunnel. I had to use console commands to take them out of there.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/wciyawbm
I returned to Vault 13 only to find something terrible had happened.
The full playlist is now available on Youtube and Odysee.
Here are some timestamps in case you need them.
- 01:09 - Losing to that intelligent scorpion again.
- 04:15 - Random encounter: Unity Patrol.
- 05:17 - Random encounter: Remnants of the Marter's Army.
- 08:36 - In the caves of Vault 13.
- 09:06 - Didn't see any deathclaw, only blood pools on the floor.
- 10:09 - Taking the elevator to the 2nd floor.
- 10:22 - Finding Matt's body and more blood.
- 10:54 - Taking the elevator to the 3rd floor.
- 11:28 - Goris, the only survivor, tells me to check the security camera footage.
- 11:50 - Accessing the Vault 13 Terminal. It was the Enclave again.
- 13:17 - Lockpicking the lockers and footlockers.
- 14:54 - Find the NavCom parts for the tanker in San Francisco.
- 17:55 - Returning to the first floor and leaving the vault.
- 18:32 - Quick travel to the NCR. There was nothing to see there.
- 21:56 - Back in San Francisco.
- 22:41 - Buying some skill books.
- 25:33 - Finally! One of the vendors in the tanker (Cal) had Jet Antidote.
- 29:50 - Buying more skill books.
- 32:00 - Inventory management, buying and selling things.
- 34:19 - Buying a Gauss Rifle.
- 37:33 - I was curious about the area north of San Francisco, so I traveled there.
- 37:50 - Random encounter: some deathclaws. It's a suitable opportunity to test the gauss weapons.
- 39:25 - The game crashed after saving. I lost some progress and reloaded.
- 39:35 - Entering the cave and killing the mutated pig rats.
- 41:29 - Random encounter: a pack of centaurs.
- 43:14 - Being poisoned while all centaurs decided to target me.
- 43:38 - Now I'm also irradiated.
- 45:11 - Using RadAway and antidote.
- 47:32 - I thought I could enter that cave.
I'll continue exploring the wasteland in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/hgxqgmwu
In this episode, I explore more underground areas of the Capital Wasteland.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:26 - I'm at Georgetown. From there, I'll explore the tunnels under the city. Companions can get stuck in the tunnels. They do not even go through the door from one area to another. Better leave them outside. If they get stuck, use the console commands (Prid / moveto player).
- 01:12 - Entering the DCTA tunnel 014-B Potomac.
- 02:00 - Looting the Mirelurk Egg Clutches.
- 03:10 - Inspecting some metro cars (Metro Carriage Interiors mod).
- 04:20 - Walking through the train tracks (White Line) and entering the utility tunnel.
- 05:16 - Mirelurk and then a Venomlurk.
- 05:57 - I turn west and walk to the partially flooded sewer tunnel.
- 06:32 - One mirelurk in the completed flooded section of the tunnel.
- 06:51 - Wearing power armor, I can stay underwater without worrying about oxygen.
- 07:05 - I reach a partially flooded room. A mirelurk may appear here.
- 07:32 - Some stimpaks, a Utility Storage Key, and a DC Journal of Internal Medicine are on a panel.
- 08:39 - Back to the utility tunnel. I head east.
- 09:21 - The locked Georgetown Maintenance Door belongs to the Shadow And Dust Vol 2 mod. The two dead bounty hunters near the door seem to be from the same mod. I don't know if they are duplicated or merely look the same. The note "Bounty: Rachel" can be found in their inventory.
- 10:16 - I go downstairs to the flooded area. Nothing of value down there.
- 10:45 - Now in the room with a catwalk above the flooded area visited above.
- 10:52 - That door leads to the Foggy Bottom Station. I'm not going in there yet.
- 11:15 - Back in the metro tunnels. I go north, then in the utility tunnel to the west.
- 12:00 - Downstairs to a flooded area.
- 12:50 - I unlock the door underwater with the Utility Storage Key found at 07:32
- 13:04 - A locked suitcase. The Molotov Cocktail Schematic can be found (New Uniques mod).
- 14:07 - Back in the metro tunnels. I continue heading forward.
- 17:02 - Reaching the end of the tunnel. I then follow the path connecting to another metro tunnel.
- 17:48 - More metro cars loot. The first one has some first aid boxes and chems.
- 18:24 - I got stuck between the bed and the shelf. The console command saved the day.
- 19:26 - The last metro car near the dead end has ammo boxes.
- 20:23 - Entering the room near the train tracks.
- 21:16 - Door to Arlington Utility. I'll not go there yet.
- 22:36 - I return to where my companions were and then to the utility tunnels at 04:20. You can skip to 26:06. I was double-checking the area before moving on.
- 26:06 - To the Foggy Bottom Station.
- 26:19 - As I said in the beginning, companions fail to pass from one cell to another.
- 26:52 - I told them to wait in DCTA Tunnel. I'll go to Foggy Bottom alone.
- 27:17 - Tripwire and grenade bouquets ahead.
- 27:58 - More metro carriage to loot.
- 28:45 - Killing raiders. Somehow, some of them didn't hear the grenades.
- 30:47 - Sniping raiders in the platform.
- 31:15 - Damn collision box.
- 32:16 - Mentats and stimpaks in one of the Eat'o'Tronic 3000 near the Georgetown exit.
- 33:11 - Back inside the station. Looting the dead.
- 34:23 - More raiders in the office area.
- 34:38 - Pause the video and look at the floor near the chair. That is a Nikola Tesla And You. The Wikia says the book can be found on the electric cabinet left of the Protectron charging pad, under the clock on the wall. The explosion knocked the book over.
- 35:10 - Bear traps to disarm.
- 35:33 - That Foggy Bottom Access door was likely added by one of the Shadow And Dust mods (the second one, probably).
- 35:45 - Dupont Circle Station exit. Nothing to do there.
- 36:21 - The stairs in the office lead back to the train tracks.
- 37:11 - Checking the map.
- 38:17 - Inspecting the metro cars.
- 38:47 - Bye, raiders. Also, ammo and chems.
- 39:58 - Danielle's Book can be found near that concrete bench. It has no purpose in the game. Cut content, maybe?
- 41:21 - That's the wrong exit.
- 42:54 - Looking at the map, I had to check the door to the Metro Central.
- 44:00 - Oops! I alerted some feral ghouls upstairs.
- 45:35 - Metro Central local map.
- 46:24 - That Government of DC Office caught my attention. Looking at the video now, I have no idea what mod put it there.
- 47:48 - I cross the tunnel to reach the Freedom Street Station door.
Even I don't remember what is on the other side. We'll find out in the next episode,
View Details
https://3speak.tv/watch?v=realdcghoul101/hrgqqmrp
In this episode, I explore the Anascostria Crossing and its surroundings. Some mods restored cut content there.
The full playlist is now available on Youtube and Odysee.
Timestamps below:
- 00:22 - I'm at Rivet City.
- 01:07 - Heading west and towards the super mutant camp.
- 01:49 - Near the water, BoS Initiate torches mirelurks (Broken Steel DLC).
- 02:53 - Entering the super mutant camp.
- 03:14 - I can jump on the edge near the building and continue walking over it.
- 03:35 - I discovered the Mutant Mart, added by the Potomac Steamworks mod. It restores some areas that were cut from the game. Many thanks to TheSpiritOfNewReno for putting that area back into the game.
- 03:50 - The trigger to open the door isn't placed precisely at the front of the door. Aim to the right of the door.
- 03:57 - Guess what? Super mutants.
- 04:32 - A floor safe and a first-aid box.
- 05:48 - Oops! I forgot the companions inside.
- 05:58 - There was a living quarter inside.
- 06:26 - Accessing the terminal on the desk.
- 07:29 - A dead wasteland was near the shelves.
- 07:39 - A find a sewer hole in a room on the left.
- 08:11 - Entering the Potomac Steamworks.
- 08:19 - Surprise! Lots of glowing ones.
- 09:16 - The sewer leads to a new section of the nearby Anacostia Crossing Station.
- 11:05 - That footlocker contains some guns and ammo.
- 11:30 - Door to Anacostia Crossing Security. Some protectrons guard the place.
- 12:05 - There's a unique Slugged Combat Shotgun on the floor near the wall and two filling cabinets.
- 13:29 - Back to Potomac Steamworks.
- 13:41 - That door leads to the outside.
- 14:17 - Back at the start of the tunnel, I turn right. More glowing ones in the utility tunnels.
- 15:33 - Two first aid boxes.
- 15:52 - Through the utility tunnel to the west. Feral Ghoul Reavers in the rooms ahead.
- 16:58 - Lockipicking the door. It's a storage room.
- 18:15 - The generator room. Nothing valuable in there, as far as I could see.
- 20:04 - Leaving the Steamworks through that exit near the security area.
- 21:10 - I'm right at the gates of Anacostia Crossing.
- 21:34 - Raiders inhabit the station. The Drifter Laser Rifle (FWE) is quite effective at killing them.
- 22:15 - That door connects with the Security Room in the Potomac Steamworks.
- 24:52 - On the platform, a Pugilism Illustrated is on a table near the north wall.
- 25:54 - Looting the dead.
- 29:54 - Heading to the other exit.
- 30:26 - Looting the offices and being seen by a raider.
- 32:01 - "Good riddance."
- 32:26 - That gate leads to Seward Square. I finish looting the area first.
- 36:27 - Entering the metro car near the blocked tunnel. On the floor, the Diary Page 4 can be found.
- 38:18 - Checking the next metro car. The Diary Pages 3, 2, and 1 are inside.
- 41:17 - Checking the tunnels on the opposite side.
- 42:46 - Ooops. Walked right into some raiders.
- 43:45 - That door at the end of one of the tunnels connects with the Museum Station
- 44:14 - In the area with raiders, I don't think it's possible to reach the tunnel on the other side of the fences. Check the map.
- 48:12 - One more metro car to look into.
- 49:15 - Leaving through the Seward Square exit.
- 49:44 - I emerge at Seward Sq. Southeast. Super mutants are nearby.
- 51:17 - I enter the nearby Robco Terminals Sales and Services.
- 51:44 - Happy Hour, one of the Drunken Gnomes of The DC Interiors Project, is hidden on the floor between a desk and a tool cabinet. I didn't see it the first time I visited the place.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/rjngaple
In my journey through L'Enfant, I found a grave and a note mentioning a party searching for a woman named Cheryl. I also found Gibson's body and a Scrap of Paper mentioning a house (Gibson's House).
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:25 - Gibson's Scrap of Paper (Part 130) leads me to Gibson's House in Minefield. The key to open the houses was found in Arkansas's body when I killed him.
- 00:55 - Inside the house, you'll find a home model (Very Hard lock) on a small table near the door and by the TV, which can also be unlocked with the Gibson's key. The loot is crap, frankly. If you have New Uniques mod installed, you will find the Cryolator Schematic to make the trip worthwhile.
- 01:45 - I disarm some frag mines before entering Gillian House. I forgot to loot this house before.
- 02:26 - A pre-war book.
- 02:52 - A copy of Grognak The Barbarian in the bedroom near the stairs.
- 03:21 - A safe under the queen-sized bed.
- 04:02 - Another pre-war book.
- 05:12 - Some unfinished business (watch Part 11). If you have DC Interiors Project installed, you will find inside the Abandoned House a locked door (Very Hard). You can destroy locks with explosives (FWE), find the key upstairs (explosions threw the key away), or Lockpick it (100 skill).
- 07:20 - In the basement, disarming a frag mine.
- 07:26 - I didn't see the trip wire, and one of the companions stepped on it. Luckily, it was not explosive.
- 08:01 - Al Coholic, one of the Drunken Gnomes of The DC Interiors Project, is on the desk with the terminal.
- 08:46 - The door leads to a room with a cage. I release the Wasteland Captive.
- 11:19 - I'm at the Ranger Compound. The stormy weather is from Xepha's Dynamic Weather. The clouds were something I did in my spare time.
- 11:50 - Now I'll focus on the Searching for Cheryl unmarked quest. The Search Party Log 1 was found in a burial mound in L'Enfant (Part 129).
- 11:55 - The Search Party Log 2 can be read in the outdoor terminal.
- 12:42 - Mapping Data for Reilly, lots of caps.
- 13:32 - I'm at the Citadel. I'll cross the bridge to the other side of the river.
- 16:25 - Now I'll head south. Some super mutants were on the ruins near the Irradiated Metro.
- 17:15 - An Desert Eagle with an Auto Fire Mechanism is deadly (WMK).
- 20:18 - The Search Party Log 3 is to the North of Potomac Bridge, in the burial mound near the raider camp.
- 21:49 - I'm now at Cooper's Hotel entrance (AWOP). It's a safer place to fast travel.
- 23:11 - Sniping the Talon mercs near the Sewer Waystation.
- 24:00 - The Search Party Log 4 is located west/northwest of Sewer Waystation in another burial mound.
- 26:18 - Looting the dead.
- 27:12 - I approach Jury Street Metro Station from the north. I fast-traveled to Vault 106 to avoid being ambushed by more Talon mercs or raiders.
- 28:51 - The Talon spawn point is always behind the diner.
- 30:50 - Now I head west/southwest towards the train cars. Luckily, no super mutant showed up.
- 32:20 - I approach the shopping carts in the container (the one with the teddy bear), and an Albino Radscopion attacks. It was not what I was expecting. Duel
- 33:26 - Where the hell did the Behemoth come from? This is the first time he has not come running straight up to me from Jury Street. Instead, he turns around and then attacks. They're getting smarter. This Behemoth is one of the five that appear in the vanilla game.
- 35:48 - The corpse of Manny Koch, leader of the search party, disappeared, glitched, or was blown to pieces. Cheryl's whereabouts are unknown.
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/regrnvqn
Attempting to repair the Air Purifier in Broken Hills mines.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:35 - Heading to the Military Base again to loot what is left.
- 01:28 - Looting the second level of the base.
- 03:22 - Checking every footlocker and locker in the dormitory.
- 06:15 - First-aid book on the locker in the wall. I don't remember if I put them there earlier or if they were already there from the start.
- 07:35 - Dumping what I can into the car trunk.
- 09:50 - Third floor. Looting all the weapons left by dead mutants.
- 12:00 - Returning to San Francisco to sell what I collected.
- 12:42 - Inventory management and trading with the vendors in Chinatown.
- 15:51 - Checking the vendors in the tanker. They didn't have any jet antidote.
- 19:42 - Leaving San Francisco and heading to Broken Hills.
- 20:00 - Random encounter: some wanamingos.
- 23:46 - Random encounter: Yet another Morton Brother.
- 27:52 - Talking to Zaus. The mine air purifier isn't working. Renesco has the repair parts.
- 31:04 - Random encounter: A traveler.
- 32:42 - Talking to Renesco about the repair parts for the Air Purifier.
- 34:53 - Returning to Broken Hills;
- 35:41 - Informing Zaus that I have the parts.
- 38:06 - Testing the Pulse Pistol in the ants inside the mine.
- 41:54 - Deathclaw got zapped.
- 45:57 - Killing the last ants and then repairing the Air Purifier.
- 47:13 - Informing Zaus that the air purifier is up and running.
That is all for today.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/hjsrtkvh
It's the third part of my tour through the ruins of L'Enfant.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:26 - I continue through the streets where super mutants and the enclave troopers fought.
- 00:55 - I turned west, and some mutants were still alive in the area.
- 02:15 - An Overlord was in the upper area near the street.
- 03:10 - I use the nearby stairs to reach that area.
- 04:35 - More super mutants under the walkway that crosses the street below.
- 05:25 - There's a Big Book of Science in the Pulowski Preservation Shelter.
- 05:52 - I return to the street below to loot what I can. I had to return here a couple times to plunder everything.
- 07:27 - A makeshift camp is hidden in the debris at the end of the street to the north.
- 08:00 - A US Army: 30 Handy Flamethrower Recipes in the open cabinet.
- 09:35 - I head east through the road. I didn't see anything valuable.
- 10:05 - Checking the map, I noticed I missed the area north of the Capitol Post. I went there but didn't see anything at first.
- 14:13 - I returned to the area where I found the Big Book Of Science. This time I jump past the debris.
- 14:45 - Sniping the super mutants to the north.
- 15:17 - That Super Mutant Bone Crusher was probably added by Imperfection - The Definitive Creature mod.
- 15:45 - I discover L'Enfant Plaza.
- 16:55 - Checking destroyed building to the east. The path ahead connects with where I found the skill book at 08:00.
- 17:15 - I realized I didn't look very closely at the building near the Capitol Post. I had to check it.
- 17:51 - Indeed, I almost missed the Unstable Toad Genetics (DC Interiors).
- 18:23 - Lots of super mutants are inside.
- 20:08 - There was a Note on the front desk.
- 20:51 - Going upstairs.
- 21:09 - Ammo boxes.
- 22:21 - Gore bags.
- 22:46 - More stairs.
- 23:33 - Sometimes, I forget that skeletons are containers in the DC Interiors mod.
- 23:49 - First Aid Boxes and gore bags.
- 24:22 - Stairs to a dead end.
- 25:30 - Leaving the building.
- 26:27 - Rad-X withdrawal kicks in again.
- 27:06 - Fawkes got stuck. I fast-traveled to L'Enfant Plaza, and he followed.
- 28:01 - The metro entrance leads to Hazmat Disposal Site L5. I can't believe people were dumping radioactive waste under their own buildings.
- 29:23 - Feral ghouls ahead.
- 30:10 - That metro car near the door has a workbench, bed, ammo, and first aid boxes.
- 32:19 - The hole on the train track leads to a cave beneath it.
- 33:20 - Killing more feral ghouls.
- 35:41 - Gas Leak ahead.
- 36:38 - Checking the map.
- 37:06 - The cave connects with a tunnel. More feral ghouls.
- 38:33 - Checking the map (again). I need to see what's on the other side of the cave.
- 39:20 - Well, more feral ghouls and a tunnel.
- 40:34 - Both sides are connected.
- 41:03 - Going upstairs to the exit.
- 42:10 - Outside, in the Mall Southwest. Just in time to see a sandstorm begin.
- 44:26 - Entering Museum of History.
- 45:00 - Paying Doctor Barrows To remove my Rad-X addiction. I'll sell some stuff before continuing.
- 48:25 - Passing by the Washington Monument, I enter the Mirelurk Nesting Hole.
- 49:14 - I go to the left. Mirelurk King ahead.
- 52:15 - Checking the local map.
- 54:32 - I jump and reach the upper area.
- 55:58 - Jumping on the rubble to reach the top. The Chipper Schematics and a Nuka Cola Quantum are near the skeleton and a Ham Radio. This schematic was added by the New Uniques mod.
- 56:37 - I'm at the end of the cave. I'll continue near the walls, jumping on the rocks.
- 57:12 - Jumping on the rocks, I turn left to find a tunnel. A Chinese Army Spec Ops is on top of a wooden box and near a skeleton at the dead end. Also, some ammo and healing items.
- 58:41 - The path on the right is where I came from. The path on the left is another way to the entrance. I had to jump to reach it.
- 59:46 - A Mirelurk King.
- 01:01:41 - Outside, the sandstorm continues.
See you guys n the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/zeigwmuu
In this episode, I'll continue to explore the ruins of L'Enfant.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:25 - I'm inside another apartment added by The DC Interiors Project.
- 02:04 - Another townhome.
- 03:44 - I cross the street to enter another townhome,
- 05:05 - Checking the map to see if there was a way to reach the upper area. Probably not.
- 05:50 - Another townhome.
- 07:36 - I enter the Apocalypse Cow building with the enclave vertibird on top (seen in the previous episode).
- 07:49 - An enclave scientist showed up. Then, I see some Enclave Enforcers.
- 08:53 - The restrooms are downstairs.
- 09:18 - I'll check the pub and brewery later.
- 09:24 - Upstairs, I go to the offices (the door on the right).
- 09:53 - Lockpicking the locked safe.
- 10:22 - Entering the brewery. Some enclave troopers, officers, and scientists were there.
- 13:29 - Back to the stairs, the door near the entrance leads to the Mighty Mouse Extermination.
- 14:37 - Back to the entrance, I enter the brewery and pub area. More enclave troopers were there.
- 16:50 - To the pub restrooms. More enclave guys there. I had to return later to loot the place.
- 18:39 - Outside again. Paladin Haffley's patrol passes by (Wasteland Violence mod).
- 18:58 - I walk across the street to enter the Capitol Post.
- 19:14 - Lockpicking the safe.
- 19:58 - Near the printers on the lower level, I find Gibson's body. Gibson's Key and Scrap of Paper were found in his body.
- 20:45 - Accessing the Capital Post Top Stories (July 27, 2052).
- 22:45 - Capital Post Top Stories (June 3, 2072).
- 24:52 - Capital Post Top Stories (January 11, 2077).
- 26:00 - I disarm the rigged terminal and take the grenades.
- 26:50 - Checking the apartment on the other side of the street, near the Apocalypse Cows building. The first floor had some radroaches.
- 28:04 - Checking the second floor.
- 29:47 - Entering the nearby townhome. Super mutants were inside.
- 31:44 - There are some things to loot in the infirmary.
- 33:38 - Some ammo on a small table.
- 33:54 - Another set of stairs to the floor above. More things to loot.
- 35:07 - I shot some mutants in the distance.
- 36:01 - Crossing the ruins to the lower area.
- 36:49 - Some bodies and a frag mine box in the diner.
- 37:56 - Checking the map.
- 38:41 - Sniping more super mutants. I alerted a group of them to my presence.
- 41:03 - An Enclave vertibird lands in the street. Now everybody shoots everybody.
- 44:27 - More super mutants to the north. The enclave troopers were killed.
- 45:27 - Where the heck was that Behemoth hiding?
- 46:15 - I was trying to help Fawkes, but getting too close was stupid.
- 47:36 - Dead enclave trooper wacky body physics.
- 47:45 - I enter Besnik's Barber Shop.
- 49:10 - Floating enclave trooper.
- 49:42 - Another townhome to look into.
- 51:48 - Entering Under Dog's Red Hots.
- 52:23 - The guy is still floating.
- 52:38 - Entering Cosmos Comics. Some bloatflies were inside.
- 52:55 - Dr. Smith, one of the drunken gnomes, is placed above one of the display cases.
- 54:05 - The door to a Shop can be found in the alley behind the buildings.
- 54:42 - Lockipicking the wall safe.
- 54:53 - Stimpaks and metats.
- 55:42 - A tripwire near the trash bin. Some grenades fall from the nearby pipe.
- 56:01 - A Cuppa Joe on the other side of the street.
- 56:49 - Entering Majority Whips Ice Cream Shop. There was no ice cream.
I'll continue exploring L"Enfant in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/rucmjvjv
In this episode, I explore the ruins of L'enfant Plaza.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:24 - It's morning. I'm near the Citadel.
- 00:38 - Sniping the readers under the broken bridge.
- 02:47 - Crossing the river.
- 04:14 - Eliminating the super mutants in the overhead walkway.
- 06:27 - Near the metro entrance, I enter the Access Hall. I showed this place before when first heading to Rivet City.
- 07:33 - Door to the walkway where the mutants were.
- 08:56 - Entering the Irradiated Metro.
- 09:39 - Feral ghouls ahead.
- 11:20 - Going downstairs.
- 11:42 - Grenades to kill a portion of the feral ghouls.
- 13:55 - Another Glowing One downstairs.
- 15:03 - I forgot to take the Chinese Army Spec Ops on top of the machine. Explosions may blast the book down into the water.
- 15:09 - The path ahead leads to the upper area.
- 15:42 - Blood packs, RadAway, and other items.
- 16:16 - The door to the east leads to the exit.
- 17:05 - I'll explore the area before proceeding.
- 17:43 - Reaching the other side of the area.
- 19:00 - An assault rifle on the machine and a RadAway on the bed.
- 21:58 - Leaving the Irradiated Metro through the exit to L'enfant Plaza.
- 22:35 - Talon ambush, plus Super Mutants and the Enclave.
- 24:31 - Looting the dead.
- 26:45 - That vertibird on top of the house was probably added by The DC Interiors Project. Most of the houses and apartments in the area have interiors now.
- 27:17 - Entering Suds 'Z Bubbles.
- 28:50 - Entering one of the Apartment Buildings.
- 28:58 - The first floor.
- 30:09 - The second floor.
- 32:11 - Outside, I enter one of the Townhouses. Lots of tin cans in most of the homes.
- 34:32 - Another townhome (the one blue walls). Yeah, I heard a feral ghoul, but where is the creature?
- 35:27 - I think the flamer ignited the gas.
- 37:08 - A ladder. I'll climb it in a couple minutes.
- 37:02 - The moment I realized there was something below the floor.
- 38:28 - Now I use the ladder. A scavenger was living up there.
- 39:04 - Pause the video. Mechanist, one of the drunken gnomes, is hidden in this area. I'm pretty sure it is hidden between the safe and metal boxes you see on the screen.
- 41:00 - Back inside the house, I still need to find a way to reach the ghoul beneath the house.
- 43:07 - I found a Ballcap with Glasses in the dead wastelander.
- 43:37 - There's a hidden switch under the desk, like the one at the pawn shop (episode 57).
- 44:08 - The switch revealed a passageway on the floor next to the kitchen.
- 44:48 - There's also a switch to open the wall from the inside.
- 45:07 - Downstairs, I hack the terminal to open the door.
- 47:19 - This basement seems to have failed to protect the one inside.
- 48:48 - Entering Polly's Pure Breads.
- 49:09 - LOL! My flamer ignited the gas leak.
- 50:00 - Entering another townhome. Bloatflies inhabit the house.
- 52:21 - Climbing the ladder. There's a sniper rifle on the table.
- 54:21 - Opening the burial mound. I find the Search Party Log 1. It's part of the Searching For Cheryl unmarked quest.
- 55:37 - Another apartment building.
I'll continue exploring L'Enfant Plaza in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/lxvwtpze
Meeting the Emperor Computer, finding fuel for the tanker.
Here are the timestamps:
- 01:08 - Inserting the password in the Emperor Computer.
- 01:21 - Checking the Geo-Location option.
- 01:27 - Diagnostics.
- 01:36 - Activating the Biology, Chemistry, and Physics stations.
- 02:15 - Accessing the Database.
- 04:14 - In the Chemistry section of the computer, I redirect fuel to the tanker.
- 04:34 - Level up.
- 07:31 - Talking to Ken Lee again. Asking if I can see the Emperor triggers another quest. Kill AHS9, the Hubologist leader
- 08:52 - Inventory management. Buying and selling things.
- 13:24 - Buying some skill books (Dean's Electronics).
- 15:52 - Back in the tanker, I look for some Jet Antidote.
- 20:16 - Training again. My unarmed skill is really high. I never use it, though.
- 21:58 - Heading to a military base to loot the place.
- 24:04 - Mutant dropped guns and ammo on the second floor.
- 27:10 - Dumping what I can in the car trunk.
- 28:35 - Returning to San Franciso. The car trunk was also full.
- 28:59 - Selling and buying things. Including some skill books.
- 35:49 - Boring inventory management ahead.
- 37:27 - Bought more ammo for the Gauss Pistol.
- 44:50 - Bought more skill books.
- 47:30 - Back in Chinatown.
See you guys in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/rgbpanbl
I continue exploring the LOB Enterprises building.
The full playlist is now available on Youtube and Odysee.
Timestamps below:
- 00:47 - Destroying the robots in the corridors to the right.
- 01:26 - I'll go downstairs later.
- 02:20 - Using the pile of rubble to reach the upper floor.
- 03:19 - Grenades and a first-aid box.
- 03:38 - Accessing the LOB Enterprises Employee Terminal.
- 04:52 - Back on the first floor. I find some ammo and a frag mine.
- 05:35 - Checking the map to see where I was.
- 05:58 - Not much in this room, except for some cartons of cigarettes and food.
- 06:32 - I think I'm at the cafeteria. There's some ammo on the floor.
- 07:33 - A copy of Pugilism Illustrated is on one of the metal shelves of the storeroom. Also, lots of craft materials on the other shelves.
- 08:40 - I go downstairs to reach the LOB Enterprises Archives. A sentry bot was awaiting us.
- 11:00 - A Chinese Army Spec Ops. Training Manual on a desk near the terminal.
- 11:58 - Opening the next doors to find more sentry bots.
- 12:52 - Filing cabinets and other containers to loot.
- 15:24 - A grenade box and more cabinets to loot.
- 16:42 - More sentry bots ahead. Things didn't go as I expected.
- 18:35 - Another sentry bot in the room with the generators. There are some things to loot in here.
- 19:56 - Lockpicking a safe in the previous area.
- 20:45 - Back to the area at 11:58. I go upstairs.
- 21:12 - This door takes me back to the entrance area. There was a gas leak ahead, so I returned to the archives and told my companions to wait there.
- 21:58 - I run through the gas and shoot the robots on the stairs.
- 22:50 - A laser rifle and an ammo box are on the floor of the gas-leaking room.
- 23:40 - A Nuka Cola Quantum.
- 24:47 - I left the companions behind.
- 26:18 - Checking the map to see where I was. I notice where the East Wing door is.
- 27:03 - Ammo box containing energy cells.
- 28:12 - I go upstairs. The elevator leads to the East Wing. I'll not go there yet.
- 29:04 - I forgot to check the offices near the entrance.
- 30:35 - Okay, now I'll head to the East Wing.
- 31:02 - The Security Operations Terminal.
- 33:01 - Getting rid of the sentry bots.
- 33:53 - Stairs to the upper floor.
- 36:30 - Advancing through the hallway and clearing the robots.
- 37:01 - Another set of stairs to the upper floor.
- 37:19 - A (very hard) locked door.
- 37:55 - In the CEO's bathroom, there is a mini-nuke on top of the lighting fixtures. Be careful if you have the Epic Mini Nukes mod and FWE installed. If the sentry bot explodes near the mini-nuke (and it explodes), you will die. Avoid exploding things near that area. I destroyed one of the sentry bots and ran (39:03), jumping down where the explosion didn't hit me.
- 40:51 - Looting the east wing.
- 42:37 - Back on the upper floor. That R&D Operations Terminal is very hard to unlock. I probably missed some terminals in the building. There were a lot of Employee Terminals.
- 45:13 - A grenade box. Also, I found laser rifles and pistols in the cabinets.
- 45:44 - Pause the video. I didn't see the Tumblers Today. The skill book fell off the table with the explosion and is near the first aid box on the floor (I must be blind, seriously).
- 46:02 - Another grenade box behind the door.
- 46:06 - The LOB Enterprises CEO Desk contains the CEO Key. I also access the CEO Terminal.
- 46:41 - I open the LOB Enterprises Secure-Case with the CEO Key. The Zhu-Rong v418 Chinese Pistol was inside it.
- 50:02 - Back to the entrance, and then I leave the building.
- 51:08 - I head to Falls Church North and into the Arlington/Falls Church Metro.
- 52:07 - Feral ghouls ahead.
- 54:12 - You may find Glowing Ones inside the metros cars (Metro Carriage Interiors mod).
- 54:42 - Never bring your companions in tight spaces.
- 56:53 - A copy of U.S Army: 30 Handy Flamethrower Recipes in the large dumpster near the north wall.
- 56:24 - This path leads to Arlington Cemetery South.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/nvqqrjhv
I arrive at Falls Church and meet Paladin Hoss and his squad.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:24 - Discovering Falls Church Metro. Super mutants were already in the area.
- 00:37 - If you are wondering, I'm using a Bozar (FWE).
- 01:44 - Meeting Paladin Hoss. He needs someone to rescue a lost Initiate.
- 02:57 - A Behemoth and other super mutants are close to the building where the Initiate is.
- 05:40 - I enter the Office Building. There are two buildings in the area with the same name.
- 06:56 - Placing some frag mines.
- 07:11 - Luring the super mutants into the trap and killing them.
- 10:47 - I find Initiate Pek hidden in a room.
- 11:34 - Talking to Pek. His gun jammed, so I fixed it. We leave the place.
- 12:47 - Lockpickinbg the safe under the desk. There was supposed to be a Tumblers Today on the desk, but the mine explosion blasted the book somewhere in the room.
- 13:27 - Talking to Paladin Hoss. As I helped him without asking for a reward, I received good Karma instead. Hoss and Pek can then help the player clear out the area. A bug in the vanilla game made Hoss spawn across the wasteland and follow you. The Updated Unnoficial Fallout 3 fixes the issue.
- 14:42 - I returned to Megaton to store all the loot. I returned to Falls Church in the morning.
- 14:52 - Checking the metro cars and looting the dead super mutants.
- 16:42 - Two ammunition boxes inside the Pulowski Preservation Shelter.
- 19:11 - More super mutants on the northeast.
- 23:03 - Looting what I left in the Behemoth.
- 24:49 - More super mutants in the destroyed building.
- 26:34 - The second Office Building.
- 26:59 - A trap in the restroom.
- 28:09 - Accessing Elise Walton's terminal.
- 28:40 - A dead Brotherhood Initiate.
- 28:54 - Some ammo, a laser rifle, and another dead Brotherhood Initiate.
- 30:28 - Leaving the building through another door.
- 30:57 - Killing the remaining super mutants in the ruined building.
- 32:46 - Discovering Falls Church East.
- 32:55 - Super mutants and a Behemoth, which is too big and stupid to get inside.
- 34:43 - A dead adventurer.
- 35:38 - Discovering Falls Church North.
- 37:59 - Another dear Brotherhood Initiate. The New Uniques mod seems to have added the Composite Recon Armor back in the game.
- 38:53 - I enter the LOB Enterprises building. I retreat when I see the sentry bot.
- 39:58 - I enter the place alone with Vengeance equipped.
- 40:20 - I place some frag mines before alerting the sentry bots. Two of them are destroyed by the mines.
- 42:19 - Level Up. I chose another rank of the High-Tec Engineer perk
- 43:25 - Another frag mine and a pulse grenade to hit or lure the enemies. That didn't work very well.
- 45:19 - Retreat! The sentry bot followed me to the restroom.
- 47:09 - I go through the corridors to the right.
- 48:10 - I left the companions outside.
- 48:40 - Back inside the building, I access the LOB Enterprises Front Desk terminal.
- 49:56 - Checking the restrooms
The exploration of LOB Enterprises continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/kfnurwus
In the tunnels of Franklin Metro utility, I find a unique flamer.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:28 - Entering the Falls Church/ Mason District Metro near the Hubris Comics building.
- 01:16 -Torching some raiders in the first bathroom.
- 03:02 - A first id box and a DC Journal of Internal Medicine on top of it.
- 05:57 - Glowing Ones attacking the raiders in the station.
- 06:59 - Throwing a Shredder Grenade on the feral ghouls.
- 09:58 - Healing items and a Duck And Cover in the ticket booth.
- 10:42 - Exploring the metro carriages.
- 14:00 - Found some RadAway and purified water in one of the metro cars.
- 14:41 - The door at the end of the tunnel leads to Falls Church. I'll not go there in this episode.
- 15:26 - Some raiders were inside that metro car. The gunfight turns into a melee fight.
- 17:36 - Sniping some feral ghouls in the tunnels to the east.
- 19:31 - Inspecting more metro cars.
- 20:16 - Feral ghouls.
- 24:19 - Lockpicking the door to Franklin Metro Utility.
- 24:50 - More feral ghouls inside. I retreat.
- 26:02 - It's flamer time.
- 27:57 - Two stealth boys and other misc items like conductors and turpentines.
- 28:21 - Lockpicking the safe.
- 29:11 - I think the terminal is used to open the safe.
- 30:17- Ammunition boxes.
- 32:43 - Two pre-war books.
- 32:58 - Heading downstairs. More feral ghouls, Reavers, and Glowing Ones.
- 34:40 - One Tumblers Today, ammo, chems, and stimpaks.
- 35:49 - More enemies in the tunnels ahead.
- 36:48 - Another stealthy boy. One Guns And Bullets fell on the floor.
- 39:18 - I forgot Fawkes upstairs. The companion will wait here.
- 40:58 - Some RadAway lying around on the floor.
- 41:51 - Flood section of the tunnel ahead. A mini nuke is on top of a Radiation Suit box.
- 42:52 - The hole in the wall leads to a small cave section.
- 43:31 - The cave connects with the above train tunnel.
- 43:58 - A Reaver and Glowing one near the truck. Lots of radiation in the area.
- 44:55 - In the truck, I find RadAway, Rad-, Stimpaks, Nuka Quantum, flamer fuel, and the Burnmaster. It's a unique flamer.
- 46:43 - Testing the Burnmaster on the tunnel full of Reavers and Glowing Ones.
- 47:19 - When you throw a grenade, but the grenade collides with the enemy running towards you.
- 48:43 - A copy of US Army: 30 Handy Flamethrower Recipes on one of the metal shelves in the tunnel.
- 49:43 - More ghouls. Then, some metro cars on the tunnels to the right. More ghouls were inside them.
- 52:30 - A door at the end of the tunnel. The room ahead has a workbench and other items.
- 53:46 - The hole in the floor leads me back to the entrance.
- 54:47 - I return to the Falls Church Station/Mason District metro.
- 56:05 - I reach the door to Falls Church.
You'll see Falls Church in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xwbvrycq
Never bet your spleen. Also, the tanker needs fuel to work.
Follow the timestamps below:
- 00:33 - Inventory management.
- 04:08 - Buying ammo for Sulik.
- 09:31 - Training with the Dragon.
- 11:12 - Visiting the docks.
- 14:46 - I will have to check the computer and the retinal scanner later.
- 15:47 - Entering the tanker.
- 16:08 - Chip lost his spleen in a bet. I will have to help the bastard.
- 20:40 - Asking Lao Chou about Chip's spleen.
- 21:58 - Talking to Dr. Wong in the Shi Palace.
- 22:20 - Convincing Wong to give the spleen back to Chip.
- 23:45 - Informing Chip that he can get his spleen back.
- 23:57 - Chips asks me to check with Dr. Fung about surgery to fix him.
- 25:00 - Talking to Dr. Fung. He agrees to perform the surgery.
- 26:12 - Informing Chip that he can go to Dr. Fung to perform the surgery.
- 27:02 - Talking to Marc. I asked him about the Shi, the Hubologists, and more.
- 29:57 - Talking to Badger.
- 30:56 - Taking the staircase to the upper level.
- 31:08 - Talking to the captain about the tanker.
- 32:01 - Asking about the IFF Transponder and the FOB he mentioned.
- 34:07 - Asking Lao Chou about potential places to find fuel, the IFF, and the FOB.
- 34:59 - Entering the BoS bunker again.
- 35:58 - Asking the computer about Matthew.
- 36:26 - RIP Matthew.
- 37:08 - Increasing my perception with the Memory Module found in the locker on the third level of the mutant-infested base.
- 40:21 - Checking if the doctor has some Jet Antidote to sell. I know it is supposed to be sold by vendors in San Francisco.
- 42:06 - Entering the tanker and receiving the experience points for helping Chip. I talk to him again.
- 46:06 - Heading to the Shi palace again.
- 46:53 - Meeting Ken Lee. I tried to see the Emperor, but first, I must prove myself. The Shi want the vertibird plans. Luckily, I had the original in the car.
- 48:20 - Grabbing the plan from the car trunk.
- 49:07 - Giving the plans to Dr. Wong.
- 49:40 - Speaking to Ken Lee again. I request fuel for the tanker. To my surprise, I found out that the Emperor is a computer.
Well, that is all for today. See you all in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/qfrcdvsq
After leaving the Flooded Metro, I'm at Mason District South.
Timestamps are below:
- 00:23 - Heading north through Mason District.
- 01:38 - Sniping some Talon mercs.
- 03:22 - I enter the D.C.P.D.15th Precinct (DC Interiors). Lots of super mutants inside the place.
- 05:21 - Looting the dead.
- 07:49 - I go upstairs to the upper floor.
- 08:06 - To open that door, I hacked the terminal.
- 16:43 - I finally found the password.
- 17:09 - I find Officer Friendly on the floor. It's one of the drunken gnomes of the DC Interiors Project.
- 17:22 - A riot armor, helmet, and ammo boxes.
- 18:48 - Lockpicking the cell door. Some weapons, chems, and stimpaks.
- 20:05 - Hacking the terminal near the elevator.
- 24:19 - I can now use the elevator to reach the cell area.
- 24:47 - Hacking the Turret Control Terminal.
- 27:59 - I deactivate the turrets.
- 28:09 - Lockpicking the door to the stairs.
- 28:37 - I Inspect the cells before returning to the entrance.
- 29:10 - Leaving the building.
- 29:39 - I enter the nearby Lincoln Savings (DC Interiors).
- 29:58 - Some centaurs attack.
- 30:56 - Lockpicking the locked door near the stairs.
- 31:33 - Lockpicking the safes.
- 34:31 - To the upper floor.
- 34:42 - Lockpicking the locked door. More safes to unlock.
- 36:39 - Leaving the building.
- 38:38 - Talon ambush near the Hubris Comics building.
I'll check the Falls Church/Mason Dst Metro station in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/zpydogls
I venture into the Flooded Metro to see what's down there.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:29 - I'm south of the Red Race Factory.
- 00:50 - One of the Air-Dropped Crates from the A World of Pain mod. The Fort Detrick Keycard opens a place important to that mod.
- 01:30 - I'm not sure what happened, but raiders and Talon mercs killed each other.
- 03:24 - Heading east towards the Flooded Metro. The one near the raider camp.
- 04:22 - Entering the place.
- 04:55 - The only path forward is to the utility tunnel. It leads to the sewers.
- 05:51 - A Venonlurk (The Mantis Imperative mod).
- 06:14 - An Mirelurk King.
- 07:10 - That door leads to and utility tunnel added by Shadow And Dust - Tales From Southwest DC. That section of the tunnels was already explored in previous episodes.
- 08:10 - Back to the Flooded Metro. To the area where the first Mirelurk King was.
- 09:36 - Some Jet, a Magnum, and a copy of Guns And Bullets behind the generator.
- 10:08 - I go downstairs and find a second Mirelurk King.
- 11:24 - Another Venomlurk in the area to the west.
- 11:38 - Looking at the lower levels. The third Mirelurk King shows up. I alerted the other mirelurks to my presence.
- 12:34 - I go down one more level.
- 13:04 - Surprise. The fourth Mirelurk King.
- 13:49 - That is a Mirelurk Overlord (Imperfection mod, I guess).
- 15:14 - I reach the lower level. Lots of Mirelurk Eggs.
- 15:38 - The gun case has a laser rifle.
- 16:13 - To the tunnels.
- 16:48 - I try to get in the room behind the barrels. The other door I passed by leads to the same place.
- 17:44 - Rad-X and RadAway.
- 18:08 - Back to the stairs area, I go upstairs to where I killed the third Mirelurk King.
- 20:01 - RadAway and a laser pistol in the cabinet.
- 21:24 - Back to the lower level. This time, I go to the tunnels on my left.
- 22:18 - Opening the next two doors and reaching the sewer.
- 23:13 - The fifth Mirelurk King.
- 24:01 - The sixth Mirelurk King.
- 25:05 - I enter the area. The seventh Mirelurk King was there.
- 25:56 - I go upstairs.
- 26:51 - An second Mirelurk Overlord was outside the room, in the sewer.
- 27:54 - Looting all the gun cabinets in the room.
- 29:17 - Downstairs, there's another utility door on the same level where I first arrived.
- 29:33 - I disarm some frag mines in the tunnel.
- 30:20 - A tripwire near the door frame.
- 30:44 - A Nuka Cola Quantum.
- 30:53 - A rigged shotgun.
- 30:59 - On the barrel near the bed, the Shocker and the Shocker Glove holotape can be found.
- 32:33 - I lockpick the safe under the bed.
- 32:58 - Purified Water.
- 34:42 - Back in the room with the stairs. I check the lower area before going upstairs.
- 36:12 - There's a door in the tunnel where the second Mirelurk Overlord was. It leads to a station in the Mason District.
- 37:00 - Leaving the place. I emerge at Mason District South.
- 38:36 - Sniping some Talon mercs.
- 40:28 - More Talon mercs in the ruined building to the east.
- 42:55 - Dead super mutants and ammo on the upper floor.
There are more things to do here. Watch the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/vrxnzsdl
I continue exploring the buildings in the Georgetown area.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:26 - It's rain time, then.
- 00:59 - A pressure plate.
- 01:21 - Mama Dolce Outlet Store (The DC Interiors Project). Lots of tin cans to collect.
- 03:03 - Door to the basement. More Chinese Remnants inside.
- 05:04 - Mine, ammo boxes, and gore bags.
- 06:43 - Discovering Georgetown South.
- 07:13 - BoS Squad fighting Super Mutants and Centaurs.
- 07:21 - Entering Robinson's Robots (DC Interiors).
- 08:53 - Entering the McClellan family townhome.
- 09:05 - That Mister Handy can be controlled by the nearby terminal.
- 09:15 - A Lying Congressional Style on the table.
- 09:49 - Entering a townhome (DC Interiors).
- 10:38 - Lockpicking the safe behind the dresser.
- 12:01 - Meeting an adventure outside.
- 13:06 - Discovering Georgetown North.
- 13:23 - Entering the US Army Recruitment Center (DC Interiors). Super Mutants inhabit the place. By the way, I'm collecting the blood samples for Paladin Tristan.
- 15:23 - Checking the infirmary. Lots of chems and medical supplies.
- 16:46 - Outside again, some super mutants show up.
- 17:07 - The Nuka Cola Shop (DC Interiors).
- 17:44 - Last Call, one of the Drunken Gnomes of DC Interiors Project.
- 18:21 - A Nuka Quantum bottle.
- 19:11 - Sniping the mutants near the canal.
- 19:47 - Another townhome.
- 22:19 - Sniping some super mutants in the distant bridge over the canal.
- 24:15 - Taking the stairs near the canal. More super mutants ahead.
- 25:19 - Behemoth incoming.
- 26:34 - Looting the Behemoth and the others.
- 27:49 - Ammo, items, and a Grognak The Barbarian on a shelf on the upper level of the ruined building.
- 29:19 - Discovering Georgetown West.
- 29:51 - Entering the Radiation King.
- 31:12 - Outside, an Talon Company Ambush.
- 33:49 - Entering Floyd's Barbershop (DC Interiors).
- 35:06 - Entering A Cuppa Joe (DC Interiors).
- 36:08 - Outside, a single super mutant appeared.
- 36:56 - Opening the Pullowski Preservation Shelter. One Nuka Cola Quantum and other items.
- 37:09 - Entering the nearby grocer.
- 37:50 - Lockpicking the floor safe.
- 38:28 - Crossing the bridge to the other side of the canal.
- 39:02 - Discovering Georgetown Canal Residencies (Shadow and Dust Vol. 2). To get inside, I'll need some key I have yet to find.
- 39:51 - Air-dropped crate (A World of Pain).
- 42:00 - Back to Georgetown South to enter the Georgetown/The Mall metro.
- 42:15 - Shooting some feral ghouls.
- 42:47 - I should have used the Plasma Cannon (New Uniques) more often.
- 43:58 - Inspecting the metro cars.
- 45:47 - A Chinese Army: Special Ops Training Manual near the Mall Northwest exit.
- 46:21 - Returning to the Mall.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/oyygrwax
Fighting Melchior in the Mariposa Military Base. Then returning to San Francisco.
Here are the timestamps:
- 00:52 - Looting the dead.
- 02:48 - Collecting the Perception Memory Module in the locker.
- 04:38 - Elevator to the fourth level.
- 05:08 - Laser Pistol on the dead enclave.
- 05:25 - Missiles and grenades in the footlocker.
- 06:26 - Preparing for the battle.
- 06:58 - Fighting Melchior.
- 07:38 - Melchior's Pets show up.
- 08:04 - Melchior was killed.
- 08:26 - More two Deathclaws.
- 14:36 - Vic kills the second Deathclaw.
- 16:13 - Eliminating the last one.
- 16:32 - Collecting the holodisk from Melchior's body.
- 16:39 - Gauss Pistol in the footlocker.
- 19:22 - Driving back to San Francisco.
- 20:25 - Buying stimpaks from the doctor.
- 23:44 - Reading the holodisk found in the Mariposa Base.
- 27:42 - From this point forward, I'll manage inventory, buy, and sell stuff. You can skip to 34:08.
- 34:08 - Entering the BoS bunker.
- 34:33 - Pulse Pistol and Rifle in the locker on the right.
- 34:44 - A Power Armor in the locker on the left.
- 34:57 - Giving the Power Armor to Vic.
- 40:09 - Selling more things and managing inventory.
- 44:39 - Buying a new shotgun for Vic.
See you guys in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/gtsziakd
I arrive in Georgetown, find one unique nightwear, and explore the nearby apartments.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:24 - I'm in front of the White House.
- 00:39 - Entering the Penn. Ave-Georgetown Metro.
- 01:58 - Grenades and ammo boxes near the beds.
- 02:30 - Inspecting the metro carriages.
- 03:12 - Some raiders appeared.
- 04:50 - Entering the overturned metro car.
- 05:07 - Exiting the metro car, Haffley's Squad showed up (Wasteland Violence mod).
- 06:13 - Metro gate to Georgetown.
- 06:41 - Discovering the Georgetown East. Super mutants to the southwest.
- 07:24 - Sniping super mutants in the building to the north and around the area.
- 09:26 - Entering the La Maison Beauregard.
- 09:34 - In a previous episode, I found the "Sorry, My Darling" holotape in the presidential metro. It triggers the unmarked quest, The Sorrowful Suitor. The holotape mentions the place and a special gift.
- 10:03 - Lag-Bolt is also here, waiting for his girlfriend (the one killed in the presidential metro). He is hostile to anyone.
- 10:24 - I collect the Lag-Bolt's Combat Armor, Lag-Bolt's Note, Lag-Bolt's Shades, and Lag-Bolt's Suitcase Key.
- 12:24 - A Mini Nuke, missiles, a stealth boy, and stimpaks.
- 12:32 - Opening the suitcase with the key found in Lag-Bolt's body. The All-Night Nightwear is inside.
- 13:30 - A Nuka Cola Quantum.
- 13:42 - There was supposed to be a US Army: 30 Handy Flamethrower Recipes on the floor, near the bottles. I don't remember if I found the book when returning later or if the book fell through the floor.
- 13:57 - Outside again, the BoS seems to have cleared the area.
- 15:27 - Discovering Georgetown Luxury Apartments (A World Of Pain for Fallout 3).
- 17:04 - I enter the Luxury Apartments.
- 18:20 - Placing a frag mine and being detected by the super mutants inside.
- 19:38 - Super mutants in the upper floors. Missile incoming!
- 21:43 - Looting the dead and the lockers.
- 22:57 - Oops! I forgot Star Paladin Cross outside.
- 23:15 - I finally kill the Super Mutant equipped with the missile launcher.
- 25:35 - Positioning the allies around the area before I move forward. I also place some frag mines near the doors.
- 26:27 - Door to the apartments.
- 27:06 - More mutants in the area. I place frag mines to the left and right before luring the mutants and retreating to the entrance where the companions are ready.
- 28:03 - More mutants attack through the role in the ceiling.
- 29:03 - Placing another mine before going through the door. Another mutant was waiting on the other side.
- 30:44 - Repositioning the frag mines.
- 31:27 - Overlord steps on the mine on the stairs. I use the stairs to reach the upper floor.
- 32:43 - Placing some plasma mines in the apartments.
- 34:38 - Shots fired in the apartment to the left.
- 35:03 - Panicking and retreating to the entrance.
- 35:40 - As no one followed me, I returned to the apartment area.
- 35:44 - Someone stepped on my mines. I kill the survivors and start looting the place.
- 37:33 - AWOP consumables boost some stats.
- 39:19 - I bring the companions with me.
- 41:12 - That door leads back to the lobby.
- 42:15 - Using the hole in the floor to reach the inaccessible area of the apartments. More things to loot there.
- 44:08 - That door needs a key.
- 45:46 - A dead Brotherhood of Steel Knight in the hallway. He had a T51-C Power Armor and Helmet. I give the T51-C Helmet to Star Paladin Cross.
- 47:26 - Stairs to the upper level.
- 47:49 - Door to the lobby. It's the upper area you could see through the hole in the ceiling.
- 48:20 - Lockicking the door. It's a storage room.
- 49:24 - Another dead Brotherhood of Steel Knight on the other side of the hole in the floor. It's near a table. Also, another set of T51-C Power Armor.
- 50:50 - Door to the balcony.
- 53:20 - Leaving the building.
I'll continue exploring Georgetown in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/eibgfcog
It's time to enter the Mobile Base Crawler and finish the Enclave.
The full playlist is now available on Youtube and Odysee.
Timestamps area below:
- 00:21 - Leaving the Storage Facility and returning to the battle.
- 02:55 - The Mobile Base Crawler.
- 03:11 - Weakening the repulsion field. I'll still take damage when passing through it.
- 03:23 - That Enclave Enforcer was added by EVE. I forgot to loot him.
- 03:22 - An Enclave Enforcer attacked me.
- 04:13 - Fighting the Enclave Squad Sigma.
- 06:10 - I meet Stiggs and his robots. I asked him about the base.
- 07:11 - Robotics Expert dialogue option.
- 08:58 - Looting the place.
- 09:28 - Weakening another repulsion field.
- 09:53 - Keep your allies away from these force fields, or you will ended-up dying.
- 10:32 - Repairing things at the workbench.
- 11:18 - Another repulsion field. Lots of medical supplies.
- 13:59 - Another repulsion field. Lots of guns and ammo behind this one.
- 17:09 - Ladder to Launch Platform base.
- 17:27 - Killing some scientists and officers.
- 18:29 - Sentry bot and turrets. I have the Deathclaw control scrambler, so I control the ones in the area.
- 19:20 - Heading to the dormitories.
- 20:09 - Enclave troopers are upstairs.
- 21:46 - I thought the doctor was going to attack me.
- 21:53 - Leve up time. The screen will only appear when I'm out of combat.
- 22:16 - Looting what I can. I should have dumped some stuff somewhere outside.
- 23:14 - Level up screen. I chose the High-Tech Engineer perk.
- 25:09 - The Security Officers carry the High Clearance Keycard. It opens the door to the mainframe.
- 25:24 - Oops! Wrong door.
- 26:23 - The Armory Master has a unique Precision Gatling Laser.
- 26:34 - I completely ignored the Composite Recon Helmet. I didn't think it was a unique item. Some mod may have changed its stats.
- 27:25 - I lockpick the armory door behind a repulsion field. I'll return here later.
- 27:43 - In the stasis field near the door, there is a unique Sim Regen Armor (New Uniques mod). To disable the stasis field, I think you need to use a keycard in the red console visible in the video. The keycard can be found in the Satellite Control Tower on a console.
- 28:26 - Inventory management for a couple of minutes.
- 33:21 - Stair to the elevated catwalks.
- 34:08 - Another repulsion field.
- 34:26 - Boosting my Science to hack the Deathclaw Control Terminal. I don't remember, but I didn't disable the Station Field for some reason.
- 38:34 - The Slo-Burn Flamer.
- 39:38 - In the dining room and kitchen.
- 40:59 - Inspecting the medical bay.
- 41:49 - I forgot to see what was in the terminal on the table to the right.
- 41:47 - High-Security Clearance area. I open the door with the High Clearance Keycard found at 25:09.
- 42:35 - Accessing the Security Terminal. I unlock all the doors.
- 43:02 - Hacking into the Robot Main Frame. I'm getting better at this.
- 51:17 - As I have the Robotics Expert perk, I have the option to order the robots to target the Enclave.
- 52:17 - Another door to the armory.
- 52:40 - There are Alien Power Cells inside those ammo boxes. One Alien Blaster is in the gun case above them (Locked - hard level).
- 57:36 - Taking the stairs to the upper area.
- 58:32 - Door to the outside (upper area).
- 59:01 - Shooting the Enclave troopers in the area. I forgot I reprogrammed the robots.
- 59:15 - Destroying Vertibirds trying to land.
- 01:01:46 - Looting the dead.
- 01:02:23 - Entering the Control Tower.
- 01:02:43 - I rush to take all the explosives nearby. The explosives were detonating with all the explosions e shoot nearby.
- 01:04:01 - The Satellite Uplink Terminal. I direct the Bradley-Hercules
payload to the Adams AFB Platform (Mobile Crawler Base).
* 01:05:03 - Lockpicking the nearby door to leave the area.
* 01:05:42 - Sarah Lyons comes to the rescue.
* 01:07:00 - Fireworks!
* 01:08:34 - Back in the Citadel. Elder Lyons wants to talk.
* 01:09:47 - After the completion of Who Dares Wins, if the Lone Wanderer does not destroy the Citadel, some unmarked quests become available.
* 01:11:26 - Paladin Tristan needs someone to collect super mutant blood samples.
* 01:13:14 - Scribe Rothchild will need components to repair Liberty Prime.
* 01:15:07 - Chatting with Sarah Lyons one more time.
That's all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/kkjixmfq
Stealing the Vertibird plans and returning to San Francisco. Then, I return to the military base to eliminate the super mutants.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 01:51 - Taking the elevator to the ground level.
- 02:46 - I couldn't figure out how to steal the plans without alerting the whole base. I had to google it: "To get this, go to the vertibird hangar to the west and speak to Raul. He will tell the player character how busy he is. Then, return to the room by the sergeant with the two techs and speak to either of them about the vertibird plans. Speak to the sergeant, and he will "volunteer" the player character for guard duty; this is in the area the player character needs to be. At this point, return to Quincy and inform him that Raul needs the plans. He will then tell the player character that the plans are in the locker behind him (the one on the right)."
https://fallout.fandom.com/wiki/Get_the_vertibird_plans_for_the_Brotherhood_of_Steel
* 06:58 - Leaving Navarro and returning to San Francisco.
* 07:15 - Random encounter: Toxic Waste Dump.
* 09:42 - The moment I started receiving doses of radiation, I thought it was deadly, so I ran away as faster as possible. Lol.
* 11:39 - Delivering the Vertibird plans to Matthew.
* 12:33 - I will choose the perk later. I wasn't sure which one to choose.
* 14:34 - Entering the Brotherhood of Steel bunker.
* 15:18 - Talking to ACE.
* 16:34 - Asking ACE about the Enclave.
* 17:14 - Telling ACE I need medical assistance. I only then realized that those modules I collected in some places allowed ACE to increase some of my stats.
* 17:25 - Increasing my intelligence.
* 18:23 - I have yet to find the Perception module.
* 18:35 - Increasing my Charisma.
* 20:55 - Back to Sulik and Vic.
* 21:35 - Choosing the Tag perk and distributing skill points. I want to use big guns.
* 24:56 - Car trunk management.
* 25:44 - Buying and selling things.
* 27:37 - Cleaning Sulik inventory a bit.
* 28:15 - Cleaning Vic's inventory a bit.
* 29:43 - Car trunk management (again).
* 32:06 - Taking the Power Armor in the locker and giving it to Sulik.
* 39:16 - The inventory was filled, and the car trunk soon reached maximum capacity.
* 40:31 - Taking the elevator to the third level.
* 44:04 - Fighting a group of super mutants.
* 49:53 - Killing the last mutant on the third floor. Leveling up again.
Continues in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/tdzarxrb
I had to reupload the video to fix some things.
Infiltrating Navarro, releasing a talking deathclaw, and repairing K-9.
Timestamps for you:
- 00:34 - Traveling to Navarro.
- 01:02 - Being approached by a guy in robes.
- 01:37 - The fight soon starts. I thought at first that the guy had warned everyone inside the base.
- 03:41 - Finding a ladder to the underground.
- 06:04 - Figuring out where the elevator leads to.
- 09:48 - The Drill Sargeant kicks me out of the area. LOL.
- 10:27 - Entering the underground area again.
- 11:01 - Taking the elevator.
- 11:34 - Searching the hanger. I overlooked the Extended Lockpick Set at first.
- 11:43 - Finding a copy of Guns and Bullets on the locker in the middle. There was also a Dean's Electronics on the workbench right next to it.
- 12:01 - Finding ammo in the workbench on the left. There was a soldier in front of the locker, so I didn't get close to it at first.
- 12:40 - Searching the building on the east/northeast side of the base. There was also another guy in front of a locker.
- 13:53 - Using the elevator in the south/southeast building to see where it goes. There was a guard right next to a generator, plus two scientists.
- 16:20 - Returning to the northeast building to loot the workbench not being guarded by the soldier. Found a Super Sledge (i guess), a Big Book of Science, an Electronics Lockpick Mmk 2, and a Wrench
- 16:30 - As I suspected, the soldier doesn't like people trying to open the locker.
- 17:25 - The guy in the hangar doesn't like people opening the other locker either.
- 18:49 - Checking the cafeteria and kitchen.
- 19:03 - The cook thinks I'm a recruit and tells me where I can find an Advanced Power Armor.
- 19:56 - Using the elevator near the kitchen. I return to the underground area.
- 20:21 - Entering the supply room. Lots of things in the lockers.
- 20:24 - Plasma Rifle
- 20:31 - Grenades and explosives.
- 20:36 - One of those memory modules.
- 20:43 - Ammo, Buffout, and shotgun.
- 20:55 - The Advanced Power Armor.
- 21:08 - Reading some books I collected.
- 21:37 - I had to free some inventory space temporarily to take the power armor.
- 22:36 - Now I can carry more stuff. Yay!
- 24:06 - Talking to the guard near the door to the Commander's room.
- 25:06 - Talking to Dr. Schreber in his lab.
- 25:55 - Asking why the room is soundproof.
- 26:07 - Asking about the deathclaw. Scherber knows about the intelligent deathclaws.
- 27:44 - Asking about the dog (K-9)
- 29:19 - Looting the armory.
- 30:18 - I waited one hour to enter the Commander's room, pretending to clean the place.
- 31:20 - Inspecting his room.
- 32:52 - Watch as I fail to lockpick the locker.
- 36:14 - I gave up. LOL.
- 36:43 - Entering the mainframe/main computer room and talking with the Enclave Technician.
- 36:54 - Asking him to use the computer. The password is Snookie.
- 37:39 - Accessing the computer.
- 37:43 - Checking where the vertibird plan is. Also, where the Enclave base is and how to get there.
- 40:28 - Meeting "Snookie."
- 41:37 - Bye, Dr. Schreber.
- 41:56 - Taking the blue pass key on the desk.
- 42:36 - Talking with K-9. He needs to be repaired.
- 43:34 - Entering the room with the deathclaw.
- 44:05 - Meeting Xarn. Congratulations, you are free now.
- 44:39 - Opening the back door to the airshaft and walking with him outside.
- 45:56 - Returning to the underground, I take the elevator to the ground level.
- 46:32 - Talking to the mechanic so I can open the locker and take the K-9 Motivator.
- 48:27 - Repairing K-9.
I will find a way to retrieve the vertibird blueprints in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/ugiaczhw
At Adams Air Force Base, I retrieve the Tesla Cannon. Also, I reach the Air Control Tower to lower the ramp to the Mobile Base Crawler.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:32 - A sandstorm is about to happen.
- 00:41 - Adams Air Force Base.
- 01:04 - The BoS Resupply Crate contains the Tesla Cannon and the "Orders" holotape.
- 02:32 - Destroying the turrets in the area.
- 03:30 - Scrap metal, a first-aid box, and the Turret Control terminal.
- 05:03 - Destroying more turrets and enclave troopers while heading north.
- 06:43 - Vertibirds landing. I test the Tesla Cannon on them.
- 07:18 - The barracks are behind the inaccessible gate.
- 07:37 - Some destroyed sentry bots and ammunition boxes.
- 08:34 - I walk east, towards the hangars.
- 09:17 - That Fatman shot was pretty ineffective.
- 10:35 - I take the stairs on my right to see what's on the roof.
- 10:54 - Another Turret Control Terminal, ammo, and first-aid box.
- 11:18 - Back on the ground, another Turret Control Terminal.
- 12:18 - Taking the stairs to the roof of another building to the north.
- 12:35 - A first aid box.
- 13:38 - Ammo boxes and Sector 1 Artillery Note near the switch.
- 14:04 - Destroying more Vertibirds with the Tesla Cannon.
- 14:58 - Sniping some enclave troopers. There are some mini-nukes in the hangars to the left. Be careful, especially if you are using the Epic Mini Nukes mod.
- 16:54 - Lots of enemies inside the first hangar to the left. I deliberately did not explore some hangars near the force fields as the frame rate would drop because of the number of NPCs shooting each other.
- 20:04 - I use the stairs near the hangars to the north. More enemies on the roof.
- 22:26 - The Sector 2 Artillery Note is near the switch.
- 22:42 - That didn't help much.
- 23:50 - I completely forget about the "Enclave soldier log #1"
- 23:59 - A truck hit by the artillery strike explodes and detonates two mini nukes. Good thing I wasn't too close.
- 25:12 - I head northeast. While I was shooting enemies, an Enclave Warlord appeared.
- 25:55 - I defeat the troops near the control tower.
- 28:52 - The Warlord wore the "Robo-Thor" Armor and Helmet (New Uniques mod).
- 30:57 - Ammo and mine box inside the truck.
- 31:35 - A Flamer Fuel Stash is under the barrels behind a building west of the Air Control Tower. A scientist in the southeast hangar has a key and a holotape mentioning it.
- 33:09 - Two first-aid boxes on the truck.
- 35:01 - The Adams Air Control Tower.
- 35:03 - A single sentry bot guarded the place.
- 35:58 - The stairs lead to the control room.
- 36:29 - Accessing the Enclave Field Research Terminal to lower the ramp of the Mobile Base Crawler.
- 37:50 - Sniping some enemies.
- 38:38 - Looting the dead.
- 39:37 - On the airstrip, I head south as the Enclave and the Brotherhood shoot each other. The frame rate will be unstable.
- 42:20 - Destroying more Vertibirds.
- 44:03 - More turrets destroyed. I head east to the Adams Storage Facility.
- 44:36 - I enter Adams Storage Facility. Ammo and other supplies can be found inside.
- 45:42 - Mini Nukes, flamer fuel, missiles, and a Nuka Cola Quantum.
- 46:02 - That's the Rapid-Torch Flamer.
- 47:57 - The stairs lead to a door to the roof.
I'll enter the Mobile Base Crawler in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/emhbwzwz
In the Presidential Sub Level, I help M.A.R.Go.T so I can use the metro cars to reach Adams Air Force Base.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:25 - I'm in the Presidential Sub-Level.
- 00:54 - I go downstairs to the lower levels. Robobrains and sentry bots guard the place.
- 02:10 - The Railway Service Sentry Bot was added by Alpha's Robot Overhaul.
- 02:37 - A rare police hat.
- 03:25 - Another sentry bot.
- 04:57 - I head east.
- 05:27 - Someone had a bad day at work.
- 06:31 - A first-aid box, ammo, and pulse grenades.
- 06:55 - More stairs.
- 07:29 - On the right, I find the Senate Employee ID in a crashed metro train, next to a skeleton..
- 08:10 - More sentry bots on the east.
- 08:58 - A first-aid box and the Maintenance Department Terminal.
- 11:58 - I missed the gnome and the two teddy bears tied to the rails.
- 12:33 - I meet M.A.R.Go.T.
- 13:05 - I use the Senate Employee Id to avoid any hostility.
- 13:21 - Looks like I'll have to deal with the security breach.
- 15:27 - Asking about M.A.R.Go.T. I mention the Great War.
- 18:06 - Two buffouts.
- 18:26 - I enter the Presidential Metro.
- 18:37 - The security breach was actually a bunch of feral ghouls. I help the sentry bots.
- 21:33 - Mentats and RadAway.
- 22:44 - Frag grenades and a laser rifle.
- 22:48 - A Nuka Cola Quantum and other miscellaneous items.
- 23:25 - Another section of the tunnel with feral ghouls.
- 25:22 - Back in the Sub Level, I ask M.A.R.Go.T to repair the presidential metro.
- 28:12 - In the Presidential Metro, I find the "Sorry, my darling" holotape in area with the red lights. Listening to this holotape starts the unmarked quest Sorrowful Suitor.
- 30:23 - The doors lead to the Capitol Building East Entrance. They are locked for now.
- 30:45 - Wait while the Presidential Metro Sentinel Unit puts the fuse in the power box.
- 31:03 - The power is back.
- 31:57 - Activating the console. The train is moving.
- 32:58 - The path ahead is guarded by Enclave troopers.
- 33:59 - The Enclave Recon Soldier (the invisible guy) wears the Composite Recon Armor (New Uniques mod).
- 35:10 - Some ammo.
- 35:22 - Lockpicking the door. It's just another path for those wanting to sneak and hack the Turret Control Terminal.
- 37:05 - Door to Adams Air Force Base.
A big battle is about to begin.
View Details
https://3speak.tv/watch?v=realdcghoul101/tpikyqip
I have to find the Presidential Metro, so I can reach Adams Air Force Base.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:22 - I'm at the Underworld entrance.
- 01:11 - I enter the Museum Station.
- 01:38 - Radroachs and raiders.
- 02:43 - More raiders to kill.
- 04:19 - Checking the map. I'll head north.
- 05:53 - Now I head west and through the door.
- 06:13 - Raiders and feral ghouls.
- 07:16 - Door to the Metro Central.
- 07:36 - Heading north again.
- 08:25 - More feral ghouls.
- 09:32 - I'm in the red line platform.
- 10:42 - I continue heading north through the red line tunnels.
- 11:06 - Feral ghouls, including a Reaver.
- 12:10 - I check the map. I was going in the wrong direction. I have to return to the red line platform.
- 12:33 - I take the stairs to the red line above. Glowing Ones are awaiting me.
- 14:50 - This platform leads to the exit to Pennsylvania Avenue and the nearby metro station.
- 15:21 - The companions' AI is stupid. They get stuck inside the tunnels, and I had to use the console commands to get them to the outside.
- 15:55 - Be prepared for many Super Mutants on the outside. Lewis Machne Gun gets the job done.
- 16:48 - I loot the place.
- 18:18 - More loot inside the diner.
- 19:43 - A protectron and ammo inside the Pulowski shelter.
- 20:11 - I discover Penn Ave East and the nearby metro station.
- 21:19 - Heading west through 17th Street. I find a bunk bed, some ammo, and first-aid boxes.
- 22:17 - Sniping the super mutants ahead.
- 23:12 - Some Vertibirds.
- 23:33 - Discovering Penn. Ave South and the nearby metro station.
- 24:07 - Looting the dead, including a dead scavenger.
- 25:29 - Brotherhood of Steel soldiers.
- 25:43 - To the north, a super mutant was shooting wastelanders inside the trailer.
- 27:28 - I discover Penn. Ave North and Freedom Street Station.
- 28:03 - I continue heading east. Behind the gates, the door on the right is added by the New Mall - Franklin Mall mod. I'll go there later.
- 28:29 - A scavenger lives in the parking garage. Beware of the traps.
- 29:48 - The path ahead leads back to the Metro Central exit. So, I returned to the BoS area.
- 30:35 - I walk on the fallen lamp post and find Thompson. The Pennsylvania Ave Explosives note is in his body.
- 32:11 - I discover Penn. Ave Northwest and the nearby metro station.
- 32:21 - I enter the Hotel.
- 32:35 - I disarm a rigged shotgun.
- 32:42 - A Chinese Army: Spec. Ops. Training Manual on a table.
- 33:11 - I discover White House Plaza.
- 33:24 - Entering the Utility tunnel.
- 33:37 - Looting the first room on the right.
- 34:47 - I didn't see the Pugilism Illustrated. It was right in front of me.
- 34:50 - I head to the tunnel on the left.
- 35:23 - The door on the left leads to the White House.
- 35:27 - The door on the right leads to the Presidential Metro. I'll go to the White House first.
- 35:53 - The White House, or what is left of it.
- 36:00 - I use some Rad-X because of the high radiation level.
- 36:34 - RadAway, Mini Nukes, a Fatman, and the Schematics of the Flash Grenade. The schematics were added by the New Uniques mod.
- 37:57 - Back in the Utility, I use the workbench.
- 39:58 - Now I've seen the Pugilism Illustrated.
- 43:00 - I enter the Presidential Metro.
I'll explore the metro tunnels in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/eixrpipg
I find my way to Olney Powerworks to retrieve the Tesla Coil.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:31 - I'm in Old Olney S. Wilson Building.
- 00:50 - A vertibird landed on the roof of the building.
- 01:32 - Bye, enclave troopers.
- 03:45 - Lockpicking the wall safe on the left.
- 05:16 - You guys can keep playing. I'm just watching.
- 06:53 - Flamer fuel.
- 07:38 - Looting the dead.
- 07:58 - That's the door to Olney Powerworks. I'll explore the Wilson Building first.
- 08:08 - I jump to the floor below and go to the stairs on the left.
- 08:33 - Looting the dead and boxes in the lower area.
- 11:45 - Back upstairs to a room I haven't seen before.
- 12:46 - A wall safe.
- 13:49 - I enter Olney Powerworks.
- 14:33 - I go upstairs.
- 15:06 - That door that requires a key near the locked terminal is just a shortcut.
- 16:08 - Sentry bots in the generator room.
- 16:36 - Inspecting the desks in the area.
- 17:38 - I go downstairs to loot the sentry bots.
- 18:38 - I go through the corridor and reach another area.
- 19:13 - I kill the sentry bot upstairs and loot the place.
- 21:08 - I ignored the terminal on the right and went to the corridor. Turns out, it's highly irradiated.
- 22:32 - To hack the terminal near the door, I needed 75 points in Science. I just ran through the radiation and into a room with sentry bots.
- 23:39 - There's a room in the corridor full of debris.
- 24:02 - Playing chess now? Some pulse grenades are lying around.
- 24:40 - Back in the room with all the electricity, I open the door near the terminal.
- 25:02 - Turrets behind the door on the left.
- 25:16 - Some rare Alien Power Cells in the small space where the turrets were.
- 25:34 - I activate the Emergency Electrical Switch. The door to the Tesla Coil on my right opens.
- 25:45 - Inspecting the room near the door.
- 27:37 - The door ahead has the exit on the right and the stairs to the tesla coil on the left. I return and go to another corridor.
- 28:00 - The switch opens the door. This door is the shortcut mentioned at 15:06.
- 28:42 - Back in the Tesla Coil area.
- 28:50 - I use the stairs on the left to reach the lower level.
- 29:03 - More Alien Power Cells in the lab. They are on the tables.
- 29:23 - The Remote Access Research Terminal can be used to trigger the machine failsafe.
- 29:36 - I do not trust these garden gnomes.
- 30:59 - Before retrieving the Tesla Coil, I disable the electricity with the three emergency switches..
- 32:14 - Leaving Olney Powerworks.
- 32:48 - Deathclaw ambush!!
- 35:28 - Back in the Citadel.
- 36:38 - I find Paladin Tristan in the A Ring and give him the Tesla Coil.
- 36:58 - I'll have to find the Presidential Metro to reach Adams Air Force Base.
In the next episode, I'll venture into the DC ruins to find the Presidential Metro.
View Details
https://3speak.tv/watch?v=realdcghoul101/qsnzfzoe
Clearing the second floor of the military base, then heading to San Francisco.
The full playlist is now available on Youtube and Odysee.
Timestamps are below in case you need them.
- 00:35 - Second floor. Looting the dead enclave soldier.
- 01:36 - Looting another dead soldier.
- 02:14 - Using psycho and other chems before fighting the super mutants.
- 04:46 - While I fight the first group of super mutants, another group approaches from the corridor.
- 06:20 - The second group of super mutants attacks Vic. I start drawing their attention towards me to the death of the companions.
- 06:52 - I hate flamethrowers. At least Vic wasn't hit with that.
- 07:52 - Vic got punched in the face.
- 08:39 - Most enemies are attacking me now. The psycho I used helped a lot.
- 11:25 - The last mutant of the group dies.
- 11:48 - Healing the team.
- 12:51 - Looting what I can from the dead as my inventory will fill up quickly.
- 16:11 - Attacking the other group of super mutants in the dormitory.
- 18:27 - Looting the footlockers. Found some grenades, ammo, and stimpaks.
- 19:16 - Shooting the last two super mutants in the area.
- 20:36 - Found one power armor in one of the lockers. It's too heavy for me to carry right now.
- 21:43 - There is more ammo in the lockers on the right.
- 23:45 - The lockers in the bathroom contain some stimpaks and chems.
- 24:18 - There is a locker in the wall of the other room. It contains super stimpaks, two first-aid skill books, and a tool.
- 25:38 - The team inventories were almost at maximum capacity. I decided to head to San Francisco to sell all the stuff.
- 27:32 - Heading to San Francisco.
- 27:38 - Random Encounter: Some Hubologists.
- 30:25 - Hello, San Francisco.
- 31:20 - Downloading the data from the holodisks I collected in the military base.
- 33:35 - Talking to Lao Chou, owner of Flying Dragon 8.
- 33:46 - Checking what information he has about the Enclave and the people of Arroyo.
- 34:35 - Buying and selling things.
- 35:27 - Reading the three Dean's Electronics I just bought.
- 36:23 - Talking to mysterious Brotherhood of Steel guy. Finally, he answered the questions.
- 37:08 - He wants me to infiltrate Navarro, an Enclave base, to steal the Vertibird schematics. I accepted the job.
- 41:09 - The fight in the middle of the street seems to be over.
- 41:37 - Meeting Dr. Fung. He knows Dr.Holiday.
- 42:06 - Asking him about the history of the place.
- 42:45 - Asking him about armor implants. I'm curious about them.
- 43:54 - Entering the Red 888 Guns and talking to Mai Da Chiang.
- 44:06 - Buying and selling things.
- 46:29 - Talking with the Dragon and learning about his conflict with Lo Pan.
- 47:32 - I will solve the conflict in another episode.
- 50:32 - Asking Vic and Sulik to wait, as I will go to Navarro alone.
My trip to Navarro continues in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/wajigziv
I explore the sewers and undergrounds of Old Olney in search of the Tesla Coil.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps.
- 00:25 - I enter Olney Sewers.
- 01:23 - Deathclaws to the right.
- 03:10 - Utility tunnel on the left.
- 03:32 - A Deathclaw Matriarch is stuck in the room.
- 04:31 - Opening the door on my left.
- 04:54 - A Power Armor manual. It's another way to earn the Power Armor Training perk (FWE).
- 05:00 - The BoS Initiate wears the Prototype Medic Power Armor and The Medic Power Armor Manual.
- 05:20 - Interesting. It's the second time I find a dead Outcast Initiate (Form id xx047fc5) wearing Babe Magnet Shades. EVE already placed one dead Outcast Initiate (Form id xx047fcd) wearing the same unique glasses in Deathclaw Sanctuary (Part 111). The name in the Fo3edit is WJSOutcastInitiateDEAD.
- 06:01 - The armor talks.
- 08:04 - At the end of the dig, I found a Duck and Cover near a skeleton.
- 08:06 - The Shovel of Smackage was added by EVE - Lost and Found. There are two shovels because I made some mistakes when installing the mod.
- 08:49 - Back in the tunnels.
- 08:54 - Looting the room. Sewer Entrance to Olney Metro Hud Ruins (AWOP). I'm not going to explore that area now.
- 09:56 - Looting the room where the Matriarch was.
- 09:59 - A Nuka Cola Quantum and a Missile Launcher.
- 10:11 - A Fatman on the floor.
- 10:15 - Lockipicking the three safes in the walls.
- 12:19 - Back in the sewers entrance. Dogmeat decided to fight a deathclaw alone.
- 13:03 - A deathclaw in the room ahead.
- 14:06 - I place some plasma mines.
- 14:48 - I lured the Matriarch to the plasma mines.
- 16:49 - Lockpicking the safe in the room where the Matriarch was.
- 17:15 - Lockpicking the locked door on the left. Four Mini Nukes and other items inside the small storage room.
- 20:15 - Checking the north side of the sewer.
- 20:39 - I see a heat signal in the room on the right. I place some frag mines just in case.
- 21:48 - LOL! The heat signal was a Protectron.
- 22:14 - The door in the northeast section of the tunnel leads to the outside. There's a grate above your head.
- 22:43 - Back in the room with the protectron.
- 23:35 - The Utility worker ID can be found on the floor near the skeleton. The protection, if activated, will scan you looking for the ID. https://fallout.fandom.com/wiki/Utility_worker_ID
- 24:15 - Ladder to Old Olney underground.
- 24:29 - Meeting Wint and Kidd, two surviving ghouls. They are running away from the deathclaws.
- 25:40 - Looting the area. The ghouls lived here.
- 28:36 - Stairs to the upper area.
- 28:58 - Badger's body.
- 29:08 - Connelly's body.
- 29:33 - In the tunnel, Dunbar's body. Dunbar's note can be found on his body.
- 30:47 - Carl's body.
- 31:11 - Placing some frag mines.
- 31:20 - That ghoul being shredded by the Matriarch was Sanders.
- 32:00 - The battle against that Deathclaw Matriarch didn't go as planned.
- 33:16 - The tunnels lead into a hospital.
- 34:24 - Deathclaw ahead.
- 35:56 - Come on. Just step on the plasma mines.
- 36:27 - Fine, I'll shoot you.
- 38:16 - Looting the place.
- 40:39 - Going down the collapsed floor.
- 41:09 - Mine boxes and frag mines.
- 43:08 - I climb down through the hole in the floor and finally find the door.
- 43:15 - I trigger a Rigged baby carriage. Dogmeat is blasted into the hole. Sorry about that.
- 44:14 - Stairs to the lower level.
- 45:23 - Ammon and grenades in the bathtub,
- 46:20 - Frag mine sound... Ooof! Star Paladin Cross needs the Lightstep Perk.
- 47:04 - The hole on the wall leads to a basement with more deathclaws.
- 50:09 - I use the workbench.
- 52:47 - Another deathclaw to the north.
- 53:27 - The room on the left has more things to loot.
- 54:15 - Deathclaws eggs.
- 54:42 - Lockpicking the cell door.
- 55:20 - The stairs lead to a lower area. It has some ammo and a Quantum bottle.
- 57:12 - I head north, and then I turn east. Another tunnel and another deathclaw.
- 58:21 - Another workbench. I craft some things.
- 01:01:32 - The tunnel leads to another part of the basement.
- 01:03:14 - Stairs to Old Olney's Wilson Building.
Continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/iypbiyuv
I head to Old Olney to find the Tesla Coil and test that Deathclaw control scrambler.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:21 - I'm at Chaste Acres Dairy Farm. I'll head to the nearby Enclave camp to test that scrambler device.
- 01:08 - Heading west, I triggered a random encounter: Downed Chines Pilot. I,ll find him later.
- 02:05 - Sniping some Enclave troopers.
- 02:46 - A Sentry Bot.
- 03:47 - I go to the nearby highway to see what's up there.
- 04:28 - The elevated highway is a suitable place to shoot at the enclave troopers at the camp.
- 05:25 - I hear a deathclaw running below me.
- 06:26 - I hear some beeping.
- 06:29 - A deathclaw died. It turns out that it was one of the enclave-controlled deathclaws. They seem to die after a time being controlled or are too far away from their camp.
- 07:45 - Looting the camp.
- 07:54 - The Enclave Officer has the key to the deathclaw cages.
- 09:00 - Enclave Field Research Terminal.
- 12:30 - It's a mystery to me why the deathclaws keep stumbling and falling around...
- 13:35 - That's a Nuka Cola Truck. It has some Quantum bottles in it. The Quantum shipment is mentioned in the shipping manifest found at the Nuka Cola Plant during the Nuka Cola Challenge quest.
- 14:37 - Pause the video. On the right, there's a mailbox with a copy of Guns and Bullets inside.
- 14:58 - Locating the Downed Chinese Pilot.
- 15:24 - The Handyman and the Handyman Jumpsuit are cut content [restored by FWE](hhttps://sites.google.com/site/fo3wanderersedition/reference/armor-stats#TOC-Outfit-Body.
- 17:00 - The Chinese Radio Beacon and Dead Chinese Commando
- 17:55 - Shooting some mirelurks near a small lake.
- 18:53 - The Venomlurks were added by The Mantis Imperative mod
- 19:15 - The Immense Super Mutant Master added by Imperfection The Definitive Creature Mod.
- 20:45 - Going up the elevated highway.
- 21:01 - The Mechanized Super Mutant was added by the Imperfection mod.
- 21:24 - The Ramp Camp was added by The Regulators mod. It's empty for now.
- 22:47 - Approaching Olney. I'll clear the surroundings first.
- 25:10 - A Tyrannaclaw, look at those short arms, lol. Added by Imperfection.
- 25:38 - Another Tyrannaclaw.
- 30:12 - Discovering Old Olney.
- 31:32 - Ammo and first-aid boxes.
- 32:44 - A dead mercenary.
- 33:00 - Beware of the grate on the ground. It works like a trap door.
- 34:25 - Door to Old Olney Firestation. It's a World of Pain area.
- 34:53 - I'm not going to explore all the underground that it adds now. I'll do it in another video.
- 34:59 - Deathclaw Matriarchs inhabit the place.
- 36:38 - Inside that locked suitcase, I found a Tumblers Today. AWOP adds skill books to some of its locations.
- 38:10 - The cave leads to Olney Metro Hub Ruins. This AWOP dungeon is big.
- 38:37 - Still in the cave, I find a crate with a "Blood Stained Orders" note inside. A power armor was nearby.
- 41:13 - Ammo boxes.
- 42:56 - Back outside. Again. I'll do AWOP areas later.
- 43:50 - Warning: More Deathclaws spawn when you walk through the place. Also, they may appear when transitioning from an interior cell to the outside.
- 44:18 - In front of the Firestation, I find Carl Wallace's skeleton and the Nuka Cola Accident report. It's the truck we found at 13:35.
- 46:43 - Sewer Entrance to Olney Sewers.
I'll explore the underground in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/gznmzpkz
I'll finish Broken Steel's main quest. I join the Brotherhood of Steel on their assault on the Enclave.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:01 - YAY! New Intro! After 113 episodes, it was time to get rid of the old one.
- 00:11 - Yup, Broken Steel. Rachel has some unfinished business with the Enclave.
- 00:22 - I'm at Dunwich Building. From there, I'll head west.
- 00:59 - Bad aim.
- 03:30 - I discover Rockland Car Tunnel.
- 03:43 - The room on the left has five ammo boxes.
- 04:38 - Meeting Paladin Tristan inside the tunnel.
- 07:55 - Door to the relay station.
- 08:05 - The Satellite Relay Station -
- 08:10 - Liberty Prime can take care of the situation. Stay out of the way!
- 09:45 - Oh, crap!
- 10:05 - Enclave Trooper is spinning really fast.
- 10:20 - RIP, Liberty Prime.
- 10:29 - Looting the dead.
- 10:56 - Talking to Paladin Tristan.
- 11:47 - I had to return later to loot all those enclave power armors.
- 12:25 - I enter the satellite facility. Some sections ahead will have poor performance. My apologies.
- 13:30 - Let's pretend we didn't see that soldier appear out of nowhere.
- 13:52 - Frame rate drop. Sorry about that.
- 14:02 - I go upstairs.
- 14:38 - Oops! Sorry, Dogmeat.
- 16:28 - Enclave Heavy Gunner wearing an Enclave Power Armor Mk I. I'll head to return here later to loot all those armors.
- 16:48 - Door to a corridor. Killing more Enclave troopers.
- 18:34 - Walking downstairs. Blasting enemies with my missile launcher.
- 19:29 - More Enclave troopers in the tunnel.
- 20:27 - The Enclave Veteran has a unique Plasma Submachine Gun that was added by the New Uniques mod.
- 21:06 - Going upstairs.
- 21:17 - The last enclave troopers and poor framerate.
- 21:52 - Lockpicking a door.
- 24:01 - The Satellite Uplink Terminal. I downloaded the Encrypted Codes.
- 24:30 - The exit was guarded by turrets.
- 26:25 - The exit leads you back to the Capital Wasteland.
- 27:23 - Back in The Citadel.
- 28:21 - I found an extended magazine in the laboratory (WMK).
- 29:00 - Trading with Knight Captain Durga.
- 31:07 - Talking to Scribe Rothchild.
- 31:11 - Oops, I accidentally skipped the dialogue. Sorry.
- 33:14 - In the Citadel A-Ring, I talk to Elder Lyons to complete the quest.
- 34:19 - Level up screen. I chose the Sniper perk.
- 36:45 - Speaking with Paladin Tristan to receive my next objective.
- 39:25 - Back in the laboratory, I meet Scribe Valincourt.
- 40:05 - I receive the Deathclaw Control Scrambler. I'll have to test it on some Enclave-controlled Deathclaws.
- 42:57 - A rainy day in the Captial Wasteland.
Next destination, Old Olney.
View Details
https://3speak.tv/watch?v=realdcghoul101/uzwrdlql
I arrived at a mysterious military base.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:54 - Random encounter: Morton Brother ambush.
- 01:58 - This was the easy ambush.
- 04:07 - Quick stop in Modoc out of curiosity.
- 05:48 - Back in New Reno, purchasing and selling things. You can skip to 10:03.
- 10:12 - Random encounter: another Morton Brothse ambush.
- 14:00 - Looting the dead.
- 17:21 - While trying to loot the Big Gun Thug in the cave, I ended up inside it.
- 21:40 - Arriving at the Military Base.
- 22:41 - The wolves decided to attack.
- 25:43 - One map and a holodisk.
- 27:22 - A copy of Dean's Electronics on the ground.
- 28:32 - Attempting to lockpick the door.
- 30:53 - Sometimes, all you need to do is explode the door.
- 31:20 - Finding more dynamite in the shack.
- 31:39 - Waiting until morning.
- 32:38 - Trying to figure out what to do with the dynamite and the mining cart.
- 36:49 - Finding the Metal Pole.
- 37:04 - Using the Metal Pole on the mining cart.
- 37:44 - Attaching the dynamite to the metal pole.
- 38:21 - Pushing the mining cart to the entrance.
- 38:32 - Entering the Military Base.
- 38:53 - Fighting rats.
- 41:18 - Fighting mutated beasts (they look like pig rats).
- 43:43 - Unfriendly super mutant (Grundel).
- 44:53 - Level up.
- 47:44 - My exhausted brain couldn't process the idea that the elevator wasn't working.
- 49:34 - Finding rockest in the boxes.
- 50:25 - Finding a holodisk and explosives in the dead enclave soldier.
- 55:43 - Repairing the generator. I really didn't pay attention to it earlier.
- 53:03 - Elevator to the second floor.
I continue exploring the military base in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/vdltrpjk
Have you ever heard of the Dunwich Building? Also, the bobblehead collection is complete.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:07 - I'm in Girdeshade again. This time, I'll head south.
- 00:33 - Vengeance vs. Sentry bot.
- 01:18 - Lots of sentry bots around Girdershade (watch the previous episode).
- 03:49 - Trying to find a way around the rocks.
- 04:15 - Third sentry bot of the day.
- 05:07 - Deathclaw below.
- 05:45 - Albino radscorpion.
- 07:15 - Bye, deathclaw.
- 07:34 - A Pigrat. I haven't seen many of those. The monstrous dog wanted a pigrat for breakfast.
- 08:02 - I discover F. Scott Key Trail & Campground.
- 08:14 - One of the three Deathclaw Gauntlet's schematics.
- 08:16 - Inside the same camper, Ranger Rick, one of the drunken gnomes from DC Interiors Project, can be found.
- 09:05 - A Duck And Cover can be found on the central picnic table.
- 09:21 - Heading southeast toward the building.
- 09:52 - I discover the Dunwich Building.
- 10:38 - Entering the place.
- 11:03 - Grenade and ammo boxes.
- 11:14 - On a table on the left, Jaime's Personal Journals, Entries 01, 02, 03, 04, and 05.
- 14:19 - Time to burn some ghouls.
- 16:03 - The door on the left opened by itself.
- 16:06 - Clearing the upper levels.
- 18:11 - Oops! I fell through the hole on the floor.
- 18:42 - Jaime's Personal Journal, Entry 07. I'll collect the entries in order.
- 18:51 - Stairs to the upper floor.
- 19:08 - I disarm a rigged terminal.
- 19:47 - Trying to find the Jaime Journal Entry 06. Back to the entrance area.
- 20:26 - Glowing One vs. grenades.
- 21:43 - On the desk with the radio, Jaime Personal Journal: Entry 06.
- 23:01 - A Nuka Cola Quantum and ammo boxes in a closet at the bottom of the stairs.
- 23:53 - I disarm another rigged terminal on the upper level.
- 24:44 - Stairs to the lower offices.
- 25:10 - Jaime's Personal Journal, Entry 07.
- 25:40 - Door to the Forsaken Dunwich Ruins.
- 26:30 - Weird flashback. A glowing one attacks.
- 28:00 - Missile Launchers vs. Glowing Ones.
- 28:35 - Stairs to the upper area. I burn the ghouls.
- 32:13 - I must be blind. There was a Dean's Electronics right next to the toolbox.
- 33:17 - Back in the flashback room. Jaime's Personal Journal, Entry 08, is on the desk with the terminal.
- 34:41 - Accessing Herman Granger's Terminal.
- 38:00 - Ramp to the upper floor. I lockpick the door on the left.
- 38:18 - Has anyone else noticed that the fan was knocked off the table and the coffee pot was floating before it fell?
- 38:32 - A Chinese Assault Rifle, a first aid box, and three ammo boxes.
- 39:24 - Hacking into the terminal.
- 43:35 - Finding the path to the Virulent Underchamber.
- 44:21 - I tell my companions to wait while I go to the lower levels.
- 45:07 - Jaime's Personal Journal, Entry 09.
- 46:09 - Clearing the lower area with grenades.
- 48:13 - Walking through the tunnels and down the stairs.
- 49:10 - Reaching another room.
- 49:31 - I go upstairs.
- 49:51 - At the end of the stairs, I reach a room with the Melee Weapons Bobblehead on the floor.
- 50:30 - I return through the stairs and go to the path on the right.
- 51:23 - I tell my companions to wait before I reach the end of the cave.
- 51:52 - Feral ghouls and Jaime. They are all hostile.
- 52:07 - Grenades to clear the area.
- 52:58 - Looting Jaime's body. The Curse Breaker is a unique baseball bat added by the New Uniques mod.
- 53:35 - Ammo boxes and a Junk Metal Katana (FWE).
- 54:27 - Inspecting the strange altar (Ug-Qualtoth).
- 56:26 - I return to the entrance through the door in the room where the bobblehead was.
- 57:20 - Leaving the Dunwich Building.
- 58:25 - Back in Megaton. One of the settlers gives me a gift for beating such a good person.
- 59:29 - I collect the Strength Bobblehead in Lucas Simms's house. It's in his room.
- 01:00:15 - Back at home to remove my addiction.
- 01:00:25 - Bobblehead collection completed.
That's all, folks.
View Details
https://3speak.tv/watch?v=realdcghoul101/fzinjluq
I'm collecting the remaining Bobbleheads. Also, I discovered what remains of Rockpolis and what happened to Argyle.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:06 - I'm at Girdershade.
- 00:22 - A sentry bot in the distance.
- 00:30 - I'll head northwest first.
- 01:32 - Another sentry bot.
- 02:43 - Two young deathclaws.
- 04:01 - Two Enclave Controlled Deathclaws on the Enclave camp.
- 04:20 - Dodging a missile. Looks like all sentry bots decided to move to the same area.
- 04:54 - Yet another sentry bot.
- 05:23 - Looting the camp.
- 07:24 - Heading north near some rock formations.
- 08:30 - I see some triangle pennants
- 08:34 - A Colossal Deathclaw.
- 08:52 - Not-so-secret door to Rockpolis.
- 09:03 - A Deathclaw Alpha with glowing eyes awaited us inside the cave. DeathclawAlpha was the username used by the creator of the Imperfection mod.
- 09:26 - The "Rollings - We're Done" holotape is on a desk near the ladder.
- 10:01 - Argyle's body and the Unarmed Bobblehead can be found near the collapsed path. Herbert Dashwood will like to know what happened to this ghoul friend.
- 10:33 - Leaving Rockpolis.
- 10:53 - Colossal Deathclaw incoming.
- 11:39 - I continue heading north.
- 14:12 - Albino Radscorpion attack.
- 14:45 - Looting an abandoned Enclave camp.
- 15:59 - I discover the Yao Guai Tunnels.
- 16:16 - Another Albino Radscorpion.
- 17:15 - Entering the tunnels.
- 18:52 - Jumping some sandbags on the right.
- 19:40 - Lots of items on the path ahead.
- 20:58 - Ammo and frag mines.
- 22:26 - Path on the north first.
- 22:32 - Hello, cute bear. The Animal Friend perk will make things easier.
- 22:38 - A Nuka Cola Quantum and the Junk Metal Katan Schematics on the table.
- 23:41 - I walk through the path the Yao Guai just opened.
- 24:28 - Ammo boxes.
- 25:57 - Door to the Yao Guai Den.
- 26:34 - Lots of Yao Guais.
- 26:59 - The Sneak Bobblehead was on the top of the metal box.
- 27:51 - Gamebryo Physics.
- 28:29 - I missed the Yao Guai Den note in the area.
- 28:59 - Another door to the Yao Guai Tunnels.
- 29:14 - A dead raider and Grognak The Barbarian.
- 29:31 - Checking the map.
- 29:34 - Jumping down and lockpicking a footlocker.
- 32:50 - Leaving the Yao Guai Tunnels.
- 33:26 - Heading west.
- 33:48 - Lucas McCain Cabin is a location added by An Evening With Mr. Manchester mod. It cannot be accessed right now. I'll continue southwest.
- 35:10 - A hidden campsite between the rocks.
- 35:43 - Two wastelander live in there.
- 36:41 - A chair and a sniper rifle at the top of the rocks.
- 37:04 - Getting close to the chair triggers some raiders to spawn below.
- 38:31 - Oops! I didn't see the other raiders.
- 39:14 - I'm at the edge of the map. I'll return to Girdershade.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/exflpgkt
Exploring the west side of the map, I discover Deathclaw Sanctuary.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:07 - I'm at a WKML Broadcast Station. From there, I'll head northwest.
- 02:35 - Enclave Vertibird ambush.
- 04:13 - Looting the dead.
- 06:39 - I continue moving west to a nearby radio tower.
- 07:31 - Deathclaw Matriarch.
- 08:29 - Broadcast Tower KB5.
- 08:42 - I activate the switch to listen to the Signal Alfa Lima.
- 09:35 - The drainage chamber is down below.
- 09:49 - Sniping folks at the enclave camp.
- 10:30 - Another Deathclaw Matriarch.
- 11:25 - I enter the Drainage Chamber.
- 11:56 - A Tumbler's Today on the floor near the skeleton and the locked door.
- 12:21 - Stimpaks and other miscellaneous items inside the room.
- 13:48 - Outside again. It's time to deal with the other Matriarch. I even crafted a Dart Gun at home.
- 14:51 - Things didn't go as I planned.
- 16:37 - Discovering Deathclaw Sanctuary and looting the Enclave camp.
- 20:05 - I cross a rope bridge to see the other side and then return.
- 21:52 - Another rope bridge. Nothing valuable on the other side.
- 23:12 - A footlocker on the canyon leading to the cave entrance. A Duck and Cover and other loot can be found inside.
- 23:47 - I'm at the fifth rank of the Duck and Cover perk.
- 24:03 - Entering Deathclaw Sanctuary.
- 25:48 - I go down to the chamber.
- 26:30 - Using the Dart Gun on the Matriarch. It'll cripple her legs. Star Paladin Cross will be unconscious for the rest of the video.
- 27:42 - A brahmin corpse ass.
- 27:50 - Three Mini Nukes, a Nikola Tesla, And You and the Endurance Bobblehead.
- 28:15 - Lots of dead bodies here.
- 28:34 - That Dead (Outcast) Initiate had seven Shredder Grenades and a unique Babe Magnet Shades (All added by EVE).
- 28:55 - A Nuka Cola Quantum.
- 30:18 - I go through one tunnel on the right.
- 31:54 - Another chamber, another deathclaw.
- 33:00 - Another pile of dead bodies and some loot. Including a dead wasteland merchant.
- 34:54 - Dart Gun and another Matriarch.
- 36:50 - Checking the local map.
- 37:09 - More dead bodies.
- 37:44 - Another tunnel. It split into two paths. I spot deathclaws in both of them.
- 38:47 - The one on the left is dead now.
- 39:24 - Now, the deathclaw on the right.
- 39:39 - Looking at the map. I go to the left first and into another chamber.
- 40:31 - Bye, deathclaw.
- 40:49 - More bodies on the left. Another wasteland merchant.
- 42:12 - I move forward in the chamber.
- 43:10 - I see another deathclaw.
- 43:47 - I tell my companions to wait. I climb some rocks on my left and reach another cave section.
- 44:41 - A dead enclave trooper and a plasma thrower (EVE).
- 45:52 - The path forward is split in two ways. I go to the right. I keep following the path until I reach an elevated point.
- 46:34 - Another look at the local map. I return to the area where the paths split and now go to the other tunnel.
- 47:36 - Okay. I have already been here before. Time to go back to where Fawkes is.
- 49:36 - Back to the chamber and to the deathclaw spotted at 43:10.
- 49:42 - Around a nearby rock column, I find a pool of blood (southeast corner of the map).
- 50:26 - Vengeance, a unique Gatling laser, can be found there. Mesh and textures are an upgrade from EVE, added by the EVE 'Vengeance' Gatling Laser Upgrade mod.
- 53:38 - I return to the chamber entrance (39:39).
- 55:18 - Local map, again.
- 55:43 - To the left. Oops! Wrong way.
- 58:26 - Back in the first chamber. The one with the bobblehead.
- 58:32 - Paladin Cross isn't feeling well.
- 58:50 - I turn around and go back to the tunnel. This time I turn right.
- 59:09 - I forgot to check the chamber down below.
- 59:42 - Guess what? More dead bodies. I'm missing something...
- 01:00:27 - I recheck the map and cut to the next scene.
- 01:01:19 - In the chamber I first visited at 39:39, I missed one dead Enclave officer.
- 01:01:29 - Jack The Ripper can be found in the officer inventory. The officer only appears after "The Waters of Life" quest.
- 01:02:12 - Showing off the guns and apparel I collected.
- 01:03:28 - Trying to find my way out.
- 01:05:05 - Star Paladin Cross is finally awake.
- 01:05:56 - It's already night.
- 01:08:08 - Sneaking through the trees. Believe me, if you want. I only once saw a Nightclaw in the area. It happened when I was testing my load order back in 2015. It was added by Imperfection The Definitive Creature mod.
- 01:10:51 - I"m back at home to detoxify me.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/uqictrjd
Returning to Arroyo with the GECK, and shit happened.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:31 - Leaving Vault 13 and Hakunin message.
- 01:13 -Back in the NCR to sell some things.
- 06:16 - Heading to New Reno.
- 06:59 - Inventory management and trading.
- 10:57 - Random encounter: some trappers and geckos.
- 12:38 - I arrived in Arroyo, and bad things happened.
- 16:07 - Heading east to the Toxic Caves. There is an area there that I haven't accessed yet.
- 18:49 - Trying to repair the generator but failing.
- 23:58 - I brought Vic to repair the generator.
- 24:15 - Repairing the generator.
- 25:03 - I need an electric device to open the elevator door.
- 27:32 - Back in Klamath to lockpick one door that I couldn't open earlier in the game. I managed to jam the lock.
- 28:59 - Heading east on the world map to see what may or may not exist in the undiscovered area of the map.
- 29:09 - Random encounter: highwaymen and robbers fighting. All of them ended up dead.
- 34:07 - Accidentally entering the cave, it was full of deathclaws.
- 35:52 - They were dying pretty fast, though.
- 40:01 - More deathclaws.
- 46:41 - Killing the last one of the deathclaws.
- 47:36 - Leaving the area and heading east.
That is all for today.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/aqedhlgn
I have found the coordinates to Oasis in the Drifter's body, so I travel to Oasis. I meet some people and their god.
The full playlist is now available on Youtube and Odysee.
Timestamps are below in case you need them.
- 00:06 - Another sunrise in the Wasteland. I'm at Vault 92 entrance, and I'll head to Oasis from there.
- 00:21 - As you can see, it's the closest place to Oasis.
- 02:00 - A Colossal Deathclaw and Deathclaw walking together.
- 03:13 - The Animal Friend perk makes walking around the Wasteland easier.
- 04:14 - A robobrain and then an Albino Radscorpion.
- 06:00 - I'm heading southwest to rock formations.
- 07:51 - A deathclaw young down below. I tried to reach his position.
- 09:38 - The path north was closed by rocks. I gave up and jumped to the next scene, next to Oasis.
- 10:15 - A Super Mutant Renegade and then a Super Mutant Bone Crusher (Imperfection mod).
- 11:03 - Northwest, following the path to the lowest point of the terrain, is a random encounter location. I found some dead wild dogs and a dead wastelander.
- 12:19 - I return south through a different path between the rocks.
- 12:43 - I see a highway between the trees. Lots of trees, and it's hard to see enemies.
- 13:40 - I'm south of Oasis. I forgot the entrance was on the west side.
- 16:03 - A Greater Deathclaw and a GreaterTyrannaclaw near the ruined house (Imperfection mod).
- 17:12 - The entrance is on the left.
- 17:46 - I discover Oasis and meet Tree Father Birch, a Treeminder. He was waiting for me.
- 19:19 - That's Branchtender Maple.
- 19:51 - I follow Birch inside the place. Lots of green and healthy trees inside.
- 20:31 - New Animal Friend dialogue option.
- 20:49 - Who is "him"? Speech check success.
- 23:10 - A Ceremony of Purification is necessary.
- 23:42 - I agree, and the quest begins.
- 24:50 - Drinking the Sap from the Basin of Purification. Kids, avoid drinking weird shit out there.
- 26:06 - I wake up in a grove.
- 26:49 - Hello, Talking Tree (aka Harold). I learn his story.
- 30:20 - So, Harold wants me to kill him.
- 31:46 - Harold's heart went underground, along with Bob's roots.
- 32:53 - I'll have to think about this.
- 34:27 - Leaving the grove.
- 34:52 - Meeting Sapling Yew.
- 35:31 - Meeting Branchtender Linden.
- 35:57 - Speech check success.
- 36:40 - Meeting Bloomseer Poplar.
- 37:09 - I ask about the growth of the place.
- 40:00 - Leaf Mother Laurel and Birch argue about what Harold may want with an outsider.
- 41:21 - Birch, Harold isn't what you think it is. Also, he wants to die.
- 42:16 - He wants me to stop the spread of Harold's growth using his Sap.
- 42:43 - I speak with Leaf Mother Laurel.
- 43:27 - Laurel wants to increase the spread of Harold's growth using her Liniment.
- 43:59 - Talking to Branchtender Cypress.
- 44:42 - I ask him for the key to the caves.
- 45:18 - I tell my companions to wait while I go into the Oasis Caverns.
- 46:19 - Mirelurks inhabit the place.
- 47:53 - Swimming through the flooded area.
- 48:40 - Emerging in another section of the cave.
- 50:02 - Entering the Sunken Chambers.
- 51:23 - A DC Journal of Internal Medicine on a wooden box near a bed and table. It is up a path on the left.
- 52:27 - Mireluks, dead bodies, and tin cans floating on the water.
- 54:13 - Ammo boxes.
- 55:10 - Healing items.
- 55:15 - A Dead Oasis Settler has a backpack, an Oasis Druid Hood, and the Oasis Villager Robes (New Uniques mod).
- 56:05 - Harold Hearth. I chose to not kill Herald and applied Laurel's Liniment to accelerate his growth.
- 57:30 - Door to the Damp Cave.
- 58:25 - Three Mirelurk Kings in the lower level of the cave. Some grenades will be enough.
- 59:06 - I jump down there.
- 59:40 - A Nuka Cola Quantum.
- 01:00:03 - Healing items, a pulse pistol, a sniper rifle, and one shredder grenade.
- 01:01:14 - I dive and swim through the flooded tunnel to reach the exit.
- 01:02:11 - I meet Laurel in Harold's grove. She says some people wants to reward me.
- 01:03:02 - I talk to Harold about my decision.
- 01:04:00 - I leave the grove.
- 01:07:48 - I speak to Poplar about a gift. I earn the Poplar Hood.
- 01:08:34 - I receive Linden's Outcast Power Armor as a reward for increasing Harold's growth. This is another way to earn the Power Armor Training perk.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/aascctlo
I'm at Nuka Cola Plant to find more Nuka Cola Quantum bottles.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:06 - Nuka Cola Plant.
- 00:16 - Inside the place (Research and development area). I see Ronald Laren's body. I used the Black Widow perk to convince him to travel here (part 108).
- 00:30 - FWE replaces Ronald's Kneecapper with the (unique) City Killer.
- 01:14 - I found a Wastelander inside. She ran away from a deathclaw in the Deathclaw Chase random encounter (Part 48).
- 01:15 - She gives me the Wasteland Map.
- 02:08 - Nuka Cola Security protectrons.
- 02:41 - There's a Dean's Electronics on the L-shaped counter.
- 03:05 - Pause and look up at the hole in the ceiling. A Chinese Amy: Spec Ops Training Manual is in the filing cabinet.
- 03:50 - Ouch.
- 04:06 - The Research Terminal is in the office on the left.
- 06:44 - The research safe needs a key.
- 07:43 - Walking through the area and into the corridor.
- 08:10 - A Nuka Rat (Imperfection mod)
- 08:35 - Door to the Storage and Mixing Vats.
- 09:46 - Ammo and grenades..
- 09:51 - The Automated Maintenance Terminal activates the protectron.
- 09:52 - There's a "Welcome to the Nuka-Cola family!" note near the terminal.
- 10:09 - A Nuka Lurk. They drop Nuka lurk meat.
- 10:40 - The path ahead is flooded with Nuka Cola.
- 11:05 - More Nuka Lurks.
- 12:07 - Utility tunnel (Shadow And Dust, Vol I).
- 12:33 - More enemies in the tunnel.
- 15:08 - Lockpicking Nuka Cola Lounge door. More protectrons inside.
- 16:25 - The Lounge Terminal.
- 18:25 - Nuka Cola Quantum on the upper area.
- 18:42 - I'm dumb. I didn't even attempt to press "E" to open the display case.
- 19:52 - Door to another section of the utility tunnels. Lots of feral ghouls.
- 20:28 - The door leads to a parking lot outside. I didn't see the key in the toolbox. I'll deal with Shadow And Dust after Operation Anchorage.
- 21:52 - The sewer hole needs a key.
- 22:33 - Work Order 33745 note.
- 23:38 I noticed the key in the toolbox near the locked door.
- 23:56 - As I said before, the door leads to a parking lot outside.
- 24:16 - Getting sidetracked. I returned to the utility tunnels.
- 27:11 - Back in the Storage And Mixing Vats.
- 28:43 - Stairs to the Offices.
- 30:15 - I sneak around punching radroaches.
- 31:29 - Nuka Lurks.
- 34:57 - A Marketing Terminal in a room on the right.
- 36:32 - I alerted some Nuka lurks.
- 37:49 - I lockpick the door in the room on the left side of the corridor.
- 38:16 - A "Help Me" note is on the floor, next to the skeleton.
- 39:54 - Stairs to the second floor.
- 41:08 - A Lying, Congressional Style on top of the safe.
- 42:21 - Winger Mercier's body. The "Finding the Formula" note is in his inventory.
- 43:02 - I pass through the hole in the wall to find a Big Book of Science on a table.
- 44:11 - Stairs to the Factory Floor.
- 45:29 - Before I walk downstairs, I equip the Button's Wig (boost Speech).
- 45:50 - I meet Milo, the Shipping Foreman. He asks for my job title and registration
- 46:08 - My speech isn't high enough, so I used the Robotics Expert perk option.
- 47:21 - I ask about the shipping manifests to earn the login code.
- 47:36 - I ask about the Research Safe key.
- 48:15 - A Tumblers Today and a safe.
- 48:52 - Nuka Cola Shipping Terminal.
- 50:50 - Blasting protectrons on the Factory Floor.
- 51:48 - The Packing Line terminal.
- 53:06 - The Active Packing Line option spawns some Quantum bottles in the packing line.
- 56:56 - Unlocking the door to the entrance.
- 57:48 - Using the key on the Research safe to grab the Nuka Cola Clear Formula.
- 01:03:46 - I meet Goalie Ledoux and his gang near Red Racer Factory to give the formula to him.
- 01:05:39 - Speech success. More caps.
- 01:07:02 - Back in Megaton to grab the Quantum bottles I need to complete the quest.
- 01:08:35 - Giving the bottles to Sierra. The Nuka Grenade schematic is mine.
That's all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/mhwvpbhp
I head west to discover new locations. Also, do you like Nuka Cola?
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:06 - It's morning. I'm at Robco Facility. From there, I'll head west.
- 01:58 - Moving uphill toward a radio tower.
- 02:09 - The Tower Shack is a location added by The Regulators mod.
- 02:56 - Looting the shack.
- 04:00 - A young deathclaw.
- 04:38 - I jump on the fallen metal structure to reach the radio tower.
- 04:45 - Activating the switch and the Radio Signal Sierra Victor.
- 05:19 - I return through the metal structure and enter the drainage chamber.
- 05:37 - Two pressure plates and two rigged shotguns.
- 06:00 - That barrel has a grenade bouquet inside it. Be careful.
- 06:57 - A bottlecap mine on the workbench.
- 07:04 - A mini nuke, frag mines, and a Duck And Cover on the table.
- 07:35 - Purified water and ammo.
- 08:00 - A rigged terminal.
- 08:29 - Outside again.
- 09:18 - Colossal Deathclaw incoming (Imperfection mod).
- 10:29 - I head towards the collapsed highway.
- 11:13 - The Overpass Camp on the highway was added by The Regulators mod.
- 12:52 - A deathclaw matriarch.
- 14:30 - Discovering the Wrecked Shack (The Regulators mod)
- 15:40 - Sandstorm incoming.
- 16:35 - The area near the radio tower is a random encounter location. I triggered A Radscorpion Is Guarding A Refrigerator.
- 17:11 - As I killed the radscorpion, the surviving wastelander allowed me to loot the refrigerator.
- 17:28 - Heading west.
- 18:00 - Discovering Jocko's Pop & Gas stop.
- 18:30 - A Nikola Tesla And You on the counter.
- 18:51 - A Nuka Cola Quantum.
- 19:11 - A Bottlecap Mine Schematic on the workbench.
- 19:57 - An Enclave Ambush.
- 21:15 - Looting the dead.
- 24:20 - Radscorpions.
- 25:51 - Discovering Girdershade.
- 26:30 - Meeting Sierra Petrovita. She shows me her Nuka Cola collection.
- 28:40 - Sierra wants me to find 30 bottles of Nuka Cola Quantum for her.
- 30:28 - I pass a speech check to know my reward.
- 31:52 - She mentions the Nuka Cola Plant if you ask for a clue. You may also have noticed there's an option to ask about Grady.
- 32:37 - When I leave her house, I meet Ronald Laren.
- 33:51 - Ronald wants me to give the Quantum bottles to him (bad karma).
- 34:47 - I used the Black Widow option. The guy really runs away, searching for the Quantum bottles.
You'll see what happens in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xvodwmbi
Vault 13, talking deathclaws and the GECK.
Follow the timestamps:
- 00:32 - From Redding to the Raider Hideout to loot what I left behind.
- 02:34 - First-Aid skill book.
- 04:34 - Boring inventory management.
- 07:37 - Again, inventory management.
- 09:27 - Heading to the NCR.
- 10:28 - I will buy and sell things for the next five minutes.
- 14:36 - Selling more useless stuff that was in the car trunk.
- 18:57 - Heading to Vault 13.
- 20:24 - Talking Deathclaws appear out of thin air.
- 21:36 - Asking about the GECK.
- 22:20 - Offering help to gain their trust.
- 23:45 - Elevator to 2nd floor.
- 23:50 - Talking to Dar.
- 24:37 - Meeting Gordon. I asked him about the deathclaws and other things.
- 26:35 - Meeting Matt. I also asked him about the deathclaws.
- 27:48 - Talking to the old man. Talk about a miserable life.
- 30:47 - Taking the elevator to the third floor.
- 31:28 - Meeting Ariel. Maybe the first question to ask was the second one since it disappeared afterward. Anyway, I ask her about the deathclaws.
- 32:48 - Talking to Dalia, that woman from The Squat.
- 35:00 - Talking to Valdis.
- 36:31 - Meeting Goris. I agree to tell him about my adventures if he answers some questions.
- 41:22 - Interacting with the computers just in case.
- 42:33 - Meeting Jim. I ask him about the computer system and the deathclaws.
- 44:39 - Trying to repair the computer.
- 45:12 - I remembered that I bought that Vault-Tec module back in New Reno.
- 46:18 - Opening the machine and looking inside it.
- 46:42 - I installed the Vault-Tec module to repair the computer.
- 47:22 - Informing Gruthar that I repaired the vault computer.
- 47:43 - Asking about the GECK. Finally found it.
- 48:05 - Level Up.
- 48:56 - Meeting Joseph. He tells me his story.
- 51:44 - Leaving Vault 13 with the GECK.
Next episode, delivering the GECK to Arroyo, at least that was the plan.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/hmyqxhce
I arrive at Fort Constantine to see what is inside the place.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:33 - Where that Deathclaw Matriarch came from?
- 02:10 - It ran away.
- 02:43 - Actually, the Matriarch ran behind me.
- 03:25 - That drainage tunnel was added by The Regulators mod.
- 05:56 - Road to For Constantine.
- 07:19 - Sentry Bots and other robots ahead.
- 07:51 - An Outcast threw a Shredder Grenade.
- 09:36 - Discovering Fort Constantine.
- 09:41 - I enter the Personnel Offices. More robots.
- 11:40 - Level up.
- 15:24 - I choose the Animal Friend perk.
- 18:36 - Inspecting the kitchen.
- 19:06 - I return to the entrance and head to the corridor on the right.
- 19:58 - I turn left and lockpick a door.
- 20:40 - A Grognak The Barbarian.
- 20:49 - Stairs to the upper levels.
- 21:16 - The room on the right has some weapons and the turret control terminal.
- 22:18 - A storage room in the upper area near the entrance.
- 23:11 - Stairs to the top of the building.
- 23:24 - More robots.
- 24:45 - Back inside the building, I return to the entrance.
- 25:57 - Now, I enter the CO Quarters.
- 26:13 - A Nuka Cola Quantum.
- 26:58 - I didn't see a Guns And Bullets on the bed. I had to return later to find it.
- 27:35 - A Chinee Army: Spec Ops Training Manual and a Stealth boy in the basement.
- 27:44 - A Big Guns Bobblehead is in the safe, along with ammo, bottle caps, and the Fort Constantine Launch Codes.
- 28:39 - I open the Fort Constantine Bunker Door with Ted Strayer's Special key.
- 28:49 - Entering the Launch Control Bunker.
- 29:07 - Some robots and then a sentry bot.
- 30:12 - Ammo boxes.
- 31:05 - Looting the lockers and the medical supplies of the clinic.
- 31:55 - Heading downstairs and to the right.
- 32:13 - Lockpicking the door on the right. It's a storage room.
- 33:39 - I mean, the pulse mine detonated.
- 34:18 - More robots downstairs.
- 34:59 - Pause the video, and look on the left, between the filling cabinets and the ventilator on the floor. You will see a Duck And Cover. The pulse mine explosion blasted the book from the desk with the Launch Control terminal.
- 35:17 - A Big Book of Science on one of the desks.
- 35:29 - Fort Constantine Launch Control terminal.
- 35:41 - I tried to launch an ICBM, but the system wasn't working correctly.
- 36:35 - Going downstairs to a kitchen.
- 38:04 - Pre-war book and a stealth boy.
- 38:19 - A T-45d Power Armor.
- 40:59 - I open the door to the Bomb Storage with Dukov's Special key.
- 41:37 - Sentry bot ahead.
- 42:15 - Placing some pulse mines.
- 43:40 - The body of Tara. I take the Warhead Storage Key from her.
- 43:49 - I open the door behind her with Dave's Special Key.
- 44:05 - A DC Journal of Internal Medicine on the table, next to a Fat Man.
- 44:11 - The Junk Metal Master Sword was added by FWE.
- 44:53 - Accessing the Armor R&D Terminal to disable the stasis field.
- 44:59 - The "View Power Armor Manual" is a way to earn the Power Armor Training Perk (FWE).
- 45:19 - Taking the T-51b Power Armor and completing the quest.
- 46:59 - Lockipicking the first (very hard) locked door. It's a storage room with weapons and ammo.
- 47:41 - A scope (WMK).
- 47:52 - A Guns And Bullets on the table. Also, an auto-fire mechanism (WMK).
- 48:30 - The second (very hard) locked door. Another storage room.
- 50:23 - I go to the stairs where the sentry bots came from.
- 50:43 - I open the door with the Warhead Storage Key. More robots guard the area.
- 51:42 - I go to the door on the upper level. It connects both sides of the storage area.
- 52:45 - I return through the same door and bump into some robots.
- 54:02 - I go down the stairs and lockpick a door.
- 54:32 - A mini-nuke.
- 55:22 - Opening the door to the outside with the Warhead Storage Key.
- 56:31 - I go through the gate on the left.
- 56:48 - A deathclaw alpha and an Enclave Trooper show up.
- 57:42 - An outcast patrol.
- 57:53 - Down the hill, there's a destroyed shack and more Outcasts.
- 58:36 - A Shishkebab Schematic is on a table in the shack ruins.
That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/smwfezpk
As I have the Special Keys from Dave, Dukov, and Ted Strayer, I head to Fort Independence to see what treasures might exist there.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:07 - I'm at Paradise Falls. I'll walk northwest to Fort Constantine.
- 00:27 - Some Bloatfiles.
- 01:20 - I'm using the Xualong Assault Rifle now. The new mesh was added by FWE or RH Ironsights.
- 02:48 - Some radscorpions.
- 04:34 - Sentry bot on the road ahead.
- 05:59 - I discover Drowned Devil's Crossing.
- 06:22 - I see some Raider Guard Dogs, but not the raiders themselves.
- 07:31 - I jump inside to loot. Looks like I triggered the spawn of some raiders.
- 06:33 - A Tumblers Today next to the safe.
- 09:48 - Heading south of the truck to see what I find.
- 10:29 - Found an Adventurer (NPC Travel mod).
- 11:21 - In the destroyed shack in front of me, there's a Grognak the Barbarian on a table full of books.
- 11:29 - Discovering Silver Lining Drive-In.
- 11:37 - Enclave Vertibird arrived.
- 12:03 - While I failed to explode it, I managed to kill the enclave troopers.
- 14:40 - I don't know what the Regulators are doing in the area.
- 16:34 - I discover WKML Broadcast Station.
- 16:46 - The wastelander killing a mole rat is a random encounter.
- 17:38 - I enter the radio tower complex.
- 18:08 - Ignore the Electrical Switch on the left. It's from the Existence 2.0 - Robot Radio mod.
- 18:10 - Activating the other switch will reveal the Signal Kilo Bravo.
- 18:32 - I'll return outside to find the source of the radio signal.
- 19:07 - Shooting some raiders.
- 20:17 - I go down by the rocks to find the Sealed Cistern entrance.
- 21:03 - The Explosives Bobblehead is right next to the radio.
- 22:13 - Outside the cistern, I kill two deathclaw west of the radio station.
- 24:04 - I discover Dickerson Tabernacle Chapel.
- 24:09 - The chapel is the home of Drifter, who shoots me from the upper level.
- 24:21 - I dispatch the Drifter with Eugene, and a sentry bot is alerted to my presence.
- 24:54 - The Drifter uses the Reservist Rifle in a vanilla game. Fallout Wanderers Edtion mod moves the Reservist Rifle to a house in Minefield and gives him the Drifter's Laser Rifle.
- 24:57 - The Oasis Exile Hood and the Oasis Coordinates can be found on Drifter's body. The Exile Hood was added by the New Uniques mod.
- 25:35 - A Deathclaw Matriarch attacked us.
- 26:49 - That Air Dropped Crate was added by the A World of Pain mod.
- 27:00 - A Guns And Bullets near the ammunition boxes.
- 29:17 - Leaving the chapel behind, I move north. Another deathclaw and then a Yao Guai show up.
- 32:19 - Fort Constantine is not that far away.
- 32:39 - Shooting some geckos.
I'll explore Fort Constantine in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/wzegeiuh
A mostly peaceful solution in Tenpenny Tower is possible... thanks to modders.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:06 - I return to talk to Tenpenny about letting the ghoul move in.
- 00:47 - I'll have to convince some of the residents.
- 01:50 - Back in the lobby.
- 02:50 - I buy one of that pre-war businesswear to boost my Speech skill. I'm also using Button's Wig.
- 03:13 - Convincing Anthony Ling.
- 06:09 - Convincing Susan Lancaster.
- 08:23 - Quick talk with Doctor Banfield.
- 09:21 - I bump into Milicent Wellington. I managed to convince her.
- 11:07 - Edgar Wellington II is not feeling well. I convince him, too.
- 13:49 - That's Michael Hawthorne.
- 13:56 - Meeting Shakes.
- 14:39 - I go upstairs to the Tenpenny Suites.
- 14:52 - I enter Herbert "Daring" Dashwood's room.
- 15:51 - Accessing Exploration Database.
- 19:59 - The Wellington's room.
- 21:00 - Back in the lobby.
- 21:51 - That's Margaret Primrose.
- 22:01 - That's Irving Cheng.
- 22:04 - I finally found Lydia Montenegro. She is the last resident to be convinced to accept the ghouls.
- 23:41 - I tell Tenpenny that the residents have been convinced. Five hundred bottlecaps as a reward.
- 24:35 - I'm back in Warrington Station.
- 26:42 - That Rumble Movie Disc note was added by A World Of Pain mod.
- 27:04 - A Pugilism Illustrated in a wood crate. I mentioned this in the previous episode.
- 27:38 - A Dean's Electronics in the room just past the ghouls' sleeping quarters. I mentioned it in the previous episode.
- 28:39 - I tell Roy Phillips the ghouls can live in Tenpenny Tower. I receive the Ghoul Mask as a reward.
- 29:37 - It's morning. I returned to Tenpenny Tower the following day. This is the chance to have an actual good ending to this quest. The Tenpenny Tower Alternate Ending gives you this option.
- Roy Phillips is responsible for the massacre of Tenpenny Tower residents. This is a fact shown by the dialogues in the game. The mod allows that when Roy is eliminated, ghouls and humans can live in peace.
- How to achieve a lasting peace: If you want humans and ghouls to live together, you have to let the ghouls move in. But prevent further violence. First, convince or force out the residents, then tell Roy Phillips that the ghouls are free to move in, all as in the vanilla game.
Once the ghouls move in, you can get a hint at what happens next by talking to Roy. If you don't take action against him in 2 days, Tenpenny will be dead; this is your second warning, and you have a few more days to prevent more residents from being killed.
* 30:22 - I'll look for Roy Philips in the Penthouse Suites.
* 30:32 - When talking to him, he'll give hints of his plans: "Tenpenny and his pack of elitists wannabes are in for a real treat soon enough."
* 31:26 - Roy Phillips has to go. I activated my stealth boy, just in case. Then I killed Roy. His death will ensure a good end. Thanks, Fmod, for creating the mod.
* 32:36 - Leaving Tenpenny Tower.
* 32:58 - Ending with the sunrise.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/wafozroi
I tell the First Citizen about the raider hideout. Also, Dr. Troy developed an antidote to Jet's addiction.
Timestamps are below in case you need them.
- 00:42 - Uncertain of what perks to choose, I will wait a little more. I will loot the place in the meantime.
- 01:52 - Lockpicking the first footlocker and collecting Tuco's dog tag.
- 04:04 - Lockpicking the second footlocker and collecting Blondie's dog tag.
- 04:30 - Trying to open a safe with low Intelligence. The side effect of the chems I used.
- 04:53 - Lockpicking the locker and collecting Angel-Eyes' dog tag.
- 09:22 - Lockpicking some lockers. I'm already carrying too much stuff.
- 09:43 - First Aid book in one of the lockers.
- 10:47 - Using Mentas to increase my Intelligence.
- 11:23 - I don't know why that guy doesn't say anything.
- 11:59 - Opening the safe with the number found in the dog tags I collected.
- 12:18 - Of course, I'm at my maximum capacity.
- 15:11 - Accidentally dropping the Account Book found in the safe.
- 17:39 - Damn lock refuses to open.
- 18:08 - Level Up screen. Choosing the Quick Pockets perk and distributing the skill points.
- 21:01 - Climbing the ladder to the outside. The quest updates.
- 21:28 - I went back into the hideout and noticed that the guy (tribal, I think) wasn't there anymore.
- 22:12 - Returning to my car, then heading to Vault City.
- 22:56 - Inventory management.
- 26:50 - Buying and selling things. Randal had a First Aid Book.
- 28:26 - Buying another First Aid Book from Sub Amenities Officer Darrow.
- 30:34 - I went to talk to Lynette, but she wasn't there.
- 31:58 - Talking to Dr. Troy in the vault. There's nothing new there. Skip to 34:37.
- 34:38 - Waiting until the morning to talk to Lynette.
- 35:51 - I inform Lynette that I killed all the raiders and show proof that the Bishops are involved.
- 38:17 - Waiting until morning again. The chems' side effects stopped.
- 39:25 - Heading to Redding.
- 39:54 - Delivering the Jet Antidote to Doc Johnson.
- 41:59 - Leaving Redding and heading back to the raiders/mercenary hideout.
I will loot the hideout and head to Vault 13 in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/iamlyjlq
I meet Roy Phillips to find a solution to the problem between the ghouls and Tenpenny Towers's residents.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:17 - I take the elevator back to the lobby.
- 01:07 - Outside, I check the ruined houses west of the tower.
- 03:58 - I found a Duck And Cover! on a wooden shelf in one of the ruined houses near Tenpenny Tower.
- 04:32 - I enter an abandoned house. I think it was added by The DC Interiors Project.
- 04:45 - Meeting Blind Willie.
- 06:12 - I discover Warrington Station. The gates can only be opened with a key.
- 06:42 - A radscorpion, an abomination, a gecko, and a young deathclaw.
- 07:45 - I discover Saveway, a location added by The Regulators mod.
- 08:08 - A Nuka Cola Quantum and some missiles.
- 09:00 - That safe is empty, for now.
- 09:49 - The area outside is an ambush point for Talon Company.
- 10:52 - I enter Lucky's, a vanilla game unmarked location. The place is owned by a scavenger. I'll return here in a couple minutes.
- 11:16 - The Classic Auto is interior added by The DC Interiors Project.
- 14:23 - I enter Lucky's again.
- 14:39 - A Pugilism Illustrated is behind the counter.
- Important: I forgot to grab the Lucky Shades. It's a pair of glasses that increases your Luck by 1. It's worn by one mannequin inside Lucky's.
- 15:57 - Outside, I head north to the Warrington Trainyard.
- 18:03 - Some RadAway, First aid, and ammo boxes.
- 19:00 - The Metro Carriage Interiors mod adds interiors to the trains parked in the area.
- 20:59 - I found some supplies and Norton, a Druken Gnome from the DC Interiors Project, in the foreman's office overlooking the trainyard. The gnome is under the table.
- 21:55 - I inspect the remaining metro car in the area.
- 23:19 - Some feral ghouls inside one of the carriages.
- 24:36 - I jump on one of the catwalks to find some ammo, Radaways, and a missile launcher.
- 25:33 - Door to the Warrington Tunnels.
- 26:47 - Feral Ghouls inhabit the area.
- 28:25 - I open the door and throw some grenades at the feral ghouls.
- 30:56 - Some ammo boxes.
- 33:01 - A Glowing One.
- 33:46 - Lockpicking a storage room in the metro tunnels.
- 35:26 - Inspecting the metro carriages.
- 38:19 - Moving forward in the tunnels.
- 38:55 - Door to more utility tunnels.
- 41:23 - First-aid boxes on the metal shelves.
- 41:34 - Door to Warrington Station.
- 42:05 - I meet Michael Masters. He allows me to pass.
- 44:05 - More metro carriages to check.
- 45:02 - I head to the utility tunnels.
- 45:19 - I meet Bessie Lynn.
- 46:26 - I meet Roy Phillips. I'll get the ghoul inside the tower in a nonviolent way. This time there's a chance for an actual good end.
- 48:29 - I will explore the area a little bit.
- 48:44 - There is a Pugilism Illustrated in the living quarters. "To find it, walk straight towards where Michael Masters usually sleeps. Turn left, and the book is on the shelf inside a crate. Awards negative karma as it must be stolen."
- 49:10 - There's a Dean's Electronics in this room, passing the ghoul quarters. "After you speak to Roy, walk towards the door closer to where Michael Masters sleeps. Go past one room after that into a storage room (lit by a red light), and the book is on the shelf with a stepladder beside it."
- 49:47 - A Big Book of Science can be found on the desk next to the room with the door to Metro access & generator.
- 50:06 - Ooops. I bumped into a pack of feral ghouls.
- 51:07 - Door to Metro Access & Generator. This is used if one chooses the violent takeover of the tower by the ghouls.
- 52:55 - The metro station gate is now open.
I'll get the ghouls inside Tenpenny Tower in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/jolrhdbo
I meet Dave at his republic, then I travel to Tenpenny Tower.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:07 - I leave the MDPL-16 Power Station and head north.
- 02:00 - I discover the Republic of Dave.
- 02:06 - I meet Ralph at the gates.
- 03:15 - Entering the Republic of Dave Capitol Building.
- 03:27 - Meeting President Dave. I equip Button's Wig first.
- 04:23 - Speech check success.
- 04:52 - It's election day in the republic.
- 05:55 - I will help with the voting process.
- 06:21 - Asking Dave about Crowley.
- 06:36 - First speech check success. What happened at the fort?
- 06:46 - Second speech check success. Dave will give his Special Key as proof of his death.
- 07:08 - Third speech check. What's the purpose of those keys?
- 07:21 - Forth speech check. You're such a diplomat, Dave.
- 07:58 - Rosie, you should go vote.
- 08:26 - Meeting Jessica.
- 09:17 - Jessica, you should go vote.
- 09:50 - Talking to Bob. Go vote, man.
- 10:13 - The Museum of Dave.
- 10:23 - Meeting Shawna.
- 11:09 - Go vote, Shawna.
- 11:48 - The doors were marked red. I didn't go inside to avoid any trouble.
- 12:28 - Telling Dave everyone has already voted.
- 13:13 - While Dave counts the votes, I activate a Stealth Boy to open the safe. Dave's Special Key opens the safe. The Ol' Painless can be found inside.
- 14:05 - Back in the Museum of Dave.
- 14:16 - The Perception Bobblhed is on the shelf.
- 14:24 - Pause the video and look at the table on the left side. You'll see a unique helmet called Blast Off Helmet (New Uniques mod).
- 14:44 - Inspecting Ol' Painless status. The scope was added by FWE, I think.
- 15:17 - I fast-travel to Robco Facility. It's the closest place to Tenpenny Tower.
- 16:30 - Entering Willy's Grocer.
- 17:27 - A Tales of a Junktown Jerky Vendor next to a cash register.
- 17:42 - Lockipicking the safe.
- 19:35 - I approach a ruined building.
- 19:46 - The wastelanders (ghouls) are a random encounter (Ghoul-Friends).
- 20:11 - That rude option being the only available always bothered me. A developer oversight? The Nicer Goodbye to Wastelander Ghouls mod fixes that. Versions for Fo3 and TTW are available.
- 20:42 - A Colossal Deathclaw (Imperfection mod). I buffed some creatures' statuses in Fo3edit to match FWE standards.
- 22:08 - Stimpak, ammo, and a Tumblers Today on the wooden shelf.
- 23:43 - Discovering Tenpenny Tower.
- 23:53 - A ghoul yelling at the intercom. Keep an eye on this guy.
- 24:55 - Using the security intercom.
- 25:41 - The first option probably would get me inside, but I wanted to test my speech skill (Button's Wig).
- 26:29 - Meeting Chief Gustavo.
- 26:45 - I ask about the ghoul situation.
- 28:07 - My solution to the problem will be the less violent possible. Believe me, it's possible now.
- 29:04 - I buy the MEC Gauss Minigun from Chief Gustavo.
- 29:53 - Great critical chance multiplier and critical damage.
- 30:31 - I enter the lobby.
- 31:00 - I meet Lydia Montenegro.
- 32:02 - Lydia has schematics for the Dart Gun and the Junk Metal Sabre (FWE).
- 33:42 - It's him, Herbert "Daring" Dashwood. We talk about the ghouls.
- 35:48 - I ask him about GNR and his adventures. Herbert mentions his friend, Argyle. Keep this name in mind.
- 37:08 - I meet Anthony Ling.
- 38:05 - The elevator to the Penthouse Suites.
- 38:44 - A guard stops me near Mr. Tenpenny's suite. I pass the speech check.
- 39:27 - A copy of Lying, Congressional Style on the desk. Ignore the Rumble Movie Disc. They are a miscellaneous item added by A World Of Pain.
- 40:12 - Door to the balcony.
- 40:17 - Meeting Allistair Tenpenny.
- 40:51 - For some reason that I fail to remember, I didn't mention Mr. Crowley to Tenpenny.
I will speak with Roy Phillips in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/pcbpecnt
Attacking the raider hideout and discovering who is behind it.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 02:39 - Selling the excavator chip to Marge.
- 03:28 - Informing Ascorti that the mine was free of creatures.
- 06:20 - Back in The Den to upgrade the car.
- 08:21 - Lockpicking the doors only to find nothing to loot inside.
- 10:15 - Travelling to Vault City.
- 14:17 - Giving the Tools that Valerie needed. I will return to talk to her the next day.
- 17:18 - Dr. Troy created a Jet Antidote. I ask for a sample to give to folks in Redding.
- 20:43 - Talking to Sargeant Stark about the route to the NCR. Earning a Vault-Tec Motion Sensor.
- 21:23 - Informing Stark that I found the raider hideout.
- 23:34 - Informing the First Citizen about the raider hideout. Guess who is going there to kill them all.
- 27:06 - Talking to Valerie again. She received more Super Tool Kits than needed, so I gained one.
- 32:08 - Heading to the Raider Hideout.
- 32:21 - Random Encounter: a pack of radscorpions.
- 34:56 - Entering the hideout.
- 36:17 - Trying to kill the raiders through the fences. Maybe it was a dumb idea.
- 42:43 - Retreating, using some chems, then returning to the battle.
- 45:35 - Lockpicking the doors and only then attacking.
- 48:30 - Plasma rifle is quite effective against them.
- 50:07 - Killing the two merc captains.
- 52:55 - Killing the last raider and leveling up.
I will choose the perk and upgrade skills in the next episode.
Fallout 2 Unofficial Patch:
https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/cnkadgbf
Mister Crowley wants me to kill some people.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:07 - Entering Underworld.
- 01:18 - Entering Carol's Place.
- 01:29 - Talking to Mister Crowley.
- 02:31 - What kind of help?
- 03:17 - Accepting the quest.
- 04:38 - Before doing anything else, I talk to Quinn. I tried to get some information about Crowley. While the Speech check failed, some caps helped a lot.
- 06:44 - In Rivet City to talk to Ted Strayer.
- 07:35 - I found Ted Stayer in the Midship Deck. I ask if he knows Crowley.
- 08:36 - I try to convince him to give me a personal item so I can lie to Crowley.
- 08:48 - Speech check success. Ted Strayer's Special Key acquired.
- 09:57 - Fast traveling to Tepid Sewer to reach Dukov.
- 12:00 - A Enclave camp near Dukov's Place.
- 14:17 - Before talking to Dukov, I equip Button's Wig.
- 15:22 - Asking Dukov about Mister Crowley.
- 15:46 - Speech Check success. Fort Constantine location added to the map.
- 16:39 - Informing Dukov that Crowley is not dead and wants him dead.
- 17:13 - Speech skill not high enough to get Dukov's Special Key for free. I'll have to pay. I didn't see the option related to the Black Widow perk.
- 17:50 - Meeting Fantasia.
- 18:25 - Meeting Cherry.
- 19:58 - I'm just looking around.
- 20:44 - A copy of Pugilism Illustrated on the bookshelf behind the headboard.
- 21:38 - A silencer on the desk (WMK).
- 21:44 - I thought he saw me taking the silencer.
- 23:26 - Attacking the raider camp south of Dukov's Place.
- 24:01 - Discovering Rosenhan Brewery. It's an A World of Pain location. It's not important now.
- 24:27 - Chems and first-aid boxes.
- 24:36 - A Duck And Cover on the small table.
- 24:42 - Ammo boxes.
- 26:28 - Fast traveling to Grisly Diner. Then I headed northheast.
- 28:15 - A Talon Company ambush near the radio tower.
- 29:49 - Discovering Relay Tower KX-B8-11.
- 30:11 - Activating the switch and the Signal Oscar Zulu.
- 31:56 - Entering the Drainage Chamber.
- 32:20 - On the chamber to the right, there are some items.
- 33:08 - On the chamber to the left, a DC Journal of Internal Medicine is on the table. Also, some purified water and a pre-war book. On top of the radio, I found the Flash Grenade Schematics (New Uniques mod).
- 34:45 - Outside, I spot some enclave troopers.
- 36:45 - I see a pile of old cars.
- 37:37 - Between the cars, I found the Irradiated Outhouse. It's an unmarked location. A Nuka Cola Quantum and some ammo boxes can be found.
- 38:33 - North of the outhouse, there is an old farm with some raiders. I shoot the ones I can see.
- 41:08 - I discover Chaste Acres Dairy Farm.
- 41:44 - Pause the video. You can see a copy of Grognak - The Barbarian on the floor, near the corpse. It's on the second floor of the barn.
- 42:05 - I found the Ballistic Shotgun in one of the raiders. It was added by the New Uniques mod.
- 43:05 - Entering the silo, there's a Pugilism Illustrated on the floor.
- 45:15 - From the upper level of the silo, I shoot the raiders around the farm.
- 47:51 - Discovering MDPL-16 Power Station.
- 48:51 - Inside the substation, I lockpick the safe.
- 49:28 - A Nuka Cola Quantum on the workbench.
I'll meet Dave in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/amelhcbg
Having found all the Keller Family Transcripts, I enter the National Guard Depot to access its bunker.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:17 - Shooting the robot and igniting the gas leaks.
- 01:17 - Pulse mines for the Sentry Bot.
- 02:47 - Stairs to the upper level.
- 03:17 - Falling through the hole on the floor.
- 03:31 - A Nikola Tesla And You can be found in the "Authorized Personel Only" room. It's on a shelf on the right. Check the map.
- 03:49 - That door can only be opened with a switch.
- 05:14 - Returning to the top floor.
- 05:40 - Destroying the turrets.
- 06:27 - I thought it was a Sentry Bot.
- 07:41 - The military droid body (blue sword) was added by the Imperfection mod.
- 07:55 - Pre-war books.
- 08:37 - If you need tin cans, this place has many of them.
- 12:43 - Stairs to the next area.
- 13:18 - Entering the Depot Training Wing.
- 14:46 - A military droid.
- 14:55 - Sentry Bot with Flamethrower from Alpha's Robot Overhaul.
- 18:05 - Another military Droid.
- 18:25 - Guns and ammo.
- 19:36 - The shooting range area. Some pulse mines clear the area.
- 20:42 - Hmm, the Security Control Terminal - Shooting Range was added by Alpha's Robot Overhaul. I'm not sure of its purpose.
- 20:53 - Looting the shooting range.
- 21:14 - Information Terminal (Alpha's Robot Overhaul).
- 22:45 - Grenades and mines.
- 23:01 - First-aid boxes.
- 24:05 - Entering the Depot Offices.
- 24:40 - Destroying the turrets.
- 26:32 - Protectron Shooting Plasma from Alpha's Robot Overhaul
- 27:00 - Grenade boxes.
- 28:30 - A Mister Gutsy.
- 29:01 - Another grenade box.
- 30:21 - Being detected by the Sentry bot and other robots.
- 33:48 - A Duck And Cover on the counter.
- 33:45 - The moment I realized I forgot a Tales of a Junktown Jerky Vendor in the Training Wing area. A run back there.
- 35:52 - It's behind that door and upstairs. In the office, the book will be on the desk. Here's the map.
- 36:36 - Lockpicking the safe.
- 38:06 - Returning to the Depot Offices.
- 38:37 - Reaching the upper level and the door that returns to an unreachable area of the entrance.
- 38:49 - I activate the switch that opens the door to the armory. A mister gutsy and a sentry bot were inside.
- 40:11 - I use the hole in the floor to reach the armory door.
- 41:04 - Another switch to open the hatch door and enter the armory.
- 41:31 - The last military droid attacks.
- 42:50 - Boosting my Lockpick skill to open the utility door. The armory is full of weapons, ammo, and armor.
- 43:40 - RobCo WP-2066 Water Purifier was added by FWE.
- 43:43 - RobCo FG-2070 Field Grill was also added by FWE.
- 43:56 - Hand Cannon was added by New Uniques Mod.
- 44:07 - The Advanced Recon Breather Mk2 and the Adv. Recon Nightvision. Both were added by the Advanced Recon Thermal Nightvision mod.
- 44:21 - Turbo Plasma Rifle was added by FWE
- 44:22 - The Adv. Recon Black Ops Coat, the Adv. Recon Armor and any other "Adv." equipment was added by the Advanced Recon Thermal Nightvision mod.
- 44:41 - RobCO PBX-19 Portable Bed (FWE).
- 46:00 - Advanced Armor and Gear and Advanced Recon Armor / Advanced Recon Nightvision.
- 46:40 - Extended Magazine (WMK).
- 46:51 - Bobblehead - Small Guns.
- 47:22 - Various weapons and ammo (FWE).
- 47:51 - Widowmakers. I don't think they are a unique weapon type.
- 48:15 - The Bunker Access Terminal needs the five Keller Transcripts to open the door.
- 48:59 - A Glowing One lives inside the bunker.
- 49:28 - Lockpicking the safe.
- 50:51 - The Keller Family, maybe?
- 51:04 - A US Army: 30 Handy Flamethrower Recipes.
- 51:06 - I don't think the Nikola Tesla And You is a vanilla item here. The Wikia doesn't mention one existing here. Maybe it was added here by some mod.
- 51:11 - A Nuka Cola Quantum.
- 51:13 - Six Mini Nukes and the Experimental MIRV.
- 54:28 - The Experimental MIRV is overkill. It's even more overkill if you have the Epic Mini Nukes mod.
- 55:03 - Leaving the bunker. I had to return off-camera to loot everything.
- 55:33 - Testing the Turbo Plasma Rifle.
- 55:39 - Maybe an oversight by the mod author, but I don't think robots have flesh inside them.
- 57:03 - I should have used the Turbo Plasma Rifle more.
- 57:46 - On that same day, I found Seargeant Schlitze - one of the Drunken Gnomes of DC Interiors mod - in one of the military trucks outside the depot.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/menitgio
I head east to the National Guard Depot. Many things happen along the way.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:06 - Nice sunrise near Farragut West Metro Station.
- 00:50 - Running into some Talon mercs and their robots near an old truck.
- 02:34 - And now some super mutants show up to see what was happening.
- 03:44 - Ammo boxes.
- 04:25 - An Enclave Vertibird lands nearby, and Enclave troopers attack.
- 07:43 - A Super Mutant camp.
- 09:17 - New Uniques mod adds a Plasma Cannon to one of the Enclave Hellfire Trooper that jumped out of the vertibird.
- 11:04 - Entering the Shelter under the bridge. A feral ghoul inhabits the place.
- 11:56 - Lots of plungers in the clinic. New Uniques mod also adds a unique Plunger, the Poo Lunger. I totally missed it. They all look the same.
- 13:52 - An Overlord in the camp.
- 15:00 - Looting the gore bags, first aid, and ammo boxes. Luckily, I didn't detonate that mini-nuke.
- 15:47 - A dead mercenary with a backpack (NPC Travel mod, I think).
- 17:36 - The path ahead is blocked.
- 18:02 - Heading north.
- 19:27 - Raiders on the road ahead.
- 20:29 - Shooting some Grinders northeast of my position (Gangs Of The Wasteland mod) https://www.nexusmods.com/fallout3/mods/20669
- 22:29 - Oops! I didn't see some of them.
- 24:57 - I'm seeing some Talon mercs.
- 26:16 - Moving south and more super mutants. They are not that far from the previous camp.
- 27:45 - Rescuing a Wasteland captive.
- 29:44 - Moving east again. Looks like the Talon Company eliminated the remaining Grinders in the area.
- 30:30 - Discovering Friendship Heights and fighting the Grinders camped around the metro station.
- 31:04 - Ooof.
- 32:10 - Ammo, first aid boxes, and grenades.
- 32:13 - The Friendship Raider Note was likely added by A World Of Pain. It mentions a particular asylum
- 34:01 - I continue heading east.
- 34:21 - Super mutants killing some raiders.
- 34:57 -More mutants than I anticipated, and things go out of control.
- 37:08 - Healing the team.
- 38:02 - Discovering Rock Creek Caverns. I'm not going there today.
- 39:06 - I continue heading east.
- 39:47 - I discover the National Guard Depot.
- 39:53 - I see something in the distance. It's a military droid (Imperfection mod, probably).
- 41:45 - Another military droid.
- 42:15 - And now, more Grinders shooting some wastelanders north of the depot.
- 42:55 - And on top of all that, some Garys show up to fight, too (Wasteland Violence mod).
- 44:01 - A little more to the east, there was an Enclave camp. Some enclave troopers were murdering wastelanders.
- 46:56 - The Friendship Settler's Note was added by AWOP. Again, it's something about an asylum.
- 47:38 - That abandoned tent is also part of AWOP.
- 47:45 - Inside the tent, I find the Transcribed Orders on the desk. I'm not going to investigate the asylum yet.
- 49:25 - I head back to the National Guard Depot.
- 52:38 - I enter the depot.
What is inside? Wait for the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/nkczdqrm
Killing all Wanamingos in the Great Wanamingo Mine.
The full playlist is now available on Youtube and Odysee.
Timestamps below:
- 00:48 - Fighting the first wanamingos.
- 04:23 - Pretend you are not seeing Vic and Sulik running through the walls.
- 04:58 - "Rat was critically hit in the eyes for 93 hit points, summoning this creature to the great ratcatcher in the sky".
- 06:00 - Ladder to Ascorti's casino.
- 08:35 - Ladder to Malamute Saloon.
- 09:06 - Going to the next area.
- 09:26 - Killing more wanamingos.
- 13:04 - Bethesda should add the option to VATS people in the groin.
- 14:57 - Fighting mutated pig rats.
- 22:00 - Running back to the car to take more ammo.
- 23:00 - Going to the next area.
- 24:18 - Those critical hit animations are great.
- 30:42 - Checking where that ladder leads to, then going back.
- 32:02 - Finding some explosives on the desk.
- 33:32 - Killing the last wanamingo in the area.
- 34:06 - Down the ladder to the lowest level of the mine.
- 35:09 - Jet, Psycho, and Buffout for the next battle.
- 37:23 - Level Up. Putting more points in Energy Weapons and Science.
- 39:55 - Somehow, the Wanamings got stuck between the excavator and the wall.
- 45:09 - Some Wanamingos run away from the battle.
- 48:47 - Wanamingo Queen approaches. Dies faster than I expected.
- 52:22 - Killing the last one.
- 52:43 - Destroying the eggs. The mine was cleared.
More unfinished business in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/newufoff
In this episode, I explore the Wasteland and kill many super mutants.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:06 - I returned to the Temple of the Union to inspect the place. After folks moved to Lincoln Memorial, the location was mostly empty.
- 00:15 - I triggered the Water, Water Nowhere random encounter on the upper floor.
- 00:40 - I equip Button's Wig to increase my Speech skill. The Wasteland Settler will warn you not get to close the fridge and tell you to get out. Before he turns hostile, I talk to him.
- 00:56 - With a high speech, I convince the guy to share the purified water.
- 01:54 - I head north through the road.
- 04:16 - I tell my companion to wait moments before I trigger a trap.
- 04:33 - Discovering Grisly Diner. The place has some frag mines scattered around it.
- 05:16 - Walking inside the diner triggers some raiders to appear around the area
- 06:23 - Finding one of the Keller Family Transcript (3 of 5).
- 07:15 - Listening to the transcript.
- 07:49 - Disarming a pressure plate.
- 07:55 - A Tales of a Junktown Jerky Vendor on the shelf.
- 08:59 - North of the diner, and inside the destroyed bus, there is one US Army: 30 Handy Flamethrower Recipes. And that was it for the morning.
- 09:26 - Now I am at Jalbert Brothers Waste Disposal. From there, I head northwest.
- 10:40 - Deathclaw on the road ahead.
- 13:51 - Down the road, I spot some enclave troopers in their camp.
- 14:13 - It's missile launcher time.
- 14:54 - EVE critical hits effects are the best.
- 15:40 - Looting the dead, eliminating the survivors, and discovering Rockbreaker's Last Gas.
- 16:34 - Okay, now I can loot the place.
- 18:02 - A Nuka Cola Quantum.
- 20:11 - Reaching the shack on the nearby cliff.
- 21:01 - Entering the Abandoned (Sniper) Shack.
- 21:29 - Keller Family Transcript (4 of 5) is on the workbench.
- 21:37 - Companions destroyed the radroaches in the cage.
- 21:55 - A Dean's Electronics in a wooden box under the workbench.
- 22:10 - Listening to the transcript.
- 22:25 - A Guns And Bullets under a pre-war book on the table near the bed.
- 23:50 - Lots of tin cans.
- 23:45 - I forgot to bring some Mentats to boost my lockpick skill.
- 25:09 - LOL! I needed one more point to reach 100. Ceremonial Herbs didn't work, but MDMA did.
- 26:07 - Inside the locker, I find the Victory Rifle, a unique weapon. FWE probably changed the mesh and added a knockdown effect to the gun.
- 27:18 - Those chems visual effects actually make me feel drugged.
- 27:50 - After waiting for an hour or two, the chems effect was gone.
- 28:16 - The area outside the shack is a point of ambush by Talon Mercs.
- 29:20 - A Vertibird drops some enclave troopers.
- 30:34 - The area around the quarry has a lot of super mutants. It's missile launcher time.
- 31:35 - Sniping more mutants. I think I'm surrounded by mutants.
- 35:50 - Stop running while I shoot you.
- 36:35 - I'm telling you. Super mutants on all sides.
- 38:21 - Sniping the enclave troopers.
- 38:58 - Behemoth to the northwest. Also, level up (20).
- 40:25 - Taking down the Behemoth.
- 41:08 - The Level Up screen couldn't hold itself any longer. I chose the Grim Reaper's Sprint perk.
- 41:57 - Looting the Behemoth.
- 44:58 - Looting the dead super mutants near the quarry.
- 47:59 - Returning to the cliff area.
- 49:03 - More mutants to the west. I lost count of how many were killed.
- 49:52 - Yet another pack of mutants.
- 53:24 - Looting the dead.
- 54:29 - More mutants on the radio tower.
- 58:04 - Discovering Broadcast Tower KT-8.
- 58:44 - Activating the switch and the Sierra Romeo Signal.
- 01:00:33 - While I look for the Drainage Chamber, some vertibird fly above our heads while some missiles are shot towards them. I didn't realize it was a scripted event.
- 01:01:06 - Entering the Drainage Chamber. The super mutant shooting rockets at the vertibird followed us inside.
- 01:02:12 - Finding the Encryption Key on the desk.
- 01:02:19 - Using the Encryption Key on the Desk Terminal on the right to open the hatch.
- 01:02:35 - In the not-so-secret area, there are two Chinese Remnant Spies, a mini-nuke under the table, and the Chinese Army: Special Ops Training Manual.
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/qdohzkkg
In this episode, I explore the ruins of Mama Dolce's.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:29 - Entering Mama Dolce's Processed Foods. There are a lot of Sugar Bombs scattered around the area
- 01:53 - The Chinese Remnants are aware of my presence.
- 02:09 - The Chinese Remnants Dragoons weren't present in the area on the vanilla game. They were added by FO3 Wanderers Edition - DLC Anchorage.
- 03:30 - The Dragoon Energy Sword is also from FWE.
- 06:25 - Placing some frag mines. I didn't see the Dragoons. Damn stealth field.
- 08:07 - Entering the restroom and finding a copy of Guns And Bullets on the floor near the toilet.
- 08:46 - Going upstairs.
- 08:50 - Pause the video and look at the broken terminal on the shelf. A copy of Dean's Electronics can be right next to it.
- 09:39 - Door to the Loading Yard.
- 10:04 - Yet another Guns And Bullets to read.
- 10:15 - Using the missile launcher against the remnants. I was under the impression that some enemies were trying to flank me through the door on my left.
- 10:43 - The companions don't know if they use the door or not.
- 12:11 - The Needler Pistol was added by FWE.
- 12:53 - I returned to the Processed Foods area, healed the team, and returned to the Loading Yard.
- 13:27 - Entering the Food Distribution area.
- 13:53 - More Dragoons show up.
- 14:23 - Going downstairs.
- 15:29 - Going down the collapsed floor.
- 15:48 - A copy of Tumblers Today.
- 16:04 - Lockpicking the safe on the right.
- 16:28 - Lockpicking the safe on the left.
- 17:21 - Returning to the upper levels.
- 17:54 - Killing the Chinese Remnant Captain.
- 18:26 - Grenades to kill the remaining remnants.
- 18:50 - The Captain's body has the Mama Dolce's Encryption Key and the Crouching Tiger, a unique weapon added by New Uniques.
- 19:00 - Lockpicking the wall safe.
- 19:16 - A Nuka Cola Quantum.
- 19:24 - Accessing the Desk Terminal.
- 20:08 - I open the encrypted files with the Encryption Key found in the Captain's body.
- 20:23 - The RA1 Masher is to the left of the Desk Terminal. The gun was added by FWE.
- 22:27 - Looting the dead.
- 22:50 - Killing the remaining Chinese remnants.
- 26:16 - Some ammo boxes.
- 27:42 - I noticed a catwalk below the one I was walking on.
- 27:56 - I go upstairs to the other catwalks.
- 28:23 - In that spot, I jump to the catwalk below.
- 28:30 - I use some Mentats to boost my lockpick skill to lockpick the doors.
- 29:30 - It turns out that there are only walls behind both doors.
- 30:37 - I almost missed another safe near the dead Chinese Captain.
- 31:02 - That door leads to the other side of the Loading Yard.
- 31:13 - A copy of the Chinese Army Spec Ops Training Manual.
- 32:21 - Lockpickign the garage door that leads to the Loading Yard.
- 32:37 - Looting the Chinese Commando.
- 33:33 - That gate requires a key that cannot be found in the game. "The other side of the gate was not intended to be accessed, and the alley is unfinished beyond the line of sight, which leads into a blank area."
- The issue with the gate seems to be related to the cut content linked to the place. You can check it here or here (backup):
- 34:20 - This time, I go to the Processed Foods area.
- 35:28 - Leaving Mama Dolce's.
- 36:37 - Okay, I fast traveled to the Regulator's HQ to inform Sonora Cruz about the death of Junders Plunkett (previous episode).
- 37:12 - I also have collected a lot of fingers.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/ydzwgmzr
Exploring Arlington National Cemetery on a rainy day.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:07 - It's a rainy day at Wilhelm's Wharf.
- 00:48 - I head south to the Arlington Wasteland Metro. The world map marks it as Flooded Metro.
- 01:17 - A bear trap.
- 01:58 - Feral Ghouls.
- 03:47 - More Feral Ghouls.
- 04:47 - Door to Arlington National Cemetery.
- 05:05 - I'm now in Arlington Cemetery North.
- 05:30 - Entering a Metro Carriage.
- 05:54 - You guys are blocking the way.
- 06:24 - I found some ammo and healing items.
- 07:02 - That's the door to Arlington Utility. I'm not going in there now.
- 07:19 - I find the Dead Regulator's body on the stairs. It has the Bounty Notice of Junders Plunkett. The body and note will only appear if you have the Lawnbringer Perk. I recommend Gopher's Automatic Karma Perks tutorial to not waste a perk.
- 08:09 - Some raiders to kill.
- 08:13 - Pipe bomb incoming!
- 12:19 - Entering Arlington House.
- 12:35 - Killing Junders Plunkett.
- 12:47 - Plunkett's Valid Points is a unique set of Spiked Knuckles.
- 13:39 - Big Book of Science on the table in the kitchen.
- 14:18 - Lockpicking the safe behind the dresser.
- 15:17 - Lockpicking another safe in the basement.
- 15:35 - Luck Bobblehead on the shelf.
- 16:06 - Lincoln Shrine.
- 17:31 - Back outside.
- 18:22 - Spotting some Enclave troopers and a dead body.
- 19:45 - The Martin Travellian body and the Enclave troopers were added by Shadow And Dust, Volume 2. Keep this moment in mind for a later episode.
- 20:43 - Discovering Mama Dolce's.
- 21:08 - A copy of Tales of Junktown Jerky Vendor near a dead wastelander. It's close to the barrels, near an overturned storage container.
- 21:47 - Discovering Arlington Cemetery South.
- 22:19 - Gates to Arlington/Falls Church Metro. I'm not going in there now.
- 22:57 - The building has one entrance named Mixing Plant and the other one marked as Special Affairs Bureau. What happens is that the Mixing Plant was added by Shadow And Dust Vol 2, and the Special Affairs Bureau was added by A World Of Pain for Fallout 3. Despite the conflicts, the mods seem to work together without any problems.
- 23:23 - Entering the Special Affairs Bureau.
- 23:39 - The place is inhabited by Chinese Remnants.
- 24:02 - Killing the Chinese Heavy Trooper.
- 24:32 - Destroying two Hacked Sentry Bots.
- 26:02 - AWOP mod adds new food items to the game.
- 27:51 - The Chinese Heavy Trooper has a Chinese Assault Rifle 5mm. Only five of those weapons exist in the area.
- 28:51 - Ammo boxes.
- 30:08 - Entering the Affairs Bureau Warehouse.
- 30:23 - To reach the lower level of the area, I'll have to go through stairs and catwalks.
- 30:25 - More Chinese Remnants to kill.
- 31:37 - Another Chinese Heavy Trooper bites the dust.
- 32:39 - Worst moment to reload a weapon.
- 34:32 - Using the Missile Launcher (with extended clip) to blast the enemies.
- 35:59 - Shooting more missiles.
- 36:19 - Someone was shooting incendiary bullets against me.
Weapons:
* 36:42 - Fighting the Chinese Remnant, Captain Zheng. He was the one shooting incendiary bullets at me.
* 36:54 - I forgot to loot Captain Zheng's body. He was using a unique Zhu-Rong Magnum, which shoots incendiary ammo. I returned to grab the weapon off camera.
* 38:16 - One sentry bot down. One more to go.
* 39:25 - Later, I found Zheng's body near the containers on the left.
* 40:26 - The last sentry bot.
* 40:58 - It's looting time.
* 41:50 - I'm not sure if the T45d Army Power Armor was also added by AWOP. Looking at Fo3Edit, FWE adds those armors.
* 49:20 - Boosting my Lockpick skill to open the Locker (Very Hard level). I found a Chinese Army: Spec Ops – Training Manual.
* 54:19 - There is a locked crate with some Alien Power Cells on the upper level. It's near a broken spaceship.
* 56:39 - Returning to the Bureau and leaving the place.
I'll explore Mama Dolce's in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/prjwhnoc
Getting stuck in Sierra Army Depot, I returned to New Reno to talk with Orville Wright.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:35 - Using Clifton's Eye on the retinal scanner to enter the elevator to the fourth level.
- 01:59 - That Skynet Terminal doesn't allow me to do anything for now.
- 02:07 - Laser pistol on the desk near the terminal.
- 02:28- Ammo and weapons on the lockers.
- 05:28 - Finding the remains of an alien in one of the rooms.
- 05:53 - There is a Big Book of Science on the floor, near the bones.
- 07:37 - Entering the room with a destroyed door. Lots of Buffout and Psycho on the floor.
- 08:55 - Room for organ extraction. There are stimpaks, chems, and an Experiment Holodisk on the desk.
- 09:29 - Accessing the holodisk and reading the logs.
- 11:59 - Entering the Bio facility room and accessing its terminal. A problem happens, and I don't think I can collect the best brain for Skynet.
- 13:08 - It seems that my science skill is high enough to do things my way.
- 15:59 - Returning to the third level (Clifton's Eye).
- 14:47 - Talking to the Skynet Security System, I told him I was friendly, but that was all.
- 19:06 - Collecting the two laser pistols in the room.
- 20:03 - Switching to Dixon's Eye to return to the First Level. I will return here later.
- 23:09 - Returning to New Reno.
- 24:10 - Informing Orville Wright that I managed to get inside Sierra Depot.
- 24:40 - Choosing a nickname for Chloe.
- 26:53 - Angel-Eyes, I have no regrets.
- 28:14 - Waiting until morning.
- 29:43 - Telling Eldridge that Wright sent me. His special weapons weren't interesting to me.
- 33:19 - Buying chems, healing items, and skill books from Renesco.
- 35:28 - Boring inventory management.
- 39:27 - Checking Orville in case there were more quests. Time to leave the town.
- 40:30 - Random encounter: a random traveler.
- 41:14 - Random encounter: some friendly mobsters.
- 42:07 - Arriving in Redding.
I will hunt Wanamingos in the next episode.
Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/pwrwkvnh
I'm in Germantown Police HQ. Now I have to bring Red and Shorty to Big Town and defend the town.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:17 - First room. I disarm a frag mine and find the Junk Metal Hammer schematics (FWE).
- 00:23 - The Impound Terminal is very hard to hack.
- 01:00 - Second room on the right. Broken terminals and frag mine to disable.
- 01:38 -Third room on the right. I disarm another frag mine and open a safe.
- 02:13 - The Password For Lockdown Computer was near the terminal.
- 02:42 - I thought (wrongly) that I should use the password on the Impound Terminal.
- 03:07 - A few steps forward and to the left, there's a room with a DC Journal of Internal Medicine.
- 03:17 - My Science skill is high enough that I can automatically hack the terminals marked as easy.
- 03:49 - Looting the gore bags in the eastmost room.
- 04:06 - Dogmeat stepped on a frag mine.
- 04:47 - Door to the Ground Floor.
- 04:53 - The alarm is activated, and one mutant attacks.
- 05:16 - I tell my companions to wait while I go downstairs.
- 05:37 - Disarming another frag mine in the room on the right.
- 06:31 - Placing some frag mines in the area.
- 07:06 - Accessing one of the 911 terminals (log 03).
- 07:55 - Another 911 terminal in the corner (log 01).
- 08:23 - Accessing the 911 to the left of the one above (log 02).
- 09:03 - I activate the alarm in one of the terminals and run to the stairs. Contrary to my expectation, no mutant rushed to the room nor stepped on the frag mines.
- 09:58 - Pause the video. There's a Lying, Congressional Style on the desk in front of me.
- 10:14 - Inspecting the toilets.
- 10:54 - I was about to punch some radroaches and didn't see the super mutant overlord on the right.
- 11:41 - I reach the cell area and find Red.
- 12:24 - Using the password found earlier on the Lockdown Terminal. I'll not open the cell yet.
- 12:54 - I return to the previous room to disarm a frag mine.
- 12:57 - The Police Station Terminal is (very) difficult to hack.
- 13:06 - Lockpicking the door to the Contraband Closet. The closet is full of healing items and ammo.
- 13:36 - O'Grady's Peacemaker was added by the New Uniques mod.
- 14:52 - That Overlord I killed has the Germantown Jailors Key.
- 15:50 - Inventory at maximum capacity.
- 16:26 - Opening the cell door and talking to Red.
- 17:09 - Shorty may still be alive.
- 17:41 - On the cell next to Red, there is a Flying Bananas Can't Talk note on the floor.
- 19:03 - Going downstairs to the Basement.
- 19:39 - Lockpicking the door. There's ammo and a Fat Man in there.
- 20:09 - Also, a Tumbler's Today is on the shelf on the right.
- 20:42 - The shooting range area.
- 21:31 - Killing the super mutant in the kitchen and taking another Germanton Jailors Key from his body.
- 22:10 - Nuka Cola Quantum.
- 22:46 - Untying Shorty.
- 24:49 - Returning with Shorty to the first floor.
- 25:17 - Taking Red and heading to the top floor.
- 26:00 - On my way out, I found the DC Journal of Internal Medicine mentioned at 03:07. I only left behind the Lying Congressional Style in the room at 09:58.
- 26:07 - Leaving the HQ.
- 28:03 - I fast traveled to Big Town.
- 28:16 - Talking to Red. The quest ends here. However, she mentions an impending attack of super mutants on Big Town.
- 29:00 - There are many options depending on your skills. I chose to repair the robots to protect the town.
- 30:11 - I run outside the town and near the bridge to help in the fight.
- 30:44 - The super mutants were close to the town.
- 31:25 - Honestly, this fight was way too easy.
- 32:27 - I forgot to bring Sticky from Little Lamplight to Big Town.
- 33:08 - Sticky was waiting for me inside the cave, near the exit.
- 33:59 - Just fast travel to Big Town with Sticky.
- 35:06 - Talking to Sticky. Ask him about his Party Hat, and he will give it to you.
- 35:46 - Timebomb gives me the Lucky 8-Ball, a reward for rescuing Red and stopping the attack on Big Town. While you have the ball in your inventory, your Luck is increased by 1.
- I wrongly wrote in a previous post that the Lucky 8-Ball was earned right after healing Timebomb.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/hhisrrnk
Heading north to Germantown Police HQ to rescue the Red and Shorty.
The full playlist is now available on Youtube and Odysee.
Timestamps below:
- 00:13 - Leaving Big Town.
- 01:15 - Stopping at the bridge to shoot the raider on their camp on the other side of the river.
- 01:52 - Running into a Water Caravan midway through the bridge. Some slavers attacked them.
- 03:22 - Looting the raider camp.
- 06:41 - Frag mines and ammo.
- 08:10 - Detecting and shooting super mutants on the nearby Hallowed Moors Cemetery.
- 12:32 - Entering the destroyed church.
- 12:42 - A mini nuke in the wood crate.
- 13:11 - Freeing the captive.
- 14:02 - A DC Journal of Internal Medicine on the shelf.
- 14:51 - A Big Book of Science on the podium near the entrance.
- 14:57 - The Keller Family Transcript 02 on the same podium.
- 16:21 - Looting the Gore Bags.
- 17:24 - Heading northeast.
- 21:30 - Discovering Germantown Police HQ. Also, a Behemoth was patrolling the area.
- 24:30 - Inventory is at maximum capacity. I accidentally drop Babe - the drunken gnome - on the ground.
- 25:45 - Killing some mutants around the ruins.
- 29:35 - Recovering Babe.
- 29:45 - A deathclaw tripping nonstop.
- 30:36 - Accessing the terminal near the old medical tents outside the HQ.
- 33:29 - Inspecting the tents.
- 35:35 - Using the back door to enter the HQ.
- 36:02 - Killing the first mutants inside the building.
- 37:08 - Disarming the rigged shotgun.
- 37:25- Disarmign frag mine.
The rescue continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/gylzgjyx
I discover Hamilton's Hideaway and Big Town. The town is facing some super mutant problems.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:07 - It's morning, and I'm near Arefu. From there, I'll head east.
- 01:21 - Discovering Hamilton's Hideaway and entering the place.
- 02:07 - I follow the path ahead of me.
- 03:07 - Radscorpions inhabit the place.
- 04:07 - Inspecting some rooms.
- 04:58 - Back in catwalks killing some radscorpions.
- 06:39 - Checking the map.
- 07:44 - Entering another room.
- 08:57 - Moving to the tunnels.
- 09:23 - The dorm on the right has some radroaches.
- 09:59 - The dorm on the left has some misc items.
- 10:42 - Inspecting the other dorms (left and right).
- 11:12 - The hole on the wall leads to the Weapon Cache. The only way to open the gate is to pass a speech check with Three Dog during the Galaxy News Radio quest.
- 11:39 - Inspecting the restrooms on the left and bumping into some raiders.
- 12:22 - The room at the end of the tunnels has some things to loot.
- 12:33 - A copy of Duck And Cover and a Nuka Cola Quantum.
- 13:08 - Stimpaks and chems.
- 14:53 - Another path that connects with the caves.
- 16:25 - Leaving the place.
- 17:21 - A dead wastelander and some ammo near the dried dock.
- 18:48 - Discovering Moonbeam Outdoor Cinema after killing some mutants.
- 20:07 - A copy of Pugilism Illustrated on one of the picnic tables.
- 20:29 - Sniping some raiders on the nearby Fordham Flash Memorial Field.
- 21:12 - Finding Babe - one of the Drunken Gnomes of DC Interiors Project - on one of the benches near the field.
- 22:00 - Heading north and being shot at by some super mutants.
- 23:54 - Looting the truck.
- 24:53 - Heading southeast and discovering Big Town.
- 25:32 - Dusty interrogates me at the entrance. The town is worried about the super mutant attacks.
- 26:25 - Asking Dusty about what's happening.
- 28:15 - Outside the town, I shot a Deathclaw that was too close. Keep an eye on this dead creature.
- 30:15 - Back in town, I enter the Big Town Red's Clinic.
- 30:20 - Timebomb is in a coma due to his injuries. As I have high Medicine skills, I can heal him.
- 30:37 - While talking to Timebomb, I pass the speech check and earn the Lucky 8-ball. While you have the ball in your inventory, your Luck is increased by 1.
- 32:08 - A DC Journal of Internal Medicine can be found on the kitchen table.
- 32:21 - I didn't find anything in the clinic's basement.
- 32:48 - Meeting Flash. I ask him about where the mutants are taking the captives.
- 35:53 - Entering the Town Hall.
- 36:13 - I find the Imperfect Shotgun on the desk (Imperfection mod).
- 37:00 - Entering Clubhouse. Something was in combat mode outside.
- 37:41 - It was a wild boar.
- 38:03 - Remember that deathclaw I killed at 28:15? Yeah, something happened.
- 40:08 - Entering the Common House.
- 40:12 - Meeting Pappy.
- 40:55 - Meeting Bittercup, the weird girl.
- 42:24 - Hey, Bittercup. I'm taller than you.
- 42:56 - Meeting Kimba.
The rescue mission begins in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/igwtoroc
My journey to find the Soil Stradivarius in Vault 92 continues.
The full playlist is now available on Youtube and Odysee.
Timestamps in case you need them:
- 00:00 - Entering the Overseer Office.
- 00:18 - There's no way to get inside that room.
- 00:25 - Lockipicking the door to the next area.
- 01:05 - Professor Malleus Audio Log V92-02.
- 01:14 - Listening to the audio log.
- 02:16 - Entering the office.
- 02:18 - I access Richard Rubin's Terminal at 05:12.
- 02:20 - Professor Malleus Audio Log V92-03.
- 02:25 - Duck and Cover on the bookshelf.
- 02:30 - Listening to the third audio log.
- 03:04 - The Overseer's Little Friend. I don't know why the level-up music played. After inspecting some mods with Fo3Edit, I found out EVE adds the Overseer's Little Friend. I don't know what it opens.
- 05:12 - Accessing Richard Rubin's Terminal.
- 06:51 - Opening the Overseer Tunnel beneath the overseer desk. The tunnel was restored by the Updated Unnoficial Fallout 3 Patch.
- 07:09 - The door to the Sound Testing connects to a room that cannot be reached in the vanilla game, as the other door to the room is jammed by a metal shelf.
- 08:43 - Lockipicking the safe.
- 09:00 - Returning to the Overseer's Office, a Venomlurk managed to follow me there.
- 11:05 - Returning to the atrium.
- 11:36 - Entering the Sound Testing area.
- 11:47 - Eliminating the mirelurks in the area.
- 14:37 - Door to the entrance area.
- 15:34 - Returning to the Sound Testing.
- 15:57 - Door on the left to a room with a pre-war book, stimpaks, and Zoe Hammerstein's Terminal.
- 18:05 - Professor Malleus Audio Log V92-05.
- 19:42 - Going downstairs.
- 21:19 - Lockpicking the door to the storage room.
- 22:29 - Locked door requires a key.
- 22:40 - Professor Malleus Audio Log V92-06 and a Nikola Testa and You.
- 22:50 - Seeing the Stradivarius case through the window.
- 22:56 - Accessing the Studio Terminal, unlocking the door, and reading the entries.
- 25:22 - Retrieving the Soil Stradivarius.
- 26:32 - Returning to the atrium/entrance area.
- 26:58 - Entering the Living Quarters.
- 27:03 - Mirelurks incoming.
- 28:08 - Accessing the Women's Dorm Security Terminal.
- 28:19 - Using the Noise Flush mentioned in the Feedback Loops note (previous episode).
- 28:20 - Inspecting the dormitories.
- 30:41 - Entering a storage room.
- 30:50 - Finding Jon Adigillo's note and the Key Code To Data Storage near his remains.
- 32:27 - Inspecting the map to see where I am.
- 33:18 - Going downstairs.
- 33:46 - Opening the door on the left with Key Code To Data Storage.
- 33:50 - Looting the place.
- 34:35 - Finding the Professor Malleus Audio Log V92-04 on the table near the doorway.
- 35:15 - DC Journal of Internal Medicine on the table with the terminal.
- 35:26 - Accessing the Laboratory Terminal.
- 37:03 - Accessing the Security Terminal in the other room.
- 37:51 - Returning to the atrium/entrance area.
- 38:21 - Leaving Vault 92. In case I forgot, the entries of the Engineering Terminal (Reactor Room) can be read here.
- 40:19 - Back in Agatha's House.
- 40:44 - Giving the Soil Stradivarius to Agatha. She gives me the frequency of her radio signal. Now I can hear her music.
- 41:55 - As I have found a Sheet Music Book, I can give it to Agatha. One of them can be found in Vault 92. It's in one of the bathroom stalls in the male dorm. A list of their location is here.
- 42:25 - If you accept a reward, you receive the Blackhawk, a powerful magnum revolver.
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/rubpdqij
Helping Agatha find a new violin.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:05 - As I fast travel to Meresti Trainyard, a scavenger shoots a robobrain.
- 00:54 - Heading north and shooting some raiders.
- 01:55 - Now turning east, neat the collapsed monorails.
- 02:54 - Tyrannaclaw incoming!
- 03:26 - Crossing the rope bridge and discovering Agatha's House.
- 03:52 - Entering the house and meeting Agatha.
- 04:41 - Hearing about her story.
- 05:46 - Intelligence option about her homemade violin.
- 06:26 - Of course, I'll help.
- 07:33 - Receiving the key to her ammo box.
- 07:59 - Receiving a story about Hilda - Agatha's great great grandmother - and a Stradivarius in Vault 92.
- 10:28 - More backstory about her great-great-grandmother.
- 12:08 - Leaving the house and fast traveling to Greener Pastures Disposal Site. It's the closest discovered location to Vault 92.
- 13:34 - Heading north.
- 15:03 - Enclave units on the road ahead. It's one of their camps. I shoot them from afar.
- 17:46 - Deathclaw vs. (Enclave) Deathclaw Alpha (FWE).
- 18:42 - Eliminating the Deathclaw Alpha and remaining enclave units in the camp.
- 19:13 - An Outcast patrol joins the battle.
- 21:15 - Collecting some purified water on the trailer.
- 23:16 - Accessing the (PFC M. Scott) terminal.
- 24:36 - Listening to the field report.
- 25:44 - Moving north and them shooting the raiders on the nearby barn.
- 27:01 - Wrong grenade.
- 27:56 - Shooting Mayers inside the barn.
- 28:08 - Looting the Faceless Mask from his body. The mask was added by the New Uniques mod.
- 28:34 - Looting some chems.
- 28:47 - A copy of Dean's Electronics is on the shelf. You can see if you pause the video.
- 29:14 - Looting the destroyed silo.
- 31:27 - The Irradiated Pool is a location added by The Regulators mod. There's nothing here for the moment.
- 33:44 - Discovering Vault 92.
- 34:14 - Entering the vault.
- 35:44 - First aid boxes and ammo on the desk.
- 36:02 - Oops! Frag mine on the other side. Also, some bloatflies.
- 36:19 - Professor Malleus audio log V92-01.
- 36:24 - The Flamer Pistol was added by RH Ironsights mod.
- 36:35 - Listening to the audio log.
- 38:03 - Opening the door on the right and disabling frag mines.
- 39:56 - To the Reactor Room.
- 40:41 - Venom lurks (The Mantis Imperative) can spawn in the flooded area.
- 41:05 - Mirelurk Overlord (Imperfection mod).
- 42:02 - How the hell did he not take any damage?
- 42:11 - Thanks, Fawkes.
- 42:40 - Gas leak and throwing a shredder grenade on the mirelurk.
- 43:15 - Going upstairs to a door that connects with the vault entrance.
- 43:47 - Checking the map.
- 44:12 - Disarming a frag mine and lockpicking the door.
- 44:41 - Going through the door that leads to the atrium. Disarming the rigged shotgun and a tripwire.
- 45:28 - Finding the Feedback Loops note on the floor before the stairs.
- 46:03 - Disarming another frag mine after the stairs.
- 46:08 - Lockpicking the door to the atrium and using the Flamer Pistol on the bloatflies.
- 46:31 - Level up.
- 48:57 - I chose the Action Girl perk.
- 49:13 - That door leads to the Living Quarters.
- 49:38 - That other door leads to the Sound Testing.
- 49:52 - Going upstairs to the upper area of the atrium.
- 51:05 - Lockipicking the door to the supply shop. I thought the terminal only served to open the safe, but it has some stuff worth reading.
- 51:45 - That's the Supply Shop terminal.
- 51:57 - Ammo and a Tales of a Junktown Jerky Vendor on the shelf near the terminal.
- 52:00 - Lockpicking the safe near the terminal.
- 53:30 - Entering the Overseer Office.
The search for the Soil Stradivarius continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/vincxrzc
Entering Sierra Army Depot.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:53 - Traps on the door.
- 04:39 - Collecting the Howitzer Shell. I didn't realize it was supposed to be used to advance the quest.
- 12:39 - Leave the power down.
- 15:05 - Call me stupid, but I imagined that the air vent was the way inside.
- 15:46 - I had to google the next step.
- 19:30 - Finding another sniper rifle.
- 21:06 - And the game crashed.
- 21:35 - Finding a password on the desk near the exit.
- 22:02 - Typing the password on the terminal and disabling the force fields.
- 22:51 - Antidote and skill books in the first locker.
- 23:00 - Healing items in the second locker.
- 23:07 - Rad-X and RadAway in the third locker.
- 23:37 - Yellow Memory Module, a Doctor's Bag, a Tool, and Crowbar in the first bathroom locker.
- 23:55 - Medical Holodisk and Dixon's Eye in the second locker.
- 24:14 - Reading the holodisk log.
- 26:16 - Trying to lockpick the door but failing.
- 27:07 - Increasing my Unarmed Skill on the Punching Bag.
- 28:02 - Entering the dorm and finding more lockers with armor, ammo, and weapons.
- 29:22 - Also, a copy of Guns and Bullets.
- 30:25 - Using Dixon's Eye on the retinal scanner.
- 33:07 - Accessing Skynet Security Terminal of Level 2. I didn't figure out what to do with it at that moment.
- 37:55 - Accessing the terminal and frying it accidentally.
- 40:19 - Ammo and weapon crates.
- 40:39 - Finding a Plasma Rifle.
- 42:51 - Collecting the Plasma Rifle.
- 46:51 - Three skill books on that desk.
- 48:24 - Meeting Skynet.
- 50:00 - Asking about the security system.
- 50:29 - Finding Clifton's Eye in that locker.
- 50:52 - Finding a Broadcast Holodisk on the desk and reading it. Interesting information.
- 54:32 - Switching from Dixon's Eye to Clifton's Eye.
I am going to the fourth level in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/phqfridt
Helping Hannibal and other escaped slaves to settle in Lincoln Memorial.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:06 - This time, I brought Fawkes with me. I head towards the ruined building.
- 03:14 - Discovering Temple of the Union.
- 03:28 - Meeting Simone Cameron.
- 04:24 - Meeting Hannibal.
- 04:46 - Swearing to protect the Temple of the Union. I then receive a key to the gate.
- 05:04 - Asking about the big head on the right.
- 05:15 - Hearing Hannibal's backstory.
- 05:57 - Hearing his plans for Lincoln Memorial.
- 06:30 - I offer my help to check the Lincoln Memorial.
- 06:44 - Before leaving, I will have to talk to Caleb.
- 07:21 - Talking to Caleb while he literally hammered the stairs.
- 07:35 - Caleb needs a picture of the Lincoln Memorial to later restore it.
- 08:53 - Fast travel to the Museum of History.
- 10:39 - Entering the Museum of History Lower Halls.
- 11:03 - Feral ghouls inhabit the place. Let the turrets kill some of them for you.
- 11:29 - It's flamer time.
- 12:35 - Lockipicking the wall safe in the office.
- 13:40 - Destroying the turret and inspecting the upper area.
- 14:27 - The Lincoln's Diary is on that display on the left.
- 15:02 - Walking in the kitchen area.
- 15:31 - One D.C Journal of Internal Medicine is on the shelf on the left. I had to come back later to get it.
- 16:04 - A dead wastelander, chems, and a Nuka Cola Quantum.
- 18:33 - Back on the upper floor to enter the Museum of History Offices.
- 18:41 - More feral ghouls.
- 18:49 - Let me pass, Fawkes.
- 19:47 - Going upstairs and inspecting the rooms.
- 21:04 The Lincoln's Hat is in the room with the collapsed ceiling. Pause at 21:06, and you will see it above my flamer.
- 21:56 - Lockpicking the safe and looting the ammo boxes on the shelves.
- 22:21 - The Peepers is a pair of Biker Goggles added by the New Uniques mod.
- 22:31 - The Action Abe figure is on the desk in the same room.
- 23:28 - Lockpicking the cell door to enter the central area.
- 23:39 - Burning the turret and the ferals. The flamer fire effect glitched.
- 25:12 - The Lincoln Memorial Poster is on the wall of the upper level, near the stairs.
- 25:34 - Antique Lincoln coin collection is on a shelf in the room to the right of the memorial poster.
- 27:22 - Lincoln's voice is on the desk to the left of the memorial poster.
- 28:20 - A Chinese Army: Special Ops Training Manual is on the desk.
- 28:23 - Opening the display case to find Lincoln's Repeater.
- 29:23 - The Civil War Draft Poster fell from the bookshelf (southeast corner).
- 29:41 - Finding John Wilkes Booth Wanted Poster on a bookshelf (southwest corner).
- 30:40 - Leaving the museum.
- 31:47 - Heading to the memorial
- 33:43 - The Mall Northwest.
- 34:00 - The Lincoln Memorial.
- 34:33 - The Mall Southwest.
- 34:45 - Those big trees from Vurt's FO3 Flora Overhaul are much better than the vanilla ones.
- 35:10 - The slavers eliminated all the mutants nearby.
- 35:22 - Silas, one of the slavers. He mentions Mr. Walker and tells me to follow him.
- 35:46 - Since I destroyed Paradise Falls, it doesn't take much time for them to attack me.
- 36:04 - Leroy Walker bites the dust.
- 36:51 - Looting the dead.
- 38:34 - Disarming traps.
- 39:04 - Some slavers survived.
- 41:11 - Walking around the memorial disarming traps.
- 42:17 - Some frag mines got stuck inside the tree.
- 42:45 - That grenade bouquet is a bit too high.
- 44:28 - One more grenade bouquet.
- 44:57 - The Maintenance Room.
- 45:29 - Everything is marked as owned here.
- 46:06 - Fast traveling to the Temple of the Union.
- 47:29 - I tell Hannibal that the Lincoln Memorial is safe now.
- 47:54 - I have the option to sell the Lincoln-related items to Hannibal of Abraham Washington. I don't even remember what I did with them.
- 49:14 - Giving the memorial picture to Caleb.
- 50:00 - Telling Hannibal that Caleb is ready.
- 50:36 - Nice sunset.
- 50:47 - Waiting for Hannibal near the Mall Northwest metro station. I thought FWE's longer timescale would mess the AI up, and he would not show up. Everything worked fine, though.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/hjqkybbp
Walking through Fort Independence, then I explore the area north of Minefield.
The full playlist is now available on Youtube and Odysee.
Timestamps in case you need them.
- 00:07 - Visiting Fort Independence at night.
- 00:32 - Giving some enclave power armor to the Outcasts.
- 01:39 - As I brought enough technology to the Outcasts, I have now earned their trust and gained access to Fort Independence. Also, I acquired an Outcast Power Armor. From now on, Outcasts will no longer confiscate this type of power armor from me.
- 02:02 - Using credits to buy stimpaks.
- 03:14 - Entering Fort Independence with the key Casdin gave me. While the text is red, it is totally safe now.
- 03:49 - To the stairs on the right and walking through the office.
- 04:48 - I think I'm in the dormitory.
- 06:20 - Walking to the Lower Level.
- 06:44 - The terminal opens the door.
- 07:10 - More stairs.
- 07:22 - Opening a door, it's some storage room.
- 07:42 - Mores stairs.
- 07:59 - Dormitory on the right.
- 08:20 - The room on the left is a clinic.
- 08:33 - On the workbench, I found a silencer (WMK) and Shredder Grenades (EVE).
- 09:19 - Entering the room directly in front of the clinic.
- 09:23 - A Research Terminal about Laser Rifles.
- 10:45 - A Research Terminal about Plasma Rifles.
- 11:22 - A Research Terminal about Miniguns.
- 11:54 - A Research Terminal on the corner of the room. The terminal mention a grenade launcher. I think it was added by FWE, who replaces the Miss Launcher with an actual grenade launcher.
- 12:23 - Bypass Module Schematic (FWE) on the shelf near the terminal.
- 13:12 - A Research Terminal about the Enclave Power Amor.
- 13:30 - A Research Terminal about Pulse grenades.
- All research notes can be seen here.
- 13:45 - Lockpicking the door.
- 15:06 - It's a storage room.
- 15:12 - The Outcast Tech Collection Safe requires a key to be open. I will not mess with it.
- 15:15 - Extended magazine (WMK).
- 15:25 - The Grenade Launcher that replaces the Miss Launcher;
- 15:35 - The Cryo Grenades Schematics (New Uniques).
- 16:09 - The stairs on the right lead to an exit door.
- 16:56 - Returning to the stairs at the beginning of the area.
- 17:15 - Opening the door.
- 17:24 - I found the Fort Independence Terminal Access Password on the desk.
- 17:35 - Leaving the lower level.
- 18:18 - Nuka Cola Quantum.
- 18:41 - Locked safe that I didn't open.
- 18:57 - Accessing the Field Reports Terminal and downloading the audio logs.
- 19:23 - Listening to the audio logs.
- 21:15 - Leaving the fort. Good night.
- 21:25 - It's morning, and I'm in Minefield. I forgot Fawkes at home.
- 22:38 - Reaching the water tower overlooking the place.
- 22:57 - While shooting some creatures, a wastelander approaches to talk. The area near the water tower is a random encounter location.
- 25:53 - Heading north and shooting radscorpions.
- 26:58 - Discovering MDPL-13 Power Station.
- 27:25 - Entering the substation.
- 27:47 - Railway Rifle Schematics.
- 28:07 - Lockpicking the safe and then leaving.
- 29:23 - Entering the power plant.
- 29:43 - Lots of feral ghouls. Shooting them with the Desert Eagle was an inefficient tactic.
- 30:47 - I should have used the flamer from the start.
- 33:13 - Going upstairs to the catwalks.
- 33 59 - Entering the irradiated office.
- 34:06 - Finding Fisto!, a unique power fist, on the desk near the terminal.
- 34:40 - The terminal opens the floor safe. I preferred to lockpick it.
- 35:41 - Leaving the power plant and triggering a Talon Company ambush.
- 37:27 - Paladin Cross and Dogmeat are aware of something.
- 37:47 - Somehow, one last talon merc spawned away from the group.
- 37:57 - Grenade!
- 39:54 - Heading east.
- 42:32 - Fighting The Roach King. I got stuck between a stone and a dead tree. TCL
- 46:56 - Jumping on the rocks to find an Enclave Camp.
- 48:58 - Greater Deathclaw (Imperfection mod).
- 49:47 - Looting the (Hilltop) Enclave Camp.
- 50:21 - Accessing the (Hilltop) Enclave Field Terminal.
- 55:28 - Discovering Greener Pastures Disposal Site.
- I missed the Wasteland Recluse shack with a Medicine Skill book inside it.
- New Uniques adds the Noisy Radroach (alien pistol) to a mysterious corpse in the eastern area of this area. I missed it.
- 56:37 - Big Book of Science.
- 58:09 - Entering the office.
- 58:41 - Using RadAway and earning the Chemist Perk (UPP - Experience Perks).
- 59:19 - The Agility Bobblehead.
That's all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/pzflcphi
Okay, it's time to deal with the Antagonizer and the Mechanist.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 01:12 - Heading north to find the Antagonizer.
- 02:01 - Discovering the Antagonizer's Lair.
- 02:11 - Entering Canterbury Tunnels.
- 02:32 - Disarming frag mines.
- 02:49 - Disarming a tripwire and looting the shelves.
- 04:00 - Stairs to the lower area.
- 04:39 - Disarming another frag mines.
- 05:48 - Activating the switch to reveal the stairs.
- 06:09 - Shooting some giant ants and clearing the cave.
- 10:57 - Entering the Antagonizer's Lair.
- 11:22 - Equipping Button's Wig in case I need to use my Speech skill.
- 11:40 - Talking to the Antagonizer.
- 12:52 - There are many ways to deal with her. I have read the Letters to the Editor in a Hubris Comics terminal, so I have the option to point out where she got her name from. I have the option to point out where she got her name from.
- 13:08 - Mentioning that the Antagonizer was an orphan girl.
- 13:43 - I just let her go. Also, I earned her The AntAgonizer's costume and
The AntAgonizer's helmet.
* 14:01 - By the way, she has a unique weapon called Ant Sting. In the vanilla game, it's a knife. As you can see on my modded game, it's a sword. I will not loot it from her.
* 14:39 - One Nuka Cola Quantum near the "throne" of the Antagonizer.
* 14:48 - Walking through the path near the throne. There's an exit there.
* 16:20 - Returning to Canterbury Commons.
* 17:59 - Discovering the Robot Repair Center.
* 18:30 - The Wasteland Junkie is a random encounter.
* 18:51 - Entering the Robot Repair Center and shooting a robobrain.
* 19:32 - Inspecting the office on the left.
* 20:02 - Accessing the Desk Terminal. It mentions a key that opens a box.
* 21:18 - Finding the box and lockpicking it. If you pause the video, you can see the key behind the terminal on the left side of the screen.
* 22:41 - That locked door is another path to the repair sector B.
* 23:28 - Entering the repair sector and fighting turrets and robots.
* 25:18 - Oof! Sentry bot.
* 26:46 - Accessing the repair sector terminal in the upper catwalk.
* 27:24 - Reaching the control room.
* 27:38 - Shooting the turrets and sentry bot in sector A.
* 28:33 - Entering the room on the floor level of sector A.
* 29:06 - The terminal near the door belongs to An Evening With Mr. Manchester mod.
* 29:34 - Looting the scrap metal, boxes, and deactivated robots.
* 30:14 - Lockpicking the door that connects sector A and office.
* 30:53 - There was supposed to be a Nikola Tesla And You on the desk between the toolbox and the protecton. The fight with the sentry bot may have blasted the book to the floor. If I remember correctly, I found it when I returned to loot the place (off camera)
* 32:23 - On the upper level of sector A, there's a safe and a terminal. The Sector A Encryption Key is in the safe.
* 32:52 - Accessing the Sector A Emergency Terminal. The terminal gives an option to activate an electromagnetic pulse that can damage any robot nearby.
* 34:22 - Entering the Mechanist's Forge.
* 34:32 - Ignore Star Paladin Cross. She'll wake up eventually.
* 34:45 - A copy of Lying, Congressional Style near the terminal on the desk.
* 34:53 - Activating the hidden door.
* 35:50 - Meeting the Mechanist.
* 36:28 - Dude, you need to stop this shit.
* 36:39 - The Black Widow perk grants me an easy way to convince him. I earned The Mechanist Costume and Helmet.
* By the way, the Mechanist has a unique laser pistol, the Protectron's Gaze.
* 37:33 - Finding a scope (WMK) and a Nuka Grenade. There's some ammo and scrap metal on the shelves.
* 38:19 - Opening the door and heading to the elevator that connects to the entrance.
* 39:03 - Paladin Cross is still unconscious.
* 39:21 - Leaving the Robot Repair Center.
* 39:46 - Yay! Star Paladin Cross is awake.
* 40:57 - Talking to Uncle Roe.
* 41:38 - Informing Uncle Roe that the situation has been dealt with.
* 42:12 - Back in the nearby Dominic and Machete's house.
* 43:15 - Finding the Hitch Hiker's Friend on one of the shelves. Added by FWE.
* 43:26 - A copy of Dean's Electronics on the desk and the Wirecutter, an Imperfection mod weapon.
* 46:03 - Ending with a sunset.
See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/gznqunal
Those damn turrets can cause a lot of damage.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 01:14 - Looting Myron and his room.
- 02:19 - A Big Book of Science on the bookshelf.
- 04:49 - Killing more guards.
- 07:27 - Looting the room.
- 08:21 - Killing the remaining guards.
- 09:34 - Climbing the ladder to the other side of the Stables.
- 10:24 - Fighting the guards.
- 13:50 - The last two guards in the area.
- 15:31 - Boring inventory management.
- 18:01 - Looting the dead.
- 19:07 - Back in the underground area to collect everything.
- 21:34 - The scientists don't seem to care that I killed everyone guarding the place.
- 23:09 - Boring inventory management.
- 24:50 - Even the car trunk is full.
- 25:16 - Travelling to New Reno.
- 25:56 - Buying and selling some stuff.
- 28:01 - Checking the weapon upgrades options for the FN FAL.
- 30:14 - Buying healing items.
- 33:14 - Giving the FN FAL to Vic.
- 34:02 - Travelling to the Sierra Army Depot.
- 35:24 - Trying to sneak in the area, but failing.
- 38:35 - Shooting the turret's sensor and "blinding" it.
- 40:54 - Trying to disarm the traps, but failing.
- 43:11 - Damaging another sensor.
- 44:12 - Going down the ladder.
- 44:40 - Turning the power off. I had no idea if this was or not a good idea.
- 45:56 - Fighting the two turrets near the door.
- 49:02 - At this point, I had no idea how to open the door.
My adventures in the Sierra Army Depot continue in the next episode.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/nwqckyqz
Corvega Factory ruins are full of giant ants. Also, Canterbury Commons has a problem.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:31 - Leaving Vault 108 and walking towards the buildings nearby.
- 01:21 - Shooting a Yao Guai.
- 01:55 - Discovering Corvega Factory.
- 03:01 - Finding an irradiated dumpster and a semi-truck behind the factory.
- 05:03 - Jumping from the nearby rock into the irradiated dumpster to collect the Big Book of Science.
- 06:34 - Entering Corvega Factory.
- 07:41 - Killing the giant ants.
- 08:22 - Finding another Big Book of Science on a desk in the rooms on the left.
- 09:46 - Collecting ant meat from the insects.
- 10:26 - Finding a copy of Lying, Congressional Style on the reception desk.
- 11:27 - Entering the factory area.
- 11:35 - Well, more giant ants to kill. This time with the flamer.
- 12:08 - Taking the stairs to the catwalks.
- 12:43 - Opening the door on the west side of the factory and burning the ants in the catwalks.
- 12:54 - Turning south, I see and kill the Giant Ant Queen.
- 13:59 - Collecting Ant Queen Pheromones.
- 14:57 - Looting the shelves.
- 18:53 - Finding a copy of Dean's Electronics on the elevated foreman's office in the factory's southern end.
- 19:11 - Finding the Monkey's Wrench on top of the machine. It was added by the New Uniques mod.
- 21:47 - Checking the map.
- 22:11 - Ignore the terminal and machine in this area. It belongs to the An Evening With Mr. Manchester mod.
- 24:54 - Returning to the entrance.
- 25:25 - Leaving the Corvega Factory.
- 27:28 - Heading to the road to the north.
- 29:00 - Finding Doc Hoff.
- 30:52 - Discovering Canterbury Commons and watching a scene between ants and robots.
- 31:59 - Uncle Roe approaches to talk. I ask him about what just happened.
- 32:44 - I can help resolve the situation, of course.
- 33:09 - Speech skill failed. Two hundred caps it is.
- 33:35 - Trying to learn more about The Antagonizer and The Mechanist.
- 35:09 - Asking about Canterbury Commons.
- 35:20 - Asking about the trading caravans and how organized they are.
- 35:48 - I now have the option to put some money into the trading caravan business.
- 36:11 - Using the Black Widow perk to convince him.
- 36:44 - I'll invest in Crow, Crazy Wolf Gang, Doc Hoff, and Lucky Harith.
- 41:27 - Entering Uncle Roe's House. https://fallout.fandom.com/wiki/Uncle_Roe%27s_house
- 41:33 - I find Derek inside the house. I ask him about the Antagonizer and the Mechanist.
- 45:04 - Entering Dominic and Machete's house.
- 46:14 - Using the workbench.
- 46:53 - That's one tiny wasteland radscorpion.
I'll deal with the Antagonizer and the Mechanist in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xfdserxk
Raiding Enclave camps. Then I found Vault 108. There were so many Garys in there.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:08 - It's morning near the Regulator HQ.
- 00:53 - Giving Sonora Cruz all the fingers I collected from the bad guys.
- 02:19 - Shooting the Renegade Mutants near the HQ (Imperfection mod).
- 03:01 - Triggering the Rifle Man random encounter. I didn't realize it was related to Razlo Radford.
- 04:34 - Looking for the random encounter, I walk to the nearby overpass. Found a truck up there.
- 05:36 - Watch as I fail to jump in the truck trailer.
- 06:20 - On the table with the broken terminal, there's one Chinese Army: Spec Ops Training Manual.
- 06:35 - Someone was in combat mode. I think now it was Lazlo under the overpass.
- 07:46 - Shooting radscorpions.
- 08:26 - Having forgotten about the random encounter, I move southeast.
- 08:49 - Shooting a Super Mutant Enforcer and being hit with a grenade.
- 10:24 - The enclave camp is in the middle of the road.
- 11:06 - The enclave trooper gets distracted by some creature, and I shoot them.
- 11:24 - The missile launcher was more effective.
- 13:52 - The Enclave Behemoth survived.
- 14:23 - Looting the camp.
- 17:23 - Trying to hack the Enclave Field Research Terminal. I gave up way too fast.
- 20:01 - There's another Enclave camp to the east. It's the Camp RHO.
- 21:32 - Eliminating the targets from afar.
- 23:32 - Looting the camp. The enclave officer has an Experimental Rho ID in his inventory.
"The Rho chip sends out a short-range signal that will allow the wearer to freely wander the particular (and only this) camp under the protection of the provided armaments (Mark VI turrets)."
* 23:55 - Hacking the Enclave Field Research Terminal Rho Camp:
* 25:46 - Walking to the nearby radio tower to activate the Yankee Bravo Signal.
* 26:04 - Headshot.
* 26:25 - Listening to the radio signal.
* 27:48 - Finding and entering the nearby drainage chamber.
* 28:21 - Feral ghouls in the room on the right.
* 29:03 - Those two-headed feral ghouls were added by the Imperfection mod.
* 29:09 - A copy of Grognak the Barbarian on the metal shelf.
* 29:44 - Entering the cave on the left side of the drainage chamber.
* 29:52 - More feral ghouls.
* 31:13 - Leaving the place.
* 32:59 - Founding a truck east of the radio tower. Nothing of value inside.
* 34:23 - Finding Vault 108 entrance southeast of the truck.
* 35:06 - The vault door was open.
* 36:03 - Mole rats inhabit the entrance.
* 36:33 - Finding Gary 42 body and taking his Vault 108 Jumpsuit.
* 36:55 - Jumping on the containers on the left to find a copy of Tumblers Today and Nuka Cola
Quantum.
* 38:39 - Entering the Cloning Lab.
* 38:49 - Going downstairs. Ammo boxes are on the way.
* 39:36 - Killing Gary 17.
* 40:35 - Gary 47 is the next.
* 41:15 - Gary 43 bites the dust.
* 41:53 - Killing Gary 1.
* 43:10 - Gary 36 and 25 meet the Terrible Shotgun.
* 43:39 - Gary 12 loses his head.
* 44:08 - Checking the map.
* 44:23 - Finding the Cloning Log and a safe in one of the rooms.
* 45:37 - Gary 41 gonna need a new head.
* 46:42 - Finding the Charisma Bobblehead on a table in the observation room.
* 48:24 - Entering the Living Quarters.
* 48:52 - Lockpicking a safe.
* 49:09 - Equipping a sledgehammer and walking in the atrium.
* 49:40 - Gary 27 and 29 meet their end.
* 49:54 - Finding a copy of Pugilism Illustrated on the counter in the cafeteria.
* 51:20 - "The reactor area is inaccessible due to a blockage of debris in the reactor entrance, located in the cafeteria. The overseer's office is also inaccessible."
* 53:30 - Gary 32 and 33 are on the stairs to the upper level.
* 54:16 - Lockpicking another safe.
* 54:55 - Lockpicking a door and the death of Gary 54.
* 55:31 - The 40mm Schematics were added by the New Uniques mod.
* 57:27 - Returning to the entrance.
* 58:05 - Leaving Vault 108.
No Gary was left alive. See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/pweflvbx
Returning to my home in Megaton, I found a pamphlet on the door. I mentioned something about Holy Water.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:07 - Sandstorm time.
- 00:13 - Taking the Holy Water Pamphlet from the door.
- 01:09 - Fast traveling to the nearby Springvale. I had to fight some Raiders.
- 02:36 - Discovering the Holy Light Monastery.
- 02:43 - Meeting Brother Gerard.
- 03:11 - I have to the not-so-holy water.
- 03:23 - I unequip my armor for reasons you will understand soon. Then I talk to Brother Gerard again.
- 04:07 - Dude, you are giving irradiated water to people.
- 05:21 - Being baptized in radiation. Yay! That is why I'm not wearing my armor at the moment.
- 05:47 - Being sick with advanced radiation poisoning, I speak with Brother Gerard again.
- 06:27 - Now I can heal myself and enter the monastery.
- 07:54 - Talking to Mother Curie III.
- 08:37 - Learning what happened to the water sent to Megaton. Bigsley will like to hear about this.
- 09:10 - Lady, you need to stop this shit.
- 09:39 - A speech skill option with only a 29% chance of success worked on the first try.
- 11:45 - I'll repeat it: I like the sandstorms in this game. Thanks, Xepha.
- 12:20 - I inform Bigsley that I have resolved the situation with the water sent to Megaton..
- 13:01 - As I have the Ultimate Perk Pack (quest and experience perks) installed, I earned the Master of the Wastes perk.
- 13:46 - I'm now near the Museum of History, aka Underworld.
- 14:16 - Inside the museum, I see a ghoul selling an Amazing Aqua Cura.
- 15:29 - Talking to Griffon about his Aqua Cura.
- 16:18 - No free samples for me.
- 17:38 - Buying one bottle for ten caps.
- 18:48 - Talking to Griffon again. I tell him about the radiation in his water.
- 19:28 - Speech skill failed.
- 21:05 - I return to Jefferson Memorial to talk to Bigsley.
- 21:30 - Asking him if he knows something about Griffon.
- 22:42 - Returning to The Mall.
- 24:26 - Discovering the Museum Authority Building mentioned by Bigsley.
- 24:58 - Entering the building, I alert the ghoul guards inside.
- 26:31 - In the lower level, I found the "Griffon's Bottling Instructions" holotape.
- 26:39 - Listening to the holotape.
- 27:30 - Looting the place.
- 27:51 - There's a cabinet in the same room with some wigs from Griffon.
- 28:15 - Finding the Schematics for the Cryo Grenades, added by the New Uniques mod.
- 30:07 - Returning to the upper level and looting the place.
- 31:25 - Accessing the Museum Autorithy Workstation.
- 33:19 - One bottle of Nuka Cola Quantum in one of the toilets in the ladies restroom.
- 35:02 - Before confronting Griffon, I wear one of the wigs I found in the cabinet.
- 35:35 - Confronting Griffon with the new haircut, LOL.
- 35:54 - Mentioning his bottling operation completes the quest. What happens next is up to the player.
- 36:17 - I force him to confess everything to the crowd.
- 36:47 - Watching the situation unfold.
- 38:29 - The crowd wasn't happy. I loot Griffon's body.
- 40:26 - Informing Bigsley about the death of Griffon. Look how happy he is.
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/nmjpaxlw
Yeah, it's not over yet, if you have the Broken Steel DLC installed.
Interesting, this was the first time I finished the main quest before completing everything else.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:05 - Waking up in the Citadel clinic two weeks later.
- 00:28 - Elder Lyons was waiting to talk to me.
- 01:05 - Asking what is going on. Good news: fresh water for everyone.
- 02:08 - Asking about the Enclave.
- 02:28 - It's not over yet, though.
- 02:52 - I'm now a Knight of the Brotherhood of Steel.
- 03:42 - Asking about the Purifier.
- 05:28 - Entering the Citadel A Ring.
- 06:19 - In the Courtyard. It's really late. I'll need to sleep soon.
- 07:54 - Talking to Scribe Rothchild.
- 08:46 - Rothchild updates me on what's going on.
- 10:36 - Asking about Liberty Prime.
- 11:38 - Well, Prime and Paladin Tristan will have to wait for a little. I want to do other things.
- 12:18 - Good morning. I'm at Jefferson Memorial with the team.
- 13:14 - Entering Jefferson Memorial.
- 13:40 - Listening to the Scribe Bigsley conversation.
- 15:10 - Talking to Scribe Bigsley.
- 16:11 - Offering my help.
- 16:56 - Asking about the problem with Rivet City's water caravans.
- 17:46 - Asking about the Megaton water problem.
- 18:41 - Bothering him with more questions about Project Purity.
- 18:52 - Where's Doctor Li?
- 20:40 - Traveling to Rivet City.
- 21:24 - Talking to Officer Lepelletier about the attacks on the water caravans.
- 23:15 - Asking about Rivet City deal with the Brotherhood.
- 24:10 - Oops, some enemies nearby. Talon Company always spawns near the Anacostia Crossing Station.
- 27:16 - Buying the Nuka Grenade Schematics from Doctor Hoff.
- 28:53 - Fast traveling to the Irradiated Metro entrance, I had to deal with super mutants. I don't remember the reason why Fawkes wasn't using his weapons.
- 33:06 - The caravan I was supposed to escort was already attacked. Well, shit.
- 33:24 - Found the "A New Meeting Place" holotape in one of the dead bandits.
- 34:51 - Listening to the holotape.
- 36:27 - Almost getting killed by the mutants on the walkway above the street.
- 38:35 - Crossing the bridge to the other side of the river.
- 38:58 - Killing raiders near the bridge.
- 42:27 - Approaching Wilhelm's Wharf.
- 43:07 - Talking to Split Jack. Politely informing him that he is about to retire. Killing him is enough to update the quest.
- 43:36 - Level up! I chose the Robot Expert perk.
- 46:03 - Back in Rivet City, I inform Officer Lepelletier about what happened.
- 47:53 - Back at the Jefferson Memorial, I ask Bigsley about my reward.
That's all, folks! See you guys in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/eefymvzn
Sealing the deal between The Squatters and NCR. Informing them about the spy. Dealing with some unfinished business in New Reno.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:53 - Inventory management.
- 02:18 - Checking the NCR Spy Holodisk.
- 04:00 - Healing the team.
- 05:59 - Inventory management.
- 08:10 - Inside Vault 15 to loot what I left behind.
- 14:52 - Placing the loot in the car trunk.
- 19:07 - Informing President Tandi about what happened.
- 19:30 - Informing her about the spy.
- 20:36 - Talking to Gunther about my reward.
- 20:45 - Talking to him about the spy, being paid again, and leveling up.
- 24:44 - Checking the Rangers garage and finding a map. I decided to leave it there.
- 27:09 - Selling some stuff found in Vault 15.
- 31:41 - Gunther politely informs me they don't want to talk to me again.
- 33:38 - Checking the Squatters to see if everything was okay.
- 36:17 - Returning to New Reno.
- 37:42 - Buying that special Vault Tec voice recognition module. I still don't know what to do it that item.
- 40:29 - Going to The Stables to pay a visit to Myron.
- 41:56 - Fighting the guards at the gates.
- 44:44 - Going down the ladder and killing the guards.
- 48:08 - Saying "Hi" to Myron.
I clear the place in the next episode.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/sxlslntm
The battle for Project Purity has begun.
"I am Alpha and Omega, the beginning and the end. I will give unto him that is athirst of the fountain of the water of life, freely."
I apologize for the low framerate in some parts of the video. The number of NPCs and explosions was too much for the game and my old computer.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:06 - It's morning in the Capital Wasteland.
- 00:31 - Entering the Citadel.
- 01:23 - Everyone is at the lab.
- 02:04 - Talking to Elder Lyons. I tell him I found the GECK but the Enclave took it from me.
- 02:39 - This is the chance to give Lyons the Modified FEV.
- 04:12 - Talking to Sarah Lyons. I'm now a member of Lyon's Pride.
- 04:33 - I choose Lyons' Pride Power Armor. In the vanilla game (as far as I remember), you receive standard power armor. Only a modded game (FWE) gives you the unique variant.
- 05:30 - Informing Elder Lyons about the origin of the super mutants.
- 05:55 - I ask him about Liberty Prime.
- 07:10 - I'm ready.
- 08:11 - Liberty Prime is being activated.
- 08:48 - Following the Lyon's Pride outside.
- 09:12 - Don't damage Liberty Prime!
- 10:03 - The battle had begun.
- 10:22 - Sniping the enclave troopers near the force field.
- 12:17 - Liberty Prime disables the force field. It'll do most of the job, actually.
- 13:24 - Gamebryo physics on crack.
- 13:52 - From this point forward, the frame rate will drop. I'm sorry, but it was too much for the game and my old computer to handle (CPU limited).
- 14:13 - Crossing the broken bridge while Liberty prime shreds everything in its path.
- 16:39 - Shooting some enclave troopers in the sky bridge above the street. Also, the ones near the Irradiated Metro exit.
- 20:11 - Mortars incoming! Don't stay too close to Prime.
- 21:49 - More enclave soldiers die.
- 22:44 - Another force field goes down.
- 25:00 - Looting the dead.
- 26:02 - Third force field goes down. We're almost there.
- 26:19 - Once you get close to Jefferson Memorial, the Project Impurity quest begins. The objective is: "Infect the Project Purity water supply... or not".
- 28:02 - Entering Jefferson Memorial.
- 28:24 - Lots of enemies inside.
- 30:33 - Lewis Machine Gun, it just works.
- 31:48 - Healing the team.
- 33:10 - Entering the memorial rotunda.
- 33:31 - Fighting Colonel Autumn and his men.
- 34:18 - Those Enclave Soldiers in classic enclave power armor are above average. That or Impervious Power Armor is helping them a lot. Lewing Machine Gun to the face was a good solution.
- 35:23 - On the intercom, Doctor Li informs that the Purifier is overloaded and someone must be inside the irradiated chamber to activate it.
- 35:58 - Talking with the companions.
- 36:31 - Looting Colonel Autumn's body. I take his unique laser pistol and uniform.
- 36:38 - Looting the dead enclave soldiers.
- 36:52 - Dumping all I can in the companion's inventory.
- 38:58 - Entering the irradiated chamber. The activation code is 216.
- 39:14 - Purifier activation and ending.
So, what happens next? Watch the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/egijpqce
Captured by the Enclave, I have the chance to meet President Eden in Raven Rock.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:07 - Having recovered my equipment in the cell locker, I'm ready to meet the president.
- 00:09 - Enclave Officer tries to stop me. I use the high Strength option to put him in his place.
- 00:45 - As the President said, people will not bother you (for now).
- 01:53 - Finding Nathan, from Megaton, in cell 3.
- 02:44 - Inspecting the Bio Lab.
- 03:39 - Checking the map and looting some stuff.
- 04:07 - And Colonel Autumn ruins everything. Everyone is hostile now.
- 05:58 - Door to Rave Rock Lvl 2.
- 06:20 - I'm in the Tech/Cryo Lab. Some grenades will help clear the area.
- 08:37 - Looting the dead and the lockers.
- 12:57 - Door to Raven Rock Lvl 3. I'm not going there.
- 13:07 - I look at the map again.
- 13:36 - Looting the lockers.
- 14:51 - Finding Anna Holt in one of the rooms.
- 16:24 - Opening the door and fighting more enclave troopers.
- 17:13 - The bedroom on the left belongs to Colonel Autumn.
- 17:34 - The Energy Weapons Bobblehead is on the table.
- 17:54 - The footlocker near the bed contains the ZAX Destruct Sequence.
- 18:56 - The Security Barrier terminal disables the force field protecting some Enclave Crates. While I gave up on hacking the security terminal, be aware that the Lighting Pistol from the New Uniques mod is there.
- 19:50 - Going upstairs to the war room.
- 20:09 - Entering Raven Rock Control Room.
- 20:19 - The Sentry Bots, controlled by Eden, start shooting the Enclave troopers.
- 21:19 - More stairs in the Control Room.
- 21:40 - Meeting President John Henry Eden.
- 23:56 - Eden wants me to put a modified FEV in the water of Project Purity.
- 25:51 - Using my Science Skill on Eden. Telling him to shut the place down.
- 26:43 - Taking the Modified FEV and heading to the Raven Rock Lvl 1.
- 27:12 - Shooting Enclave Troopers.
- 27:14 - As I have the Ultimate Perk Pack (Quest and Experience perks) installed, I earned the Fast Metabolism perk after using 200 stimpaks.
- 28:40 - Having Sentry Bots on your side makes things easier.
- 29:18 - Another group of soldiers.
- 30:33 - Hacking the terminal to disable the force field.
- 32:02 - Collecting the Plasma Thrower (EVE).
- 33:43 - The door opens, and missiles are shot.
- 33:57 - While the sentry bots and troopers fight, I shoot the enclave.
- 34:18 - The guy standing there while everyone fights (Enclave Enforcer) was added by EVE.
- 34:43 - The Enclave Heavy Gunner wears the classic enclave armor from Fallout 2. They were added to the game by FWE.
- 35:20 - That pile of ash is the Enclave Enforcer I just killed. He has the unique Enclave Enforcer Armor and Helmet (EVE). He also has the unique Heat Blaster.
- 35:46 - Leaving Raven Rock.
- 36:39 - While over-encumbered, I slowly walk away while the Raven Rock explodes.
- 36:49 - If you pause the video, you will notice a locker on the left side of the screen. There's some loot in it, but I only realized it after returning to the area in a later episode. It was likely added by a mod.
- 36:51 - Dogmeat, Star Paladin Cross, and Fawkes show up to fight.
- 38:22 - Talking to Fawkes.
- 39:22 - Important: So, I'm not sure what happened, but even having Good Karma, the only option available to choose was that one. I really wanted to recruit Fawkes. I didn't want to treat him that way. It seems to be an issue with FWE.
- 40:32 - So, I saved and exited the game. I searched online for possible solutions to that problem.
The solution was to open FWE Control Panel, open Supported Mods Config, click on Followers Enhanced, and finally choose the option Disable Karma Hiring Checks. It just worked.
* 41:24 - See? Now the option is there.
The team now heads to The Citadel. The battle for Project Purity is about to begin.
View Details
https://3speak.tv/watch?v=realdcghoul101/pfqhumel
In Vault 87, I look for the GECK, meet a new friend, and not-so-old enemies.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:11 - Inside the Reactor Chamber.
- 00:42 - Inspecting the path on the left.
- 01:13 - In the wood box near the mannequin is a copy of Nikola Tesla And You.
- 01:26 - Opening the door on the opposite side.
- 01:53 - Accessing Peter Stevens Personal Journals. https://fallout.fandom.com/wiki/Vault_87_terminal_entries#Peter_Stevens_personal_journals
- 03:04 - Lockpicking the safe near the terminal.
- 03:24 - The next door leads to the reactor. I accidentally alert one super mutant nearby.
- 04:20 - I return upstairs.
- 04:38 - Punching some radroaches.
- 06:03 - Super mutants are guarding the stairs ahead.
- 06:34 - Another reactor room.
- 07:56 - Going upstairs to the Living Quarters.
- 09:03 - Opening the next door to another set of stairs.
- 09:39 - Shooting the mutants that appear.
- 10:18 - Going upstairs and opening the door. I'm now in the atrium.
- 11:37 - Shooting the mutant in the upper area. Turning right and shooting the mutant in the corridor on my right.
- 12:21 - Going upstairs and killing the super mutant.
- 13:25 - Checking the restroom.
- 13:44 - A locked door.
- 14:23 - As a move in the atrium, I have to fight more super mutants.
- 14:55 - Shooting the ones in the lower area.
- 15:23 - Back into the corridor, I inspect the other restroom.
- 15:56 - Placing some frag mines and looting the gore bags.
- 16:28 - Dead super mutant pose.
- 16:36 - While placing a frag mine on the other corridor, I alert a super mutant. I retreat, and the mutant steps on the frag mine.
- 17:23 - The corridor on the right is blocked.
- 17:53 - I returned to the lower level of the atrium. I inspect the rooms.
- 18:36 - That area has some things to loot. Frag grenades, ammo boxes, and gore bags.
- 20:42 - Found one stimpak and some medical braces in the clinic.
- 21:15 - I return to the upper level, check the map, then walk to the other side, to the corridor where the mutant stepped on the mine.
- 21:35 - That room connects to the other side through the locked door.
- 22:01 - Back to the corridor, I went downstairs only to alert a super mutant. I almost died.
- 22:22 - Another super mutant approach.
- 24:41 - The stairs lead to a storage area. Boxes and lockers with random loot.
- 25:17 - Lockpick a safe near a terminal.
- 26:08 - Accessing the Engineering Section terminal. https://fallout.fandom.com/wiki/Vault_87_terminal_entries#Engineering_section
- 29:34 - Returning to the corridor, I move forward (and west).
- 29:43 - Lockpicking the door on the left. It's a small storage room.
- 30:00 - Level up! I chose the third rank of the Explosive Engineer perk (FWE).
- 31:48 - Nuka Cola Quantum and RadAway on the shelf on the right.
- 31:52 - Lockpicking the safe.
- 32:11 - One Pugilism Illustrated is next to the safe, on the shelf.
- 32:24 - Alerting a mutant when approaching another set of stairs.
- 32:36 - Sometimes your companions just get in the way when you are trying to run.
- 33:11 - Reaching the top of the stairs. The path on the right is blocked.
- 33:23 - The path on the left seems to be blocked and is irradiated.
- 33:38 - Moving forward and then to the right. I didn't see the super mutant ahead.
- 34:30 - Lockpicking a safe in the room.
- 34:57 - Hacking into the Medical Records terminal. https://fallout.fandom.com/wiki/Vault_87_terminal_entries#Medical_records
- 37:42 - Reaching the door on the other side of the blocked path.
- 38:10 - Going upstairs.
- 38:36 - Entering the Test Labs.
- 41:06 - Failed FEV Experiment. Reimplemented as an enemy with MMM.
- 41:54 - Entering the next room on the right.
- 42:12 - Chief Physician's Terminal.
- 44:19 - Meting and talking to Fawkes.
- 45:25 - High Intelligence dialogue option.
- 45:58 - Asking about the GECK.
- 47:30 - I agree to release Fawkes from his cell so he can retrieve the GECK for me.
- 47:57 - Following the path on the right to free Fawkes.
- 48:23 - Shredding some mutants.
- 48:49 - Activating the alarm and opening all cells.
- 49:02 - Sid and the centaurs are hostile.
- 50:05 - Talking to Fawkes again.
- 52:04 - Following and helping Fawkes.
- 54:48 - Diary of Sheldon Delacroix, , tapes 1 and 2. Cut content restored by some mod.
- 56:10 - Lab Techinician Terminal.
- 57:03 - Third Delacroix log.
- 58:23 - Crippled head.
- 01:00:16 - Just wait for Fawkes to retrieve the GECK.
- 01:01:26 - Thanks, Fawkes.
- 01:04:57 - Oh, crap.
- 01:06:04 - Hi, Colonel Autumn.
- 01:07:30 - The president wants to talk.
I'll meet the president in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/nbrwjmoa
Entering Vault 15 to kill Darion and all the New Khans members inside.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps in case you need them:
- 01:23 - Using the key card on the vault door.
- 01:44 - The combat begins.
- 03:54 - Blinding the enemy. I love VATS.
- 06:11 - Destroying the last enemy. It's time to loot everyone.
- 09:38 - Meeting Doctor Jones and learning more about Darion.
- 12:44 - Using the elevator to go to the next area.
- 12:58 - Somehow, the enemies didn't see me, so I shot them first.
- 15:06 - Using some Buffout and a Super Stimpak.
- 15:31 - Ouch! That hurts.
- 16:03 - Using Jet and also healing myself.
- 17:20 - The shotgun Burst shot is excellent.
- 20:08 - Las enemy killed and level up.
- 20:51 - I choose the Bonus Rate of Fire perk.
- 22:55 - It's looting time.
- 25:09 - Found a .223 Pistol, a skill book, and other things on that desk
- 25:27 - One Combat Armor and a 14 mm Pistol are in that container.
- 27:34 - Giving the Combat Armor I found to Vic.
- 29:17 - Taking the elevator to the next area.
- 29:52 - Starting the combat with many enemies in the area.
- 30:43 - Blinding the enemy is a nice feature. Why did Bethesda remove it?
- 33:18 - Combat is over.
- 33:33 - Inventory management and looting the dead.
- 37:42 - I found some Vault Computer Parts in that locker.
- 39:34 - Darion is in the next room on the right.
- 39:44 - After many attempts, I tell my companions to wait. I take some Jet and Buffout and start the fight with Darion again.
- 41:45 - Shooting Darion.
- 42:23 - Damn that flamethrower. The companions start taking a lot of damage.
- 43:03 - Vic kills Darion with a burst shot.
- 44:57 - Vic kills one of Darion's guards.
- 46:10 - I killed another guard.
- 46:59 - Shooting the guard that was going toward Sulik.
- 47:56 - Only one guard left.
- 48:18 - The battle is over. It was a tough battle, or I was too incompetent.
- 48:41 - Healing the companions.
- 50:02 - Looting the dead. I will have to return here in the next episode to loot everything.
- 54:26 - Accessing Darion's computer.
- 55:48 - Finding the location of Vault 13 in another computer.
- 57:05 - Taking the elevator back to the surface.
- 57:34 - Ladder to the outside, but the door is locked.
- 58:33 - Informing Zeke that Darion is dead.
In the next episode, I will inform President Tandi about what happened.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/kbekqhxg
Returning to Little Lamplight and exploring the caves that lead to Vault 87.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:09 - Entering Little Lamplight.
- 00:38 - Informing MacCready that the kids were rescued.
- 01:04 - It's Sticky's birthday party. He's now 16 years old and can no longer stay in Little Lamplight.
- 02:10 - I agree to take him to Big Town later.
- 02:29 - Asking MacCready about Vault 87.
- 03:26 - Asking him how he keeps things organized.
- 05:07 - Entering Little Lamplight Office Building.
- 05:17 - Meeting Bumble. https://fallout.fandom.com/wiki/Bumble
- 06:20 - The Journal of Carrey Delaney, entries 1 and 2.
- 08:40 - Following the sign that says "Souvenirs."
- 09:20 - Entering Little Lamplight Restrooms.
- 10:10 - The Souvenir Shop is closed. I will return later.
- 10:23 - That tunnel leads to the Murder Pass. I'm not going there yet.
- 10:49 - Entering The Great Chamber.
- 11:51 - Meeting Joseph, the teacher.
- 12:33 - Asking him how he teaches the other kids.
- 15:26 - Finding a workbench, a silencer (WMK), and a bottlecap mine.
- 16:20 - Checking the area with the "nothing" sign. It's an alternate way to get into Vault 87.
- 17:26 - I find Biwwy sleeping in one of the beds in the chamber.
- 18:00 - Biwwy offers the Wazer Rifle for 500 hundred caps. There was no speech option to lower the price, so wearing Button's Wig was useless (LOL).
- 18:33 - Wazer Rifle model is different. Some mod changed it (FWE, EVE, or RH Irongsights)
- 19:28 - Returning to the Lamplight caverns.
- 19:37 - The Souvenir Shop is now open.
- 19:51 - Finding the My diary, by Jason Grant holotapes, entries 1 and 2.
- 21:19 - Meeting Knick Knack. He sells one of the Bottlecap Mine Schematics.
- 23:55 - Heading to the Spelunkers area.
- 24:07 - Meeting Knock Knock.
- 24:59 - Want to hear a joke?
- 25:11 - High Intelligence dialogue option.
- 25:23 - Speech check. Lying to the kid about his jokes.
- 26:16 - Kid, take a seat. It's my turn to tell you a story.
- 27:29 - Talking to Squirrel.
- 28:16 - Meeting Eclair.
- 29:00 - Asking Eclair about food and learning about the cave fungus. There's an unmarked quest around that, but Mayor MacCready needs to agree.
- 31:03 - Returning to The Great Chamber.
- 31:33 - Asking MacCready about the fungus deal. It didn't work out. Maybe I need a higher Barter skill. Avoid using the speech skill option.
- 32:24 - Asking him to open the Murder Pass. Just follow him.
- 33:32 - MacCready opens the path, and I enter the Murder Pass.
- 34:24 - Lots of super mutants ahead. They died faster than expected.
- 35:52 - I believe this is the first time I utilized Gopher's Night and Thermal Vision equipment. The power armors comes with both of them.
- 37:33 - Shooting one by was not the best idea. I return through the bridge and turn left.
- 38:32 - A better angle to shoot them.
- 41:15 - There's a copy of Tales of a Junktown Jerky Vendor on top of that toilet.
- 42:22 - Checking the map and moving forward.
- 43:39 - Taking the path on the right and shooting one mutant and return.
- 44:45 - Walking through the path on the left, I bump into a group of super mutants. The game engine shit itself, and textures turn white. LOL.
- 47:00 - I return to the rope bridge near the entrance. Some super mutants on the lower level of the cave.
- 48:04 - I cross the bridge to and dead and. One copy of U.S. Army: 30 Handy Flamethrower Recipes is on the table near the first-aid box.
- 50:16 - Returning to the wood structures where a killed that last group of super mutants. I loot the place.
- 52:57 - Taking the path to the right of the vault sign.
- 53:29 - Disarming a tripwire on the path on the left. It's a dead end.
- 54:07 - Taking the path on the right.
- 54:29 - Bumping my head into a grenade bouquet. Companions were hit by the explosion.
- 54:42 - The whole situation alerts the super mutants.
- 56:04 - Reaching a door to a vault structure.
- 56:28 - Nuka Cola Quantum, first-aid, and ammo boxes on the shelf.
- 57:31 - Following the path to the Reactor Chamber. Now it's time to find the GECK.
My trip to Vault 87 continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/azcjxyeq
Rescuing the Little Lamplight kids from the claws of the slavers.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:07 - Heading northwest to Paradise Falls.
- 00:26 - Detecting and fighting the Talon mercs in Northwest Seneca Metro Station.
- 02:35 - Some Enclave troopers on the broken overpass near the river. They only appear after the Enclave attacks the Jefferson Memorial.
- 02:59 - The behemoth wearing Enclave Power Armor was probably added by the Imperfection mod. A Frank Hooringan reference, I suppose.
- 05:00 - Shooting the enclave troopers.
- 06:35 - Enclave troopers almost killing me.
- 07:52 - Enclave Devastators were added by FWE.
- 09:44 - After seeing Star Paladin Cross equip the enclave helmet, I realized she needs a helmet that matches her power armor. It will take a while to find one.
- 10:32 - The Crossroad Camp was added by The Regulators mod.
- 10:50 - A Tyrannaclw attacks (Imperfection mod).
- 14:02 - I have no idea who placed the inaccessible shack.
- 14:11 - Military Droid added by Imperfection.
- 15:26 - Finding Crazy Wolfgang near Paradise Falls. He has one copy of the Rock-It Launcher Schematics.
- 16:22 - Meeting Grouse, he guards the entrance.
- 17:08 - My speech skill worked, but I didn't want to pay.
- 18:28 - I will get the Mesmetron from Grouse.
- 22:25 - Bye, Grouse.
- The Wasteland Violence mod adds Regulators attacking various criminal-controlled areas around the game. Paradise Falls is different as you need to activate a switch: "There will be a switch stuck to a wall just little ways down the road from where Grouse sits. Activate the switch to start the attack."
I completely forgot about this.
* 23:32 - Collecting Paradise Falls Box Key from Forty's body.
* 23:46 - Entering Paradise Falls.
* 23:57 - Shooting all the slavers on sight.
* 25:59 - Opening The Box with the key found in Forty's inventory. Rory Maclaren's body is inside. I didn't remember at the time, but "If the slavers are attacked before reaching 'the Box,' he will be found dead."
* 26:31 - Entering The Toilets.
* 26:53 - Opening the gates to free everyone.
* 27:07 - Finding the kids. I talk to Penny, and the kids will wait outside.
* 27:25 - Entering the Slave House.
* 27:49 - Telling Bleak she is free to go.
* 28:21 - Entering Eulogy's Pad.
* 28:30 - Shooting Crimson and Eulogy Jones.
* 28:59 - Taking Eulogy Jones' Suit. I forgot to take Eulogy's hat on the projector.
* 29:46 - The Speech Bobblehead is on the table near the Paradise Falls Main Terminal.
* 30:57 - There were lots of Nuka Cola Quantum bottles behind the stairs. As they were marked as owned, it was considered stealing. Paladin Cross wasn't exactly happy with that.
* 32:15 - Clover appeared out of nowhere and was hostile. She was marked as essential and was just knocked unconscious.
* 33:52 - Entering Cutter's Clinic and being attacked by her.
* 34:04 - Taking Cutter's Medical Supply Key from Cutter's body. As the items were marked as owned, I decided to return later without Paladin Cross.
* 34:49 - Entering Lock and Load and killing Pronto. Again, everything inside was marked as owned. I returned later (offscreen) to loot everything.
* 38:28 - Collecting Lock and Load Supply Key from Pronto's body.
* 36:23 - Enterings the Slaver' Barracks.
* 36:28 - I told Paladin Cross to wait outside.
* 37:12 - Finding the Burn This Goddamn Jumpsuit holotape and the Vault 77 Jumpsuit.
* 37:33 - Listening to the holotape.
* 38:44 - Looting Carolina Red.
* 38:53 - Looting Jotun.
* 39:11 - The Break, a unique Pool Cue, could be found on that pool table.
* 39:49 - Trying to inform Breadbox he is free.
* 40:34 - Inspecting the Child Slave House.
* 41:16 - Leaving Paradise Falls.
* 41:48 - Talking to Sammy and completing the quest.
I'll return to Little Lamplight in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/enfkyscs
It's time to head west to Little Lamplight to find a way into Vault 87.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:07 - Fast traveled to Arefu, and from there, I'll head west to Little Lamplight.
- 00:13 - Adventurer gets attacked by some creature.
- 01:04 - Wastelander approaches with an explosive collar. I fail to disarm it. This was a random encounter (Human Bomb). I triggered this encounter during episode 56, here.
- 03:16 - Discovering VAPL-58 Power Station.
- 03:42 - The Ballista Schematics is on top of the filing cabinets. Probably added by EVE - Lost And Found mod.
- 04:15 - A copy of Dean's Electronics on the desk.
- 04:29 - Both safe and computer are (very) hard to open/hack.
- 04:39 - Ladder to the roof.
- 04:51 - One copy of US Army: 30 Handy Flamethrower Recipe near the grill.
- 06:16 - Following the power lines, I trigger another random encounter: Out of The Vault. I was confused at the time because I didn't see anyone. Turns out the spawn point was located way behind me. Thinking about it now, I should have walked there just to see it. Oh, well.
- 07:06 - I continued walking near the power lines (northwest) and found some hostile wastelanders.
- 07:35 - In their Pylon Shack, I found the Keller Family transcript, 1 of 5.
- 08:07 - I listen to the transcript.
- 10:24 - Heading west, I see the Wasteland Gypsy Village in front of me.
- 10:45 - The inhabitants are always hostile towards the player. So I just shot everyone.
- 12:48 - Entering the abandoned (southeastern) shack.
- 13:01 - A copy of Duck And Cover near a mini-nuke and ammo box.
- 14:05 - The shack near the rocks cannot be accessed. The Wikia mentions that "the southernmost edge of the village is protected by a steep cliff, and there is an inaccessible boarded up shelter door, suggesting the site might have once been a mine or crudely fashioned fallout shelter for the gypsy villagers."
- 14:37 - The fridge on the other side of the fence had a copy of Tumblers Today.
- 15:01 - Entering the abandoned (south western) shack.
- 15:22 - The second Ballista Schematic I found. I think it was added by EVE- Lost And Found.
- 15:57 - Entering the abandoned (northern) shack.
- 16:02 - Shooting the hostile wastelanders.
- 16:44 - A copy of Tales of a Junktown Jerky Vendor is on the table.
- 19:05 - Discovering Jalbert Brothers Waste Disposal.
- 19:38 - The hunters are a random encounter.
- 20:06 - Entering the office on the north side of the area.
- 20:04 - Heading downstairs to the other side of the building.
- 20:24 - Nuka Cola Quantum.
- 21:04 - Rad-X, RadAway, and Stimpaks in the cabinets.
- 21:48 - Reaching the other side of the building.
- 21:56 - A copy of the D.C Journal of Internal Medicine is on the shelf near the first-aid box.
- 22:39 - Hacking the terminal near the exit door. I open the locked safe.
- 25:13 - Outside again. A Protectron starts shooting plasma at me (Alpha's Robot Overhaul).
- 25:55 - An abominable mutant and giant radscorpion are the next.
- 28:57 - Nuka Cola Quantum near the empty barrels.
- 29:51 - Discovering Everglow National Campground when heading west in the forest.
- By the way, Fo3 Flora Overhaul (Dead Edition) does make a huge difference. The trees look so much better than the vanilla ones.
- 30:29 - Some raiders attack.
- 31:35 - Spotting some super mutants on the road ahead.
- 31:52 - Entering that trailer triggers a battle between raiders and super mutants.
- 31:57 - A copy of Guns And Bullets.
- 33:00 - Looting everything I can before leaving the area.
- 35:13 - Shooting the super mutants on the road. Things didn't go as I planned.
- 38:09 - Almost there.
- 38:47 - I forgot to heal Star Paladin Cross after that battle in the campground.
- 39:52 - More creatures await me when I discover Little Lamplight.
- 41:29 - Looting the small cabin near the entrance.
- 44:29 - Entering Little Lamplight.
- 45:07 - Meeting Mayor MacCready. He will not let me in.
- 45:47 - My speech skill isn't high enough, so in order to earn their trust, I will have to rescue two kids from Paradise Falls.
I will rescue the kids in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/cmaajnvr
Meeting President Tandi, buying new armor, and going to Vault 15.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 01:28 - Quick talk with Dr. Jubilee.
- 03:15 - Statue of the "Stranger of Vault 13".
- 03:54 - Meeting Gunther.
- 04:26 - Meeting President Tandi. Taking the job about Vault 15.
- 06:02 - Asking about Vault 13.
- 07:08 - Asking about New Reno.
- 08:08 - Are you that Tandi?
- 09:20 - Asking about Shady Sands.
- 11:00 - Using the holotape and reading the notes.
- 14:08 - Checking the price of the Combat Armor and buying some ammo.
- 15:30 - Okay, this part of the video may be boring. I'm managing my inventory, so you can skip and use the timestamps below.
- 20:10 - Buying more ammo and selling some things.
- 22:00 - Boring part. Giving some ammo and guns to the companions, then managing the inventory.
- 23:47 - Buying a P90. It was expensive.
- 24:26 - Giving the P90 to Sulik.
- 25:03 - Selling some things I will not use.
- 28:03 - Buying the Combat Armor. It was expensive as hell.
- 30:59 - Giving my old Metal Armor to Vic.
- 33:58 - Selling stuff I will not use and getting some of my money back.
- 36:21 - Selling more stuff to take my money back.
- 38:30 - Travelling to Vault 15 to deal with the Squatters.
- 38:42 - Folks don't want to talk.
- 38:57 - Meeting Rebecca. She wants to talk.
- 41:57 - Rebecca's daughter has disappeared.
- 43:10 - Someone was listening to our conversation.
- 44:02 - Asking Dalia if she saw something.
- 44:50 - Finding the suspect, and the fight begins.
- 47:20 - Finding the key that opens the door.
- 47:27 - Finding a sniper rifle. Nice.
- 48:18 - Hurting myself in a trap, I should have used the key.
- 48:37 - Rescuing Chrissy and hearing what she knows.
- 50:08 - Hurting myself again in another trap. Just use the damn key!
- 51:07 - Talking to Rebecca after rescuing her daughter.
- 52:19 - Talking to Zeke about the situation. Convincing him about a possible deal with the NCR.
- 53:31 - Agreeing to attack Darion now. When asking about the vault entrance, I receive a key card that opens the vault door.
I will fight the New Khans and Darion in the next episode.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/nnvdudvq
The pip-boy receive and radio signal. An old friend asks for help.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:07 - Back in Megaton, I receive a radio transmission from Vault 101.
- 00:58 - It's a sunny day in the Capital Wasteland.
- 01:45 - Opening Vault 101 giant door.
- 02:16 - The body of Jim Wilkins.
- 02:29 - Opening another door and bumping into Officer Gomez. I ask where Amata is.
- 03:27 - Learning about what's happening in the vault.
- 05:36 - Heading to the Atrium/Upper Level.
- 05:44 - Freddie's argument with Officer Taylor almost ends horribly.
- 06:56 - Heading to the lower level.
- 07:35 - Chip Taylor's body.
- 08:05 - Talking to Wally Mack.
- 08:44 - Talking to Ellen DeLoria.
- 09:26 - Talking to Pepper Gomez.
- 10:19 - Heading downstairs to the Sub-Level.
- 10:54 - Talking to Stanley,who's trying to keep the Vault systems up and running. I then returned to the Lower Level.
- 12:01 - Checking the map and heading west.
- 12:10 - Hello, Butch. He wants to escape and suggests that someone could sabotage the vault, so everyone would have to leave.
- 14:29 - Talking to Susie Mack.
- 14:50 - Finding Amata and hearing about what happened the day the Lone Wanderer left the vault.
- 17:38 - Telling Amata that I will stop her father.
- 18:23 - Talking to Freddie Gomez.
- 18:45 - Beatrice's body. Andy seems to have low Medicine skills. He needs to read more copies of the D.C Journal of Internal Medicine.
- 21:36 - Returning to the Atrium. That door is the closest one to the Overseer Office.
- 21:46 - Wearing Button's Wig for speech skill bonus
- 22:14 - Talking with the Overseer and trying to convince him to stop.
- 24:49 - As you can see, my speech skill was high enough, so I failed. So I have to find another way to convince him.
- 26:11 - Entering the nearby detention room. The terminal can be hacked or accessed with a password.
- 26:42 - Entering the server room, Officer Wilkins is not happy to see me. He attacks.
- 27:03 - I collect the Jail Cell Password from his body.
- 27:32 - Accessing the Desk Terminal in the detention room with the password I just found
- 27:39 - Reading the Confidential data on the planned raid on the rebels.
- 28:17 - Unlocking the cell door and meeting Mr. Brotch. He also heard the guards planning on raiding Amata and the rebels.
- 29:28 - Informing the Overseer about what was about to happen.
- 30:13 - Now he understands and will step down as Overseer.
- 30:49 - I follow him to the lower level.
- 32:23 - Listening to the conversation.
- 33:17 - Talking to Amata one more time.
- 33:54 - I should have replied: "I've got a bad feeling about this..."
- 34:18 - Saying goodbye and leaving. Receiving the Modified Utility Jumpsuit for solving the conflict in a non-violent way.
- This is the last chance to collect the Medicine Bobblehead in the clinic's office.
- Also, a schematic for the Rock-it Launcher can be found in James/dad office in the clinic. It's in a safe behind the framed verse. I always forget about this one.
- 35:52 - I'm leaving, you son of a...
- 36:20 - Heading to the entrance.
- 37:27 - Leaving Vault 101, again.
Well, that was all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/wjuzsksk
Met a lot of people in The Citadel. Also, a new follower and the location of Vault 87 and the GECK.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:08 - Entering the Citadel Laboratory.
- 00:31 - Listening to the conversation between Elder Lyons and Scribe Rothchild.
- 01:13 - Speaking to Scribe Rothchild. Asking about the location of the GECK.
- 02:40 - Meeting Star Paladin Cross.
- 03:47 - Star Paladin Cross ask if she can join me in my adventures (Good Karma).
- 05:13 - Exploring the laboratory.
- 06:40 - Hello, Liberty Prime.
- 07:15 - Meeting Scribe Bowditch. Asking a lot of things.
- 10:29 - Scribe Bowditch can repair your equipment.
- 11:21 - Stairs to the Citadel - A Ring.
- "A Guns and Bullets book under the rightmost bed in A ring's 'The Den' area."
- 12:14 - Listening to the conversation.
- 13:11 - Meeting Paladin Glade.
- 14:24 - Meeting Paladin Kodiak.
- 17:56 - Meeting Knight Captain Dusk.
- 19:39 - Meeting Knight Captain Gallows.
- 20:54 - Meeting Scribe Jameson. I can give the Brotherhood of Steel holotags to her.
- 23:43 - Accessing the Pentagon Terminal Library.
- 25:27 - Accessing the Vault-Tec terminal and reading the information about the vaults around the DC area. There is a GECK in Vault 87.
- 30:23 - Accessing Maxson Archive Terminal.
- 33:21 - Entering the Citadel - B Ring.
- 33:26 - An infirmary on the left.
- 34:20 - Lockpicking the door in one of the dormitories. The floating "Mysterious Robot" was probably added by Alpha's Robot Overhaul or Imperfection - The Definitive Creature mod.
- 35:19 - Meeting Squire Maxson.
- 37:46 - The Toy Protectron was probably added by Alpha's Robot Overhaul.
- 37:52 - Entering Elder Lyons's bedroom (I think).
- 37:54 - Knight Captain Colvin. I forgot to talk to him. https://fallout.fandom.com/wiki/Colvin
- 38:02 - That's Elder Lyon's Terminal.
- 38:06 - Elder Owyn Lyons Personal Log 1. There are three of them.
- 39:00 - Returning to the A Ring.
- 39:46 - Back in the Laboratory.
- 41:10 - Meeting Knight Captain Durga in the armory. I need the authorization to trade with her.
- 41:52 - Talking to Scribe Rothchild about Vault 87 and the GECK.
- 43:00 - Back in the laboratory, Rothchild shows the vault on the big map.
- 43:20 - Too much radiation. Well, Little Lamplight Caverns, here I come.
- 45:05 - "A Duck and Cover! book in a crate in one of the stalls in the bathroom of the Citadel lab."
In the next episode, some radio transmission calls for my help.
View Details
https://3speak.tv/watch?v=realdcghoul101/qatvlbbk
Escaping from the Enclave through the Taft Tunnels and reaching the Citadel.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:13 - Destroying an Eye-Bot and finding a first-aid box on the left. Tell the companions to wait before you make sure the path ahead is safe.
- 01:27 - Another Eye-Bot is destroyed.
- 01:43 - RadAway near the radioactive barrels.
- 02:24 - Returning to Doctor Li and her team. Now they can come along.
- 03:05 - Telling Doctor Li to wait while I kill the Enclave soldiers in the room ahead.
- 05:10 - A copy of Chinese Army Spec Ops. The book is usually on the desk, but the explosion blasted it to the ground.
- 06:18 - Heading through the door in the sewer. Don't bring the crew with you before killing enemies.
- 06:54 - Killing the ghouls and Level Up (16). Choosing the second rank of the Ammunition Engineer perk.
- 09:18 - Finding a room with a workbench.
- 10:00 - Telling Doctor Li that they can come along.
- 10:34 - Door to Taft Tunnel.
- 11:00 - Doctor Li informs that Garza has a heart condition. He needs some medicine now. I gave Li some stimpaks to help him.
- 12:02 - Telling them to wait.
- 12:15 - Opening the next two doors and the room on the left. It took me some time to notice the Enclave troopers were on the catwalk above.
- 15:42 - Going upstairs after killing the Enclave troopers. More feral ghouls ahead. Including a Glowing One.
- 18:00 - Checking the medical room on the left.
- 18:50 - Clearing the corridor on the right.
- 19:29 - Behind the generator on top of the wood table, you can find a copy of Nikola Tesla and You. I had to return later to grab the book. The book may fall to the ground if hit by an explosion.
- 20:56 - Returning to where Li and her crew are. I make them move forward until we reach the area where I killed the last feral ghouls.
- 22:03 - There are feral ghouls in the room behind the door on the right. There is a trigger that will make them attack the team. I'm trying to prevent that by placing some frag mines.
- 22:49 - I open the big door using the switch.
- 23:01 - I slowly move into the area where the Brotherhood guys are. I'm waiting for the feral ghoul attack to start.
- 23:14 - The moment I hear the feral ghoul scream, I run back into the tunnel and near the door to kill the ghouls as fast as possible.
- 23:19 - The mines explode but not every ghoul was killed. I move forward with Eugene killing the ghouls and attracting them towards me, away from the Li and the others.
- 23:57 - Telling Doctor Li to wait again. I will go inside the room and kill the remaining feral ghouls.
- 24:19 - More feral ghouls run to the stairs. I threw a grenade, and the explosion ignited the gas leak in the ceiling.
- 24:26 - Ooops. Sorry, Dogmeat.
- 24:29 - Eugene vs. Feral Ghoul Reaver.
- 25:55 - Jumping on the metal beams to open the ammo box.
- 26:11 - Finding a safe in the dead end of the tunnel.
- 26:14 - On top of the safe, I found the 40mm round schematics.
- 26:32 - Lockpicking the safe.
- 27:21 - Returning to the area with the Brotherhood guys.
- 27:53 - I thought I had left everyone behind, but everyone had already reached the ladder.
- 28:19 - Ladder to the wasteland and discovering The Citadel.
- 29:04 - Doctor Li politely asks the guard to let us in. It worked.
- 29:54 - Paladin Bael still doesn't like me, though.
- 30:34 - Entering The Citadel.
- 30:50 - Doctor Li talking to Lyons.
- 32:20 - Talking with Doctor Li.
- 32:50 - Talking to Elder Lyons.
- 33:05 - Asking about the Brotherhood of Steel.
- 35:01 - Asking him about those Brotherhood holotags I found.
- 35:23 - Asking Lyons about the Outcasts.
- 37:54 - What about the enclave?
- 38:33 - What about the super mutants?
- 39:18 - The question that really matters: Power Armor training.
- 40:18 - Meeting Paladin Gunny and learning how to use Power Armor.
That's all, folks! I will deal with the whole Project Purity and Enclave situation in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/xpnqjyvn
Arriving in the New California Republic and completing some quests.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 56:24 - Arriving in the NCR. Technically, I'm not inside the city yet.
- 02:34 - For some reason, that merchant doesn't like me.
- 04:34 - Paying for information.
- 06:26 - Vortis - the slaver - didn't like me either.
- 08:20 - Asking questions around the bar.
- 10:25 - Talking with the Sheriff inside the city.
- 13:31 - Being enlightened, I guess.
- 16:27 - Meeting the New California Rangers. They are recruiting.
- 18:02 - A woman asks for help, and a man is about to blow himself up.
- 18:33 - I wasn't sure which dialogue options were the best.
- 21:29 - The man agreed that killing himself was not the best idea.
- 22:09 - Level up. I put all the skill points in Energy Weapons. It probably will be helpful later.
- 23:15 - Reading the skill books I received as a reward.
- 25:07 - Checking the local bar.
- 28:37 - Back outside, I will free the slavers as the Rangers ordered.
- 30:29 - I just ran near the cages at night, and the fight began.
- 34:04 - The slavers and his were all shooting at me, so I took cover on the wall.
- 34:43 - Vic was hit pretty hard.
- 37:37 - Sulik manages to kill some enemies.
- 37:59 - Vic finally returned to the battle and killed some enemies.
- 38:40 - Sulik Kills Vortis.
- 38:52 - While I was shooting the Slaver Overseer all the time, Vic finished him off.
- 39:52 - With the fight over, I loot everyone.
- 42:55 - Having killed Vortis, I had no idea how I would open the gates. I thought that there was a key or code to open the doors.
- 45:24 - Fighting and killing the last surviving slaver with a critical shot in the groin.
- 48:04 - The moment I realized I could use Mentats to Increase my Science Skill to access the terminals to open the gates.
- 49:53 - That last terminal refused to open at first.
- 52:05 - Informing the Rangers that the slavers were free.
- 53:23 - Checking the garage. I thought that maybe there was something to do there.
- 54:06 - Talking to one of that mysterious Brotherhood of Steel guys.
See you all in the next episode.
- Fallout2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/jaelreix
Rivet City, Jefferson Memorial, Project Purity, then shit happened.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:07 - Fast traveled to Rivet City after exiting the Smith Casey's Garage. Don't worry about James. He catches up with you when you reach the science lab.
- 01:01 - Entering Science Lab.
- 01:17 - Just listening to the conversation.
- 02:57 - Talking to dad again.
- 03:47 - Next destination: Jefferson Memorial.
- 04:27 - I went ahead to secure the memorial. To my surprise, a Behemoth showed up. Some travelers/mercenaries appeared and started shooting him too.
- 05:32 - He died just in time, as dad and folks from Rivet City arrived.
- 07:07 - Talking to dad, I will have to clear the interior of super mutants. I killed most mutants earlier when first visiting the place.
- 10:11 - Entering the sub-basement.
- 11:08 - Placing some frag mines.
- 11:43 - That didn't go very well. The frag mine worked tough.
- 12:25 - Shooting more mutants on the stairs.
- 13:18 - That door can't be opened right now.
- 13:55 - Project Purity Journals, Entry 7 and 8.
- 15:31 - Looting the dead.
- 15:48 - Going downstairs to the dormitory.
- 17:06 - Placing more frag mines.
- 17:29 - Heading to the flood control area.
- 17:37 - RadAway and ammo on the metal shelf.
- 17:54 - Killing the mutant in the flood control room.
- 18:34 - Entering the nearby room.
- 18:43 - The Better Days holotape can be found on the wood table near the door.
- 18:47 - Right next to the old terminal, the Project Purity Personal Journal, Project Purity Personal Journal Entry 1, 2, and 3 can be found.
- 22:21 - "I am Alpha and Omega, the beginning and the end..."
- 22:51 - Heading to the Fuse Access area.
- 23:04 - The last super mutant. The molotov cocktail was more effective than I expected.
- 24:57 - It's safe to go inside now.
- 26:24 - Talking to Janice Kaplinski.
- 26:54 - Talking to Garza.
- 27:24 - Entering the Rotunda. Talking to dad again. I will have to repair some things.
- 29:24 - Talking to Doctor Li.
- 30:05 - Back to the basement.
- 30:13 - LOL, only now healing the crippled limbs after being shot at 11:43.
- 31:04 - Back to the flood control room.
- 31:56 - Returning to the Rotunda to get the fuses.
- 34:00 - In the basement. Placing the fuses in the Power Fuse Box.
- 34:42 - The door that couldn't be opened is now working correctly.
- 35:01 - Mainframe Power Switch.
- 35:17 - One more thing to do.
- 36:04 - In the Memorial again.
- 36:28 - Entering the Pump Control. Then going to the next grate.
- 37:15 - Activating the pipe control and... oh, crap.
- 37:46 - Entering the Sift Pump.
- 37:48 - Walking inside the long pipe and back to the sub-basement.
- 38:38 - Enclave troopers in power armor. Sneak attack on both of them.
- 39:55 - Looting the dead troopers. They have pulse and plasma rifles.
- 40:41 - Fighting more Enclave troopers in the memorial area.
- 41:00 - Taking cover and throwing grenades.
- 43:39 - Entering the rotunda. Dad and the colonel are locked inside the Purifier.
- 45:30 - Purifier overloaded, everyone inside died. Time to run with the rest of the crew. This is the only chance to get Colonel Autumn's 10mm pistol. "To do so, the Lone Wanderer needs to directly face the body, with the cursor on it, in first-person view. Then switch to a third-person view and rotate the camera by 180 degrees. Doing so will show the "search" prompt for Autumn's corpse."
- 46:33 - As I have Ultimate Perk Pack (quest perks), I earned the Avenge My Father perk.
- 47:03 - Leaving the rotunda and entering the sewer hole to the Taft Tunnels.
The escape through the tunnels continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/vuawbtwc
Returning to the main quest. Vault 112, here I come. Also, Tranquility Lane is a lovely place to live, don't you think?
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:07 - Receiving gifts for being a good person.
- 00:59 - Fast traveling to Evergreen Mills, and from there, I walk west/southwest.
- 02:09 - Yao Guai attacking a traveler.
- 05:09 - Sentry bots ahead.
- 06:02 - Yup, being detected.
- 06:34 - Oh, crap. Pulse grenade saved the day.
- 07:14 - Running around the rock is a legit tactic.
- 08:10 - Testing Eugene against the sentry bot.
- 09:08 - The sentry bots were fighting some Outcasts when I arrived.
- 10:43 - There were some ammo boxes near and inside the tent.
- 11:21 - Discovering Smith Casey's Garage.
- 11:44 - The Tyrannaclaw was added by the Imperfection mod.
- 12:04 - Some radroaches and mole rats inside.
- 12:39 - A copy of Tumbler's Today in the safe.
- 13:26 - The Electrical Switch opens the trap door to the unground.
- 13:53 - Door to Vault 112.
- 14:11 - Opening the large vault door.
- 15:02 - More two doors and meeting one the local Robobrains.
- 15:36 - Wearing the Vaul 112 suit I just earned.
- 16:42 - Looting the medical rooms of the vault.
- 17:07 - More lockers and a first-aid box in the next room.
- 17:49 - Investigating the other side of the area.
- 17:56 - The door can only be opened with a password inserted in the nearby terminal.
- 18:21 - The door in the lounger area can only be opened by hacking the nearby terminal (hard-level).
- 18:56 - Opening the Tranquility Lounger.
- 19:20 - Starting the simulation.
- 19:46 - Welcome to Tranquility Lane.
- 20:07 - Meeting George Neusbaum.
- 20:22 - Meeting a dog.
- 20:46 - Meeting Betty. Not a nice girl.
- 21:54 - Meeting Bill Foster.
- 22:26 - Meeting Martha Simpson.
- 22:50 - Meeting Pat Neusbaum.
- 26:21 - Door to Dithers Residence.
- 26:33 - Talking to Old Lady Dithers. She is the only person aware that it's all a simulation.
- 27:03 - Learning that Betty is actually Braun. Lady Dithers mentions a failsafe.
- 27:25 - Asking about the failsafe.
- 28:21 - Entering the Abandoned House.
- 29:08 - Interacting with objects in the correct order to reveal the Failsafe Terminal: The tone sequence is Radio (F), Pitcher (C), Gnome (D), Pitcher (C), Cinder Block (B), Gnome (D), Bottle (A).
- 29:42 - Accessing Vault 112 Auxiliary Command Terminal and reading the Dr. Braun entries.
- 32:24 - Activating the Failsafe (Chinese Invasion).
- 33:37 - The failsafe in action.
- 33:54 - Talking to Betty/Braun after the failsafe.
- 34:27 - Asking about the GECK, himself, and Tranquility Lane.
- 34:49 - Asking about where dad is. He was the dog.
- 36:18 - Leaving Tranquility Lane.
- 36:34 - Hi, dad. He learned some things to help Project Purity.
- 38:02 - Chatting a bit more before returning to Rivet City.
- 40:53 - Accessing the lounger terminals.
- 41:51 - Inside that room are healing items and the password to the Overseer room. I need high science skills to hack the terminal near the door. I think I did it offscreen, tough.
- 43:31 - Following dad outside.
- 44:36 - Exiting Smith Casey's Garage.
Returning to Rivet City in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/yncmpowd
Rescuing the Reilly's Rangers at the top of the Statesman Hotel.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:07 - Entering the restaurant.
- 00:30 - Disarming pressure plate and grenade bouquet.
- 01:19 - VATS time.
- 02:06 - Bye, centaur.
- 03:06 - Super mutant getting stuck into something, them being killed.
- 04:08 - Walking through the collapsed floor area.
- 04:51 - Shooting another mutant.
- 05:46 - Reaching the kitchen area.
- 06:16 - Super mutants walk around the bar area. Placing a frag mine and one headshot.
- 06:46 - The second headshot fails, and I run back to the kitchen, then a super mutants steps on the frag mine.
- 06:57 - Another mutant attack.
- 07:59 - Now, he died.
- 08:52 - Lockpicking the door. It's a shortcut to the entrance to the middle level of the hotel.
- 09:41 - A copy of Grognak - The Barbarian, ammo, and grenade are on a shelf in the bar.
- 10:46 - One Nuka Cola Quantum.
- 12:11 - Door to the stairs that leads to the roof.
- 12:38 - I stayed so much time inside the building that I didn't realize it was already night.
- 12:58 - Hello, Rangers.
- 13:15 - Talking to Butcher.
- 13:50 - Donovan wants to repair the elevator to escape. You will need a fission battery.
- 14:15 - I already have a fission battery in my inventory, so I don't need to look for one.
- 14:37 - Before giving the fission battery to Donovan. I provide ammo to him, Brick and Butcher.
- 15:40 - Giving the fission battery to Donovan.
- 16:06 - Donovan will repair the elevator. I always enter the elevator after he does.
- 16:27 - The rangers and I are now on the Statesman Hotel's first floor. Super Mutants will appear to attack the rangers, so I killed them as faster as possible, so no one would get killed.
- 17:01 - I wait as all rangers leave the building. Then I talk to Butcher again.
- 17:57 - Outside the hotel, I fast travel to the Ranger Compound.
- 18:47 - Talking to Reilly to finish the quest.
- 19:46 - Between the Ranger Battleamor and Eugene (the minigun), I chose Eugene.
- 20:17 - Asking Reilly about the Talon Company.
- 20:59 - Asking her what has been happening. Following that, I choose the first option in the following two dialogues.
- 21:47 - She then mentions mapping the ruins. I volunteer to help her.
- 22:24 - Receiving the Geomapper module. Don't lose this item!
- 22:53 - Checking Eugene.
- 23:39 - As I have discovered and visited various places, I can offload the data to Reilly. The payment is excellent.
- 24:54 - Donovan can repair your stuff.
- 25:33 - Butcher can heal you.
- 27:05 - As I have the Reilly's Rangers Expanded mod installed, new rangers and unique features are added to the compound over time. All the components will become available by returning to Reilly with mapping data. You'll see changes in the compound exterior, such as new guards, tents, and more.
- 27:28 - Back inside the compound to grab the Dean's Electronics on top of the generator.
- 28:06 - Quick trip to Underworld.
- 28:33 - Entering the Ninth Circle.
- 28:41 - Talking to Sydney and showing the "A note from Little Moonbeam's father" to her. After discovering what happened to her father, she awards me with Sydney's 10mm "Ultra" SMG.
- 29:45 - Checking the weapon stats.
Well, that was one long journey through the DC ruins. Capitol Building, Seward Square, Ranger Compound, Vernon Square, and more. That is all, folks!
View Details
https://3speak.tv/watch?v=realdcghoul101/xiffrjgl
I'm still inside the cave full of radscorpions and raiders.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:58 - Fighting the remaining radscorpions.
- 01:15 - Starting to use VATS on some enemies.
- 04:32 - Looting the radscorpions.
- 06:44 - Followers don't know how to avoid holes in the floor.
- 10:38 - Dumping a load of crap I was carrying into the car trunk.
- 15:26 - LOL. Followers fall into the pit again.
- 21:40 - Finding the raider's hideout.
- 25:22 - My followers want to kill themselves.
- 26:22 - Guiding the followers one by one to the cave entrance.
- 29:10 - Caravan fighting some raiders.
- 36:12 - Looting the dead Caravan Master.
- 36:33 - Random encounter: radscorpions vs. merchants.
- 39:24 - Finding lockpicks.
See you guys in the next episode.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/hckvdxha
Reaching the Statesman Hotel, finding Theo's body, and a holotape to Little Moonbeam.
The full playlist is now available on Youtube and Odysee.
TImestamps in case you need them:
- 00:19 - Returning to Our Lady of Hope Hospital after clearing the sewers.
- 00:25 - Lokpicking the safe.
- 01:12 - Bottlecaps on the table.
- 02:01 - First-aid box in the next room
- 02::31 - Plpacing some frag mines.
- 03:42 - Throwing a grenade then running back into the corridor to lure the mutants.
- 04:10 - Things didn't go as expected, so I had to retreat.
- 05:12 - Killing the reaming mutants.
- 05:26 - Some mutant stepped on a frag mine.
- 05:40 - Super mutant comes from the corridor I was in.
- 07:05 - Looting the dead.
- 07:59 - Ammo boxes on the desk.
- 08:52 - Disarming a trap in the ladies restroom.
- 10:04 - Another exit to Vernon Square.
- 10:10 - Disarming the rigged terminal.
- 10:26 - Lockpicking the safe in the wall.
- 11:19 - I forgot Dogmeat outside.
- 12:03 - Taking the stairs to the 2nd floor.
- 12:28 - Centaur walks through the gas leak.
- 13:12 - Two super mutants on the left.
- 13:57 - The grenade explodes and ignites the other gas leak.
- 14:49 - So, there was supposed to be a DC Journal Of Internal Medicine on the table in front of me. The explosion may have knocked the book to the ground.
- 15:20 - Placing some frag mines near the door.
- 16:04 - Returning to the hallway and opening the safe.
- 16:59 - Opening the door and luring the super mutants to the frag mines. That didn't work.
- 18:26 - I collect the frag mine, move to the next room, then put the mine near the door. Now it worked.
- 20:29 - Taking the stairs to the upper floor.
- 21:10 - First-aid and ammo box.
- 21:27 - Crossing the metal structure to the Statesman Hotel.
- 22:54 - Disarming the first trap inside the middle level of the hotel.
- 24:20 - Placing one frag mine, and the super mutants steps on it.
- 27:48 - First-aid box on the corridor.
- 27:59 - Guy drank too much Nuka cola.
- 28:46 - Finding Theo's body on the stairs.
- 29:02 - The Shellshocked Combat armor was added by the New Uniques mod.
- 29:19 - Opening Theo's Ammo Box with the code Reilly gave me.
- 29:48 - Disarming another trap.
- 30:51 - Telling Dogmeat to wait at the stairs while I place some frag mines.
- 32:42 - Killing one mutant while the other runs and steps on a mine.
- 34:36 - Unsupect super mutant heading towards me.
- 35:57 - Calling Dogmeat
- 36:34 - Opening the door and finding some mutants near the stairs to the upper floor.
- 37:50 - Climbing the stairs, opening the door, and bumping into a centaur.
- 38:27 - Lockipicking the first door on the right. The room has two mine boxes and one first-aid box.
- 39:25 - Entering the first room on the left.
- 40:01 - Finding one skeleton on the single bed with the "A note from Little Moonbeam's father" next to it. This note is one way to obtain Sydney's 10mm "Ultra" SMG.
- 41:52 - After hearing some footsteps, I go through the corridor and bump into a super mutant.
- 42:12 - I didn't notice, but there was a grenade bouquet on the door frame on the right. When I threw the grenades, the explosion caused them to drop to the ground and detonate. Both legs and an arm were crippled, LOL.
- 42:38 - And now my torso is also crippled. Good thing that I had many medical braces and surgical tubing with me.
- 44:31 - The elevator on the right isn't working.
- 44:52 - There goes another super mutant.
- 45:29 - Seeing where the destroyed room on the left leads to.
- 45:51 - The next door on the left leads to the stairs.
- 47:02 - Gamebryo physics at its best.
- 47:27 - Opening the door after taking the stairs, killing another mutant.
- 48:14 - The first room on the right has a copy of the Chinese Army: Special Ops Training Manual.
- 48:54 - Sneaking through the corridor, then turning right to lockpick another door. Two first-aid boxes and an ammunition box.
- 50:20 - More stairs.
- 50:41 - Disarming a tripwire and the grenade bouquet.
- 51:02 - Door to Statesman Hotel Restaurant.
Almost there, guys. I will reach the top of the Statesman Hotel in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/uvrtrvzt
Do you like hospitals? What about the ones full of super mutants?
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:06 - Entering the Statesman Hotel and killing the first super mutants.
- 01:49 - Placing some frag mines on the stairs.
- 02:53 - Placing more frag mines.
- 03:28 - Luring the Super Mutant Overlord to mines. He still survived.
- 03:53 - Using all my 5.56 ammo on the other super mutants. There was another Overlord.
- 05:18 - Lockipicking the safe.
- 05:43 - Looting the dead.
- 07:44 - The elevator is not working. There are other ways to reach the upper levels.
- 08:11 - Climbing the stairs to check the rooms.
- 08:41 - There's a mutant in the room in front of me. I ordered Dogmeat to stay on the corridor while positioned frag mines near the door.
- 09:47 - Attempting to lure the Overlord into the frag mines.
- 10:12 - The Overlord survived (barely) the explosion.
- 10:24 - The Schematics for the Cryo Grenades were added by the New Uniques mod.
- 11:03 - Ammo and Jet in the bathroom.
- 11:46 - A copy of Tales of a Junktown Jerky Vendor.
- 12:53 - Back outside. I fast-traveled to the Museum of History to sell the loot and remove my Rad-X addiction.
- 14:16 - Discovering Our Lady of Hope Hospital.
- 15:14 - Looting some chems and stimpaks.
- 15:53 - Entering the hospital.
- 16:16 - Rigged baby carriage.
- 16:27 - Lockpicking the locked door. There is friendly Mister Handy and some first-aid boxes in the room.
- 17:15 - Mr. Handy may kill some centaurs but will eventually be destroyed by the super mutants.
- 18:46 - Killing super mutants. There are a lot of them.
- 21:49 - Looting the dead.
- 22:10 - Inspecting the rooms. There are first-aid boxes and/or healing items in most of them.
- 22:44 - Entering the room on the left. There is a DC Internal Journal of Medicine right next to the radio.
- 23:32 - Entering the next room on the left. There are some first-aid boxes, medical braces, and a locked safe.
- 25:56 - Sniping the unsuspect super mutant.
- 26:07 - The room on the right has two first-aid boxes.
- 27:07 - Moving forward, seeing a mutant and how the hell a missed that shot?!
- 27:33 - The other super mutant didn't see me hiding behind the door.
- 28:12 - Going through the door on the left, then downstairs. Disarming the frag mines, then looting some ammo and frag mines.
- 29:59 - One first aid box on the wall of the room.
- 30:13 - The corridor continues to the right.
- 30:20 - The other path leads to the basement and the Dry Sewer.
- 30:56 - The basement is full of super mutants.
- 31:39 - The killing begins.
- 35:43 - The door leads to the sewer itself. There's a fight between Talon mercs and super mutants. I place some frag mines just in case.
- 37:22 - Trying to lure the mutants to the frag mines. It didn't work very well, so I just shot them.
- 38:29 - Placing the mines closer to the door frame.
- 38:58 - Killing one mutant, running back to the stairs while the other mutants steps on the mines.
- 40:05 - Besides the mutants themselves, there's nothing of value to loot in the north/northeast end of the sewer.
- 41:08 - Heading west through the sewer. The mutants shred the Talon mercs, then I shot the mutants.
- 42:27 - Opening the door facing south.
- 42:43 - There's a copy of Dean's Electronics on the metal shelf.
- 43:01 - Earning the fourth rank of the Expert Electronics perk after reading the book.
- 44:03 - Heading west in the sewer. There are some first-aid boxes in the area.
- 45:28 - Turning north through the sewer.
- 45:57 - Placing some frag mines near the door. Then killing the talon merc inside.
- 46:50 - Retreating to the sewer after being shot. The talon guy triggers the frag mines.
- 47:47 - Disarming pressure plate and grenade bouquet on the stairs.
- 48:37 - Heading through the utility tunnel to the door that leads to Dupont Circle.
- 49:02 - Returning through the sewer back to the hospital.
The rescue of the rangers will resume in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/mildjsww
Heading to Vernon Square so I can rescue the Rangers in the Statesman Hotel.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:10 - Fast traveling to Chevy Chase East.
- 00:31 - Entering the Metro Junction.
- 01:13 - Killing the feral ghouls.
- 02:37 - Entering the metro carriage.
- 04:18 - Killing more feral ghouls.
- 05:11 - Heading through the tunnel until the exit to Vernon Square.
- 05:45 - Vernon Square.
- 06:12 - Missed one super mutant and killed the other.
- 06:35 - Level up! I chose the third rank of Explosives Engineer perk (FWE).
- 10:09 - Now I killed that super mutant.
- 11:00 - Discovering Vernon Square Station.
- 11:20 - I heard some explosion. The mutants were fighting someone.
- 11:54 - I will climb the stairs of the ruined building to reach the overpass, then attack the mutants on the other side.
- 12:09 - Disarming a frag mine.
- 12:12 - That door leads to the hospital, but I will take the other route.
- 12:52 - Crossing the overpass. Placing some mines while explosion occurs on the other side.
- 13:29 - It turns out that Paladin Haffley and his team killed most of the super mutants in the area.
- 14:20 - Lockpicking the safe.
- 15:37 - Looting the dead super mutants.
The quest to rescue the rangers continues in the next episode.
* 16:34 - Sewer entrance to Fantastique Cinema Sewer. Hmm, the Wikia calls this one simply "Sewer Entrance". Maybe some mod changed the name.
* 17:00 - Disarming tripwire and grenade bouquet. The place has some beds, ammo, and healing items.
* 19:13 - Lockpicking the door. The room has a safe, ammo boxes, and healing items.
* 20:06 - A copy of Dean's Electronics.
* 20:36 - Warning! Exiting the sewer may trigger the Talon company to spawn nearby.
* 20:45 - There are too many Talon mercs, and they are too close. Retreat!
* 20:52 - They followed me inside the sewer. The grenades saved the day.
* 23:16 - Back outside, and I forgot Dogmeat inside.
* 24:04 - The alley leads to another area with more super mutants.
* 24:27 - The missile launcher wasn't as effective as I thought it would be.
* 24:48 - That was close. Really, close.
* 25:45 - Moving forward in the area triggers more super mutants to spawn near the alley entrance. Watch your back.
* 25:55 - That was close (again!).
* 26:51 - Great, now a behemoth! I ran to the alley. He is too tall to go there.
* 27:26 - Luckly he got stuck in the monument.
* 27:42 - OMG, the collision in the monument is awful. You hit an invisible wall.
* 28:13 - Looting the behemoth.
* 28:34 - Discovering Vernon Square North.
* 28:42 - Disarming some rigged shotguns and a pressure plate.
* 29:07 - Discovering the Vault-Tec Headquarters. I'm not going in there right now.
* 29:47 - Looting all the dead super mutants.
* 30:25 - Returning to Dogmeat.
* 31:24 - More super mutants appeared outside.
* 33:15 - Using rad-x and equipping the Environmental Suit to approach the highly irradiated crater in the middle of Vernon Square. A Delta IX rocket seems to be the source of the radiation.
* 33:38 - Entering the sewer.
* 34:07 - Killing the mutants inside the sewer.
* 36:01 - A copy of DC Journal of Internal Medicine. There are rad-x and RadAway right next to it.
* 36:08 - Lockpicking the mine box.
* 36:47 - Did you notice all those mutilated body parts in gore bags? Did asked yourself what was their purpose? Well, the mod Sellable Body Parts provides a solution to that question. "Doctor Barrows at Chop Shop, in the ghoul city of Underworld now buys any mutilated body part you find in the game. When you first meet him, he asks you if you are willing to “donate” your body for his experiments on human flesh. Now you can sell him any body parts you find instead of your own. 15 caps for each part. 30 caps if you win the Speech mini-game. A fair trade!"
* 37:26 - I forgot Dogmeat in the sewer again.
* 38:23 - Discovering Statesman Hotel.
The quest to rescue the rangers will continue in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/yxjkmahw
I'm still in Seward Square. I finally entered the Ranger Compound.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:13 - Entering the apartment building. The amount of interiors added by The DC Interiors Project is insane.
- 01:45 - Those talon mercs are looking for me.
- 02:21 - The thumbnail.
- 03:23 - Entering another apartment. Mole rats everywhere.
- 06:07 - More super mutants.
- 07:23 - Grenade! Also, it's starting to rain again.
- 07:38 - The car is about to explode. Both legs were crippled.
- 09:39 - Looting time.
- 10:52 - Entering the first townhouse.
- 12:04 - Entering the second townhome.
- 13:47 - Entering Vault-Tec Registration Center.
- 13:51 - Retreat! Two many talon mercs in a closed space.
- 14:28 - Psycho + Flamethrower. It actually worked but was risky.
- 16:32 - Looting the infirmary.
- 16:57 - My eyes! Too bright.
- 17:25 - Entering the third townhome.
- 17:51 - I apologize for the low frame rate, but there were too many super mutants and objects in one cell, so the game engine pooped itself.
- 18:55 - Lewis Machine Gun (FWE) is a powerful weapon. Psycho increases its effectiveness.
- 22:05 - Radroach ruined my sneak attack attempt.
- 23:45 - Waiting one hour to get rid of the Psycho effect. It's looting time.
- 26:28 - Leaving the building. It was getting dark outside.
- 27:03 - Entering Robco Terminals, Sales and Services.
- 28:10 - There is one Drunken Gnome in this area. Look near the cabinet on the left.
- 29:11 - Entering yet another apartment building.
- 30:10 - Checking the second floor.
- 30:58 - Pretend you're not seeing the fire of the missile launcher repeating itself after that shot twenty minutes ago.
- 31:09 - Discovering Seward Square Southeast.
- 31:27 - Ammo boxes, first-aid boxes, and a rigged carriage in the truck trailer.
- 32:35 - Entering Radiation King Superstore.
- 33:03 - Entering the nearby apartment building.
- 33:44 - Checking the second floor.
- 33:45 - You can hear a tripwire triggered, followed by a shotgun sound.
- 33:59 - That wastelander seems to have died when the shotgun fired.
- 34:54 - Entering Dr. Smith's Office.
- 36:54 - I forgot Dogmeat in one of the apartments.
- 37:30 - Walking back to the area where a killed the first group of super mutants in this episode.
- 37:56 - Another townhome, it's near the Ranger Compound.
- 39:15 - Yet another townhome. Walking at night while raining was nice. Although I couldn't see much.
- 40:20 - Checking the second floor. There's a safe in the bedroom, behind the wardrobe.
- 41:11 - Third townhome, super mutants inside it. I had to retreat and then attack.
- 42:19 - As I have the Ultimate Perk Pack (quest and experience modules) installed, I earned the Entomologist Perk.
- 44:01 - Entering the fourth townhome. Well, there was not much to see, as the upper floor had already collapsed.
- 45:30 - Entering Alice's Dinner. Lots of tin cans to craft ammo.
- 46:46 - Entering yet another townhouse. Later, I returned to the area to loot all the homes and buildings in Seward Square. It was just too much loot.
- 49:02 - Approaching the Ranger Compound, finally. Those dead Talon mercs are the ones killed at 1:45.
- 50:02 - Discovering the Ranger Compound. As I have Reilly's Rangers Expanded installed, some changes will happen to the place once I start working with them.
- 51:14 - Using the password Reilly gave to open the door.
- 52:04 - Accessing Reilly's terminal and reading its entries.
- 55:31 - There's a copy of Dean's Electronics on top of the generator. It's difficult to see, but it's there. Maybe, the book may fall inside the generator.
- 56:06 - Weapon Mod Kit - Laser Sight.
- 56:43 - Well, I need to sleep.
- 57:26 - It's morning, and it's still raining.
Now I have to rescue the Rangers.
View Details
https://3speak.tv/watch?v=realdcghoul101/ktchitnu
I found the missing people. Well, kind of.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:55 - Going down the sewer hole and finding a cave full of ants.
- 03:07 - Climbing the ladder to see where it leads.
- 03:43 - Fighting the reaming ants in the cave
- 08:46 - Finding the bodies of all the missing people.
- 09:38 - Finding the body of the wife that went missing. There was also a note on her body.
- 10:02 - Reading the note
- 13:09 - Leaving the cave.
- 14:04 - Reporting to Marcus that (in the previous episode) Jacob e Aileen wanted to break two people out of jail and that I found the missing people.
- 15:44 - Level-up time.
- 17:37 - Confronting Francis about the note found in the bodies.
- 22:25 - Informing the man about his wife's death.
- 29:30 - Talking to Zaius.
- 31:05 - The air purifier broke, and they need repair parts. Some protective gear is required.
- 34:54 - Going north and finding a cave.
- 38:06 - Falling into the pit.
- 43:01 - Falling into the pit, again.
- 43:54 - Almost dying.
- 44:50 - Running back to the cave entrance to bring the team with me.
That is all for today.
- Fallout2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/etwowhfd
I'm still in Seward Square, exploring the interiors added by The DC Interiors Project.
The full playlist is now available on Youtube and Odysee.
Timestamps in case you need them:
- 00:06 - In the basement of Rutter's Newborn Store.
- 00:56 - Some mole rats in the rooms behind the curtain.
- 01:46 - Finding a workbench to craft ammo and repair my equipment.
- 02:18 - Walking through the tunnels to what I think is the other side of the street.
- 03:33 - Going upstairs and finding a door to Delta Eletronics Inc.
- 03:59 - Return through the tunnels.
- 04:09 - Some dead settlers.
- 04:18 - My brain stuttered for a second. Was that supposed to be a mirror or something?
- 05:09 - Entering Delta Eletronics Inc. More mole rats in there.
- 07:11 - Going upstairs through the ruined building.
- 07:38 - I don't have the skill high enough to pick that safe lock. (Very Hard).
- 08:13 - A grenade box and a personal footlocker.
- 08:33 - Accessing the Bareilly Functioning Terminal.
- 09:25 - To third note in the terminal (Internal Memo: Projects) seems to be related to opening another safe.
- 09:55 - There's a stolen/changed password somewhere in the building.
- 10:57 - The Dirty Terminal needs a password to be accessed.
- 11:12 - Accessing the Dusty Terminal.
- 11:32 - Internal Mail: Re: Your Password (LOL).
- 11:49 - External Mail: My Love (Damn).
- 12:18 - Unlocking the Personal Footlocker, then taking the password.
- 12:35 - The Project Incentive Safe is mentioned in the terminals.
- 13:02 - Activating the Dirty Terminal with the password.
- 14:17 - Failing to unlock another personal footlocker. Maybe it's the one a lockpicked at 08:13.
- 14:47 - Trying to figure out what to do next (LOL).
- 15:50 - Attempting to breach the lock of the other safe. It's not going to work.
- 16:40 - Pick Lock (Auto) did work, though. Nothing great in the safe.
- 17:47 - I finally understood (LOL): I must insert the correct values to open the safe. The total must be precisely 100%.
- 18:25 - Dirty Terminal - update status = 60%.
- 18:49 - Dusty Terminal - update status = 40%.
- 18:58 - Yay!
- 19:41 - Returning to the basement.
- 20:25 - Returning to Rutter's Newborn Store.
- 20:37 - I forgot Dogmeat in the pharmacy.
- 22:14 - The moment I remembered that Marts Mutant Mod makes Behemoths spawn along with the other super mutants. He died pretty fast, though.
- 23:29 - It's time to deal with The Preacher.
- 23:43 - There was supposed to be a guy in the alley, a hostage. I guess the Behemoth pummeled him into oblivion.
- 24:27 - The alley has frag mines and mini nukes that The Preacher will detonate if you try to get too close. He is insane, so simply shoot him, and then you can loot the mini nukes.
- 26:40 - Entering Benny's Adult Books (The DC Interiors Project). Enjoy the magazines.
- 29:01 - Entering Gothem Bus Co. You cannot access the back of the building from this area.
- 29:33 - That's the door to the other side of the building.
- 31:14 - Entering Otis' Fine Liquors.
- 32:31 - Entering Norton's Plumbing. That place is full of scrap metal.
- 33:51 - Door to another part of the building.
- 34:51 - Capital City Savings and Loans. Super mutants inhabit the place.
- 36:27 - Too many safes to check.
More Seward Square in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/fmlcqejh
The journey through the ruins of Seward Square continues.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:30 - Brotherhood soldiers patrolling the area. They will fight the super mutants on their way.
- 02:42 - Looting the dead mutants. Looks like a thunderstorm has begun.
- 04:03 - There's a safe and a first aid box inside the truck.
- 04:50 - Sniping some talon mercs.
- 05:59 - Entering The Red Racer Shop. Most of the interiors here are added by The DC Interiors Project.
- 07:29 - Entering Fester's Firearms. While a loot the place, Dogmeat hunts the More Rats.
- 09:41 - Entering Family Classic Video. I probably should have checked every holodisk in there. Perhaps I missed an easter egg or something.
- 11:05 - Entering Muster's Meat. Looks like human meat was an option here recently.
- 12:42 - Muster's Meat basement. One Butcher Pete was there.
- 14:01 - Entering Queen Victoria's Little Secret. Some super mutants to kill.
- 16:42 - Finding one of the Drunken Gnomes, Boozo The Clown. I only collected all the gnomes later, so here is the list with their location. The backup can be found here.
- 19:58 - Looting some gore bags.
- 21:12 - Ignoring the crazy talking person for now.
- 21:50 - Entering another townhome. I forgot to check the stairs and went back to look for Dogmeat. I left him waiting inside Queen Victoria's Little Secret building.
- 23:35 - Door to Apartment Building. I found nothing valuable inside.
- 25:36 - Entering another Apartment. If you need tin cans, those houses have a lot o them inside.
- 27:09 - Entering The 5th Street Automat.
- 27:57 - Entering the 4077 Pharmacy.
- 28:52 - Chems and stimpaks can be found near the safe upstairs.
- 30:09 - Entering Rutter's Newborn Store. There's food and other items near the cash register.
- 31:18 - That SPECIAL book upstairs cannot be interacted with.
- 31:51 - Entering the basement.
You will see what's in there in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/ywdmysll
It's a rainy day, but there are no umbrellas in the Capital Wasteland.
The full playlist is now available on Youtube and Odysee.
Timestamps are below:
- 00:006 - I went back to Megaton to store all the loot in my inventory. When I returned to Seward Square, the weather changed.
- 00:47 - Discovering Seward Square Metro Station.
- 01:14 - Super mutants in the alley ahead. One of them is an Overlord.
- 03:11 - DC Interiors Project added interiors for most of the buildings in the area.
- 04:40 - Mole rats inside the townhome.
- 06:07 - Entering another townhome.
- 06:30 - Super mutants behind the curtain. Another one attacks me from the right.
- 09:05 - Upstairs, there's some chems in bedrooms.
- 11:22 - Behind the locked door, there's a safe.
- 12:41 - Third townhome, more mole rats.
- 15:07 - Returning to the alley and entering the manhole to the sewer. The place is connected with the metro tunnels, and super mutants guard the area.
- 16:18 - One mutant dead.
- 17:10 - More two mutants dead.
- 19:23 - Entering a metro carriage.
- 21:24 - Killing two mutants.
- 22:34 - Entering another metro carriage.
- 23:57 - Opening the door to a room near the tunnels.
- 24:46 - Finding the Hidden Stash note.
- 25:45 - Heading southeast to find the Hidden Stash.
- 26:28 - Finding the stash of grenades and ammo. I must be blind, as I didn't see [the Tumbler's Today right next to it]
(https://fallout.fandom.com/wiki/Sewer_(metro)?file=SS_sewer_Tumblers_Today.jpg). I had to grab the book later.
* 26:55 - Checking the other metro carriages.
* 29:24 - Killing some radroaches in one of the carriages.
* 30:51 - Super mutant ahead, placing some frag mines.
* 32:59 - Throwing a grenade and running. The mutant didn't follow me to the frag mines.
* 33:48 - Throwing some Molotov cocktails and shredding them with the Vindicator minigun (FWE). By the way, I attached a laser sight and maybe an extended clip on it.
* 34:56 - Ladder to Pensilvanya Avennue. I'm not going there at this point.
* 35:25 - Checking the remaining metro carriages.
* 37:46 - Returning to Seward Square.
My journey through Seward Square continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/wvhcrpsg
Leaving New Reno and heading to Broken Hills.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 01:39 - Random encounter: some mobsters.
- 02:01 - Random encounter: some big radscorpions.
- 04:37 - Arriving in Broken Hills.
- 09:51 - Meeting Brian.
- 11:45 - Talking to Marcus and learning about the history of Broken Hills.
- 13:35 - The town mine has problems, also some people have disappeared.
- 17:02 - Talking to Doc Holliday.
- 19:33 - Meeting Jacob. This guy is up to no good.
- 24:56 - Meeting Chad.
- 28:47 - Meeting Eric and the flies that are tormenting him.
- 32:13 - Meeting the Professor and his smart scorpion.
- 38:32 - A man worried about his missing wife.
- 41:19 - Talking to Brian about Eric's request.
- 43:56 - Convincing Brian to give more electricity to Eric.
See you in the next episode.
- Fallout2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/fetmbdij
Clearing the East Wing of the Capitol Building and then reaching Seward Square.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:06 - Entering the East Wing and being detected by super mutants.
- 02:30 - Attacking more mutants and killing them by the door.
- 05:42 - Sneak attacks.
- 06:51 - There is a copy of Tales of Junktown Jerky Vendor in this area. Follow this map to find it.
- 08:13 - Placing a frag mine and being detected. Things worked out eventually.
- 09:55 - Locked door to the Presidential Metro. That's DLC content only available after the main quest is completed.
- 10:23 - Door to Seward Square.
- 10:35 - As you appear outside, a fight between the super mutants and Talon mercs starts. I fired a Fatman in the middle of the crowd. The increased area of effect of the Epic Mini Nukes mod killed most of the enemies.
- 11:19 - Shooting the survivors and being hit in the left arm. That was close.
- 12:27 - Looting the dead. The pip-boy light is off to avoid being seen by some enemy.
- 16:26 - There's a copy of Lying, Congressional Style inside the Pulowski Preservation Shelter near the Capitol Building.
- 16:59 - Heading towards the sky bridge.
- 17:49 - Me being detected by a Talon soldier in the sky bridge above me. It took some time to figure out where he was.
- 18:11 - He went through the door and outside in the street to shoot me. Some centaurs distracted and attacked him.
- 19:09 - The centaurs detected me and attacked. While I was focused on them, some mutants approached and started shooting me. It was dark (darker nights by Xepha's Dynamic Weather), and I barely could see them.
- 20:10 - It was Psycho time.
- 21:52 - In the distance, I spotted Sarif, The Destroyer of Hairstyles (Imperfection - The Definitive Creature mod). Too bad he was stupid and got stuck into something.
- 24:49 - Entering the Office Building.
- 26:03 - Jumping on the debris to reach the upper floor.
- 26:18 - Reading the workstation.
- 27:27 - Finding some stimpaks.
- 27:52 - That door leads to the sky bridge where that talon soldier was.
- 28:19 - Taking the Seward Square Artillery note from the table. Taking the note triggers another Talon attack on the super mutants at the stairs of the Capitol
- 28:54 - Night vision is a blessing.
- 29:05 - By pressing the switch, you can call artillery strikes on the enemies down there.
- 29:35 - I want to shoot missiles too.
- 30:36 - As I have the Ultimate Perk Pack (Experience and Quest Perks) installed, I earned the Infiltrated perk after lockpicking 200 locks.
- 31:51 - As the night was getting darker, and I was getting tired, I decided to sleep on my portable bed (FWE).
- 32:57 - It's good to see the sun again.
I will continue exploring Seward Square in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/lpnopjzf
Clearing the halls of the Capitol Building. Then heading to the east side of the building.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:05 - Entering the Halls of Columns. Mercs and mutants fight each other.
- 01:33 - Missile Launcher to kill the group of mutants.
- 04:38 - There was supposed to be a DC Journal of Internal Medicine on the ledge. Some explosion may have thrown the book away. Here is the picture.
- 05:58 - Placing some frag mines.
- 06:36 - Sniping super mutants.
- 07:52 - Behind that locked door is a copy of the Chinese Army: Spec Ops Training Manual.
- 09:18 - Shooting more mutants and letting them step on the frag mines.
- 13:11 - Looting the dead.
- 16:31 - Going downstairs, finding more enemies, and throwing grenades.
- 19:57 - Another set of stairs to the Conference Hall.
- 20:34 - Placing more frag mines.
- 20:59 - Throwing grenades at the talons mercs.
- 23:05 - Sneak attack on Super Mutant. More super mutants appear.
- 24:09 - Almost killing myself with a grenade.
- 28:24 - Lying, Congressional Style.
- 29:53 - Failing to aim for the head.
- 31:10 - Opening a door and going upstairs. Another path to the Capitol West Entrance.
- 31:41 - Hearing more gunshots, some mutants and talon soldiers spawned in the area below.
- 33:51 - Killing the remaining enemies in the rotunda.
- 36:58 - More mutants in the rooms.
- 38:22 - Talon mercs appeared near the entrance too.
- 39:52 - Door Capitol Building East Entrance.
I will clear the east side and reach Seward Square in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/gfzvdvtz
After hearing the Ranger Emergency Frequency in previous episodes, I find Reilly in the Underworld.
The full playlist is now available on Youtube and Odysee
Here are the timestamps:
- 00:28 - Heading to the Chop Shop in Underworld.
- 00:54 - Finding Reilly. She is not so well.
- 01:09 - Barrows talks about Reilly.
- 01:59 - Passing a speech check. Dr. Barrows will try to get Reilly out of the coma.
- 02:30 - Talking to Reilly. Informing her that her team is still alive. She tells me what happened.
- 04:05 - Explosivo Skill dialogue option.
- 04:38 - Agreeing to help the Rangers.
- 05:08 - Asking about Vernon Square and how to reach the area.
- 06:06 - Asking about any other help, she informs me about their headquarters.
- 09:01 - I will reach the Ranger headquarters going through the Capitol Building.
- 09:20 - Approaching the Capitol Building triggers the Talon Company attack on the super mutants.
- 10:29 - They will hurt and kill each other, so I will have an "easier" time killing the survivors.
- 13:06 - The Capitol Research HQ is added by the A World of Pain mod.
- 14:17 - It's time to loot as much as possible. I had to return here a couple times to grab everything.
- 16:42 - Killing the remaining super mutants.
- 19:44 - Entering the Capitol Building through the West Entrance.
- 20:00 - More Talon mercs and super mutants are fighting each other.
- 21:50 - Things almost didn't go well.
- 22:26 - Going psycho. FWE adds screen effects when using chems.
- 25:15 - Another group of Talon mercs fighting super mutants.
- 27:03 - Behemoth crushing the mercs.
- 27:15 - Warning! When approaching the door to where the Behemoth is, an scripted event will trigger, causing a Talon soldier to fire a mini-nuke on the Behemoth. If you have the Epic Mini Nukes mod installed, the explosion may kill you if you are too close.
- 28:18 - Since I cannot heal crippled limbs during combat, I had to use some morphine to ignore them.
- 28:23 - Using the Scary Go Round to finish the Behemoth.
- 28:48 - Level Up! Choosing the Adamantium Skeleton perk.
- 30:52 - The amount of things to loot is insane. More than a few trips were required to clear the interiors too.
- 32:54 - A copy of US Army: 30 Handy Flamethrower Recipes. The mini nuke explosion threw the book away from where it was.
- 36:09 - Returning to the previous corridors and rooms, checking if I haven't forgotten anything.
- 37:06 - Behind that (hard) locked door, there's a copy of Nikola Tesla and You. Check the map to find the place:
- 39:03 - Returning to the area with the dead behemoth. Then, heading east to the corridor.
- 39:42 - Going downstairs to the Hall of Collumns.
The battle inside the Capitol Building continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/rkfvqcgw
Watch my short boxing career. Talking to Myron about Jet.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps below in case you need them:
- 01:27 - Talking to Stuart and starting my first (and maybe last) boxing fight.
- 12:27 - Defeating the other fighter.
- 17:07 - Talking to Big Jesus Mordino and getting a job.
- 20:28 - Delivering the package to Ramirez at the Stables.
- 26:18 - First random encounter. A pack of wolves.
- 30:33 - Second random encounter. Being ambushed by one of the Morton Brothers, I ran away.
- 32:00 - Arriving at Golgotha cemetery and reading all the grave markers.
- 38:36 - Going to Salvatore's Bar to speak with the man himself.
- 40:15 - I asked for a job, but I declined since it involved killing someone.
- 43:23 - Returning to The Stables.
- 46:14 - Lying to the guard and talking to Myron.
- 49:45 - Failing to convince Myron to create a cure. If I remember correctly, that doctor in Vault City was trying.
- 53:54 - I will return here later to kill every one of them.
That is all for today.
- Fallout2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/lpuzrkvx
Convincing Button Gwinnett to give me the Declaration of Independence.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:07 - Having entered the elevator, the door in front of me is where I need to go.
- 00:25 - However, I will go to the Archives Sub-Basement in the opposite direction.
- 00:46 - There's a Duck and Cover and a mini-nuke behind the (very-hard) locked gates in front of me. Don't use explosives on the lock, or the mini-nuke nearby will detonate (a feature of FWE).
- 00:48 - The place is full of super mutants.
- 02:38 - Moving forward, throwing a grenade, then retreating.
- 03:45 - Gas leak explodes, one arm crippled. Firing the minigun to kill as many as possible.
- 04:17 - Laser shot, crippling my other arm. Try shooting with both arms crippled.
- 05:03 - Looting all the dead bodies. Healing both arms.
- 07:25 - That locked door leads back to the National Archives.
- 09:45 - Back to the Archival Security East Wing.
- 10:47 - Robobrains and Sentry Bots are guarding the area.
- 11:02 - That gate requires high skill to be repaired.
- 11:35 - Pulse mines and a laser rifle.
- 12:19 - Laser pistol and ammo.
- 13:30 - More pulse mines.
- 15:22 - Going to the lower levels.
- 15:56 - Placing pulse mines on the way ahead.
- 16:52 - Lockipicking the door and destroying the turrets. Then, running away from a sentry bot, who was killed by the pulse mines.
- 17:18 - Another sentry bot arrived, so I retreated upstairs.
- 17:56 - Sentry bot triggers another pulse mine. Watch as I panic and waste pulse mines until I finally destroy him.
- 18:50 - Back in the room where I destroyed the turrets, opening another door. There is ammo, a first aid box, a copy of Lying Congressional Style and a safe with the Bill of Rights.
- 23:00 - Entering the Archival Strongroom, Button Gwinnett (not the real one) starts talking.
- 23:35 - High Intelligence dialogue option.
- 25:10 - Since my speech skill is too low to convince him, I had to use other dialogue options.
- 25:26 - To prove my honesty, I will have to help him create a forgery of the Declaration.
- 27:16 - At night, returning to Arlington Library.
- 27:54 - Entering the Arlington Library Media Archives. Going upstairs.
- 28:29 - Entering the room with the two brotherhood knights, I find the Ink Container in the Restoration Supplies.
- 28:50 - Returning to the National Archives.
- 30:11 - Giving the Ink to Button Gwinnett.
- 31:35 - Collecting one of Button's Wig. It increases your speech skills.
- 31:53 - Accessing the Strongroom Security Terminal with the password received from Button.
- 32:18 - Behind the door, there is a copy of Tales of Junktown Jerky Vendor, the actual Declaration of Independence, and some loot.
- 32:53 - Opening the utility door, it's the room containing the other protections like Button Gwinnett.
- 33:06 - Accessing the Maintenance Terminal.
- 34:10 - Returning to the Archival Secure East Wing.
- 34:34 - Checking the map and noticing I forgot to search one area.
- 34:45 - That Cryo Bot contains a Schematic for the Cryolator. Content added by the New Uniques mod.
- 36:59 - The Magna Carta is in the safe.
- 37:03 - Using the elevator in the Strongroom to go back to the surface.
- 37:30 - Talking to Sydney, we are heading to Rivet City.
- 40:09 - Me and Sidney giving the Declaration of Independence to Abraham Washington. A schematic of the Railway Rifle is received as a reward.
- 41:07 - Selling the Bill of Rights and the Magna Carta to Abraham.
- 41:52 - More things can be sold to Abraham.
- 42:53 - Talking to Sydney one more time.
- 43:16 - Now that I helped Sydney, I can ask about her father. Keep "little moonbeam" in your memory.
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/fltfqwnr
Visiting the National Archives in search of the Declaration of Independence.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps:
- 00:00 - Starting the video differently. I went back to the Museum of Technology to grab some nice guns I forgot there.
- 00:17 - Shooting the glass of the first display near the entrance to find the YK32 Pulse Pistol (EVE).
- 01:11 - Shooting the glass of the second display near the Virgo Dish location. It's Edison's Firefly (EVE).
- 02:35 - Shooting the glass of the third display near the entrance. It's the Plasma Thrower (EVE).
- 04:02 - And now, back to our regularly scheduled programming.
- 04:29 - Back in The Mall killing super mutants.
- 06:43 - More super mutants near the National Archives.
- 07:52 - "Why didn't you shoot missiles in that group of Super Mutants?" I tried, but the game crashed.
- 09:39 - Approaching the National Archives makes it possible for your pip boy to pick up the Ranger emergency frequency. It is one of the few areas where this is possible.
- 09:49 - Listening to Ranger emergency frequency is one of the ways to start the Reilly's Rangers quest.
- 10:39 - Discovering The Mall Northeast
- 11:59 - Entering the National Archives.
- 12:36 - When approaching the rotunda, Sidney will warn you about the frag mines. https://fallout.fandom.com/wiki/Sydney
- 13:05 - Trying to talk with Sidney. She warns that "The Muties are coming."
- 13:46 - If you retreat to where Sidney is, this will trigger the super mutant attack.
- 14:48 - Talking with Sidney. I agree to work with her.
- 16:37 - Asking Sidney to tell more about herself. The question about her father is important.
- 18:23 - Telling her to wait, I will explore the area.
- 19:07 - Some super mutant stepped on a trap somewhere in the building.
- 20:28 - Killing mutants in the room on the left side of the building. I will walk through the corridors and clear the right side too.
- 22:55 - Oops! That was not part of the plan.
- 24:04 - Ammo and healing items.
- 27:06 - Disabling a rigged terminal.
- 30:37 - More super mutants.
- 33:06 - That's a copy of Duck And Cover.
- 33:50 - Nice try.
- 34:41 - That's the back door.
- 34:44 - Beying detected by a centaur.
- 35:09 - Poor judgment, that was close.
- 38:04 - Good thing that they didn't run directly in my direction.
- 41:30 - Killing the last four super mutants in the area.
- 44:00 - Going upstairs to the administrator room.
- 44:29 - Lockpicking the safe and collecting the Archive Prize Vouchers.
- 44:50 - Administrator Berkeley Terminal.
- 46:18 - Talking to Sidney again.
- 46:43 - Accessing Sidney's Remote Terminal to unlock the rotunda cargo lift.
- 47:14 - Telling Sidney to wait, I will go there with Dogmeat.
- 47:29 - Entering the secret rotunda elevator.
The quest to retrieve the Declaration of Independence continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/grrhvjzj
Exploring Evergreen Mills interiors. Also, I found a unique weapon.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:07- Entering the foundry and getting shot.
- 03:55 - Lockpicking the safe and looting the surroundings.
- 05:44 - Climbing the stairs to the upper area. Throwing some grenades at the raiders.
- 07:39 - One more grenade to kill the guy with the flame thrower.
- 08:03 - His Flamer has an extended clip (EC).
- 08:31 - Deak with the Storage Room Key in it.
- 09:00 - Crafting ammunition at the workbench.
- 09:24 - Opening the door with the Storage Room Key. There is ammo, chems, stimpaks, and a Fat Man.
- 12:00 - Entering Evergreen Mills Bazaar.
- 12:43 - Trying to sneak attack the raiders. Things didn't go as planned.
- 16:10 - Going through the wood planks, I spot a cave on my right side.
- 16:42 - It was Smiling Jack's shop. He died when I threw a grenade on the other hostile raiders.
- 17:36 - Lots of things to loot in there.
- 19:03 - Smilling Jack has a unique weapon, the Terrible Shotgun. The Smiling Jack vendor key opens the shop inventory.
- 20:14 - The sealed container had schematics for the Junk Metal Hammer (FWE).
- 20:58 - Opening Smiling Jack's locker with his key.
- 22:07 - There is a cave at the back of the shop, to the right of the shop locker.
- 22:24 - Finding the Barter Bobblehead.
- 24:13 - Sniping some raiders with the Gauss Rifle.
- 25:05 - There are bottlecaps on the floor near the poles.
- 26:28 - Sneaking through the collapsed floor, then throwing a grenade.
- 27:27 - Throwing a Molotov, but failing. Sometimes you just need to shoot them.
- 28:55 - Finding the Madame's Key in one of the bodies.
- 30:02 - Opening the cell door with the key.
- 30:17 - Nikola Tesla And You on the bed. It's time to leave the area.
- 32:01 - There is a copy of Duck And Cover in the foundry area. "... the player character must jump off the stairs to the ledge."
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/cmsxnvof
Investigating the death of Richard Wright.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 04:12 - Asking Jagged Jimmy about the death of Richard Wright.
- 09:29 - Asking Jules about the death of Richard.
- 12:07 - Wait, what?
- 14:40 - Talking to Stuart Little (LOL). Maybe I can become a fighter later.
- 15:43 - Asking Lil' Jesus Mordino about the death of Richard.
- 18:14 - Asking Renesco about the death of Richard.
- 22:07 - Talking with Father Tully.
- 24:30 - Talking with one of Wright's sons about Richard.
- 26:46 - Questioning Jules for the second time.
- 27:41 - Questioning Lil' Jesus for the second time.
- 29:18 - Questioning Renesco for the second time.
- 31:39 - Talking to Keith Wright and asking if I could look into Richard's bedroom.
- 33:12 - Finding an empty Jet canister. The first clue.
- 39:52 - Questioning Jagged Jimmy about the empty Jet canister. There was poison in it.
- 40:38 - Leveling up and choosing a perk.
- 46:32 - Questioning Renesco about the poison in the Jet canister. The Salvatore were responsible.
- 49:56 - Informing Orville Wright about who killed his son.
- 51:46 - Asking Orville why he can't do anything.
- 52:16 - Orville offers another job involving an old (and dangerous) military base.
See you in the next episode.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/zbsbqwqn
Exploring Evergreen Mills. Using the Fatman against a gargantuan creature.
The full playlist is now available on Youtube and Odysee.
Timestamps for you:
- 00:17 - Fast traveling to Jury Street Metro Station.
- 01:12 - Heading west, following the train tracks to Evergreen Mills.
- 01:52 - Shooting the first raiders of the day.
- 05:02 - Ammo and first aid boxes.
- 06:01 - Sniping some raiders.
- 09:11 - That mutant is a Super Mutant Gargantuan. Marts Mutant Mod replaces the Behemoth in the cage with this creature.
- 09:49 - Firing the Fat Man with Epic Mini Nukes mod installed. The first shot does nothing, but most raiders and the Gargantuan were killed with the second mini-nuke.
- 11:44 - Approaching the interior of the area. Be careful with frag mines on the train tracks.
- 12:41 - Disarming a grenade bouquet.
- 12:51 - Entering the Guard House.
- 13:22 - The Evergreen Mills Slave Pen Key is in that locker.
- 16:30 - That raider has a unique weapon called Sabotaged Rifle. It was added by Alpha's Raider Overhaul.
- 17:30 - Opening the slave pen with the key found in the Guard House.
- 18:47 - That was close.
- 19:54 - The burned skeletons were caused by the critical hit of a Fatman. Effect added by EVE.
- 20:19 - Finding Mad Max, one of the thirty Drunken Gnome of D.C Interiors Project. I only need to find the other 28.
- 21:47 - Entering the Northen Shack and killing the raiders. Looting the place afterward.
- 26:34 - Killing the remaining raiders in the outside area.
- 30:50 - Entering the Southern Shack and killing the raiders.
- 31:18 - Level Up. Choosing the second rank of Demolition Expert perk.
- 33:45 - Looting the shack.
- 34:12 - A copy of U.S. Army: 30 Handy Flamethrower Recipes.
- 37:50 - Entering Evergreen Mills Foundry.
You will see the foundry area in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/pylgkfcj
Meeting The Family, Ian, and dealing with the situation.
The full playlist is now available on Youtube and Odysee.
Timestamps below:
- 00:43 - Killing a Venomlurk.
- 02:15 - Disabling a tripwire.
- 02:39 - Disarming the grenade bouquet.
- 03:12 - Bear traps and frag mines on the way.
- 04:02 - Another tripwire
- 04:25 - Metro Carriage Interiors added interiors to the carriages of Meresti Utility Tunnel.
- 05:27 - More bear traps and frag mines on the path ahead.
- 06:07 - Door to the Meresti Trainyard.
- 07:56 - Inside the tunnels again. Disarming a rigged baby carriage.
- 09:47 - I didn't see the tripwire and shotgun.
- 10:14 - Yet another tripwire.
- 11:03 - Meeting Robert. Speech skill attempt failed.
- 12:32 - Door to Meresti Metro Station.
- 14:14 - Meeting Vance.
- 15:14 - Speech skill success.
- 16:31 - Asking about Ian.
- 17:53 - Speech skill failed.
- 19:37 - Accessing the terminal with Vance's password.
- 20:03 - Meeting Ian.
- 21:05 - Giving Lucy's letter to him.
- 22:15 - Talking to Vance.
- 22:33 - Dealing with Arefu situation.
- 23:35 - Informing Vance of Ian's decision. Earning the Shishkebab schematic.
- 24:22 - Meeting Holly.
- 25:00 - Meeting Karl. The ballista schematic in his inventory was probably added by EVE- Lost and Found mod.
- 26:27 - Meeting Alan.
- 26:50 - Meeting Brianna.
- 28:45 - Leaving Meresti through the trainyard.
- 29:23 - The metro cars in the trainyard are accessed too.
- 30:03 - Selling things to the scavenger.
- 33:23 - That other Scavenger and his friendly Yao Gai are a random encounter.
- 35:04 - Delivering the proposal to Evan King.
- 36:36 - Informing Vance that the proposal was accepted.
- 37:03 - Learning the ways of the vampires (Hematophage Perk).
- 38:48 - There's a copy of Lying, Congressional Style in a wood box on top of that metro car.
- 39:27 - Back to Megaton to talk to Lucy West about the letter.
That is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/sxeauxfg
The DC Interiors Projects add interiors to the area around Northwest Seneca Metro Station. In one of those interiors, The Liberty Loans Pawn Shop, I will show you how to turn off its alarm.
Also, I will start collecting some unique drunken garden gnomes.
The full playlist is now available on Youtube and Odysee.
Timestamps below:
- 00:11 - I forgot Dogmeat inside the clinic.
- 00:53 - Albino Radscorpion attacks and starts running around.
- 02:34 - Entering the grocer (vanilla game interior)
- 02:51 - A safe on the floor.
- 04:19 - Entering A Cuppa Joe (DC Interiors)
- 05:38 - The Liberty Loans, Pawn Shop (DC Interiors).
- 05:41 - That alarm is loud, and you can't loot the shelves while it is activated. Luckily, there's a way to turn it off if you reach the upper floors of the building.
- 07:07 - Entering The Dog House Hotel after leaving the pawn shop (DC Interiors).
- 07:29 - The place is inhabited by mole rats.
- 08:43 - Elevators to the 2nd floor.
- 08:47 - You can hear the alarm from the pawn shop.
- 09:25 - Do you see the lights and the small room on the left? That's where the alarm switch is.
- 10:36 - I didn't notice at the moment, but the switch is hidden under that desk near the monitors.
- 13:08 - Ladder to the 3rd floor.
- 17:28 - Stairs to an apartment on the 2nd floor.
- 18:25 - Gas leak in the apartment.
- 19:48 - (3rd floor) Finding the hatch to the outside.
- 20:25 - Looks like someone was living here.
- 22:09 - Returning to the 2nd floor.
- 22:19 - As I said, the alarm switch is under the desk near the monitors.
- 23:03 - Returning to the Liberty Loans, Pawn Shop.
- 23:08 - As the alarm was deactivated, the robot was activated. Ouch!
- 23:31 - The security mechanism on the shelves was disabled too.
- 24:45 - That is Willy the Wineo, one of the thirty Drunken Gnomes scattered through the world of Fallout 3 (including some DLCs). Collecting one of them triggers the quest "Drunken Gnomes" with a reward for finding them. Since I only found all of them by the end of the walkthrough, I will show you a guide with their location here and here:
- 26:12 - Entering Northwest Seneca Station.
- 26:43 - Mole rats in the area.
- 27:29 - Frag grenades in a sink in one of the restrooms.
- 30:20 - Meeting Murphy. He's trying to create UltraJet and needs someone to bring him all Sugar Bombs they can find.
- 32:34 - That's Barret. He Doesn't like talking too much. https://fallout.fandom.com/wiki/Barrett
- 32:58 - Asking Murphy about The Family.
- 33:31 - Entering the manhole that leads to Meresti Service Tunnel.
In the next episode, I will finally meet The Family.
View Details
https://3speak.tv/watch?v=realdcghoul101/fmtddmuk
Delivering the briefcase to Mr. Bishop. Also, someone stole my car.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:52 - Walking around the area.
- 02:57 - Talking to Lil' Jesus Mordino.
- 04:25 - Finding the Shark Club.
- 06:19 - Meeting Mr. Bishop and delivering the briefcase.
- 10:25 - Someone stole my car?
- 10:39 - Politely asking Jules if he saw who stole my car.
- 11:02 - Politely asking Jules to take me where my car is.
- 12:56 - Meeting T-Ray and calmly taking my car back.
- 14:26 - The lockers are locked and don't have a key.
- 18:58 - Those guys run away, and I keep entering combat mode.
- 20:07 - Looting the place.
- 24:05 - I wonder if this junk item has any use.
- 28:53 - Finding the local pharmacy.
- 35:43 - A complex circuit board.
- 41:25 - Talking to Chris Wright.
- 43:54 - Talking to Orville Wright.
That is all for today.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/eobyblkh
Bad things happened in Arefu. Where is Ian West?
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:35 - Meeting Evan King.
- 01:19 - Passing a Speech check.
- 02:51 - Checking the Ewers residence.
- 03:26 - Talking to Ken Ewers.
- 04:59 - Talking to Brailee Ewers.
- 05:52 - Checking the Schenzy residence.
- 06:14 - Talking to Karen Schenzy.
- 07:49 - Lockpicking the door to Evan King's house.
- 08:11 - The Repair Bobblehead.
- 08:52 - Entering the West residence.
- 09:04 - Finding and analyzing the dead bodies of the West family.
- 10:05 - Informing Evan King that the Wests are dead.
- 11:06 - Asking about The Family hideout.
- 12:08 - A copy of Pugilism Illustrated is inside that inaccessible house on the left. "The house is only accessible after negotiating the protection of Arefu by The Family and informing both sides of the agreement."
- 13:06 - Mirelurks and Venomlurks (The Mantis Imperative mod) in the water.
- 13:49 - Mirelurk Overlord (Imperfection mod).
- 15:15 - Dogmeat is trying to help.
- 17:21 - Triggering a Random Encounter nearby, the Human Bomb.
- 18:16 - Looting the boat and crossing the river.
- 20:16 - Swimming to the small island in the middle of the river. There was supposed to be a Scavenger here, but maybe he (or she) was killed by one of the creatures.
- 22:35 - Watch as I struggle to finish that mirelurk off.
- 24:16 - And now the mirelurk started swimming outside of the water.
- 25:30 - Discovering Northwest Seneca Station.
- 25:55 - Entering the Free Clinic, added by The D.C. Interiors Project.
- 26:32 - The electrical sparks were not just decorations.
- 28:11 - Gong to the clinic's second floor and killing the Cutter.
- 32:00 - Talon Company ambush. Keep calm, take cover and throw grenades.
I will explore the area in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/zhyxjkha
Finishing the exploration of Vault 106, then heading to Arefu.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 00:23 - Leaving the atrium and going through the corridor.
- 00:46 - Going downstairs and having another hallucination.
- 01:31 - There are stairs on the left, on the right, and in front of me. I will go to the left first.
- 02:00 - Note named "Feel the love man" on the table.
- 03:31 - Going to the stairs on the right side.
- 05:24 - Going to the stairs in front of me. Scoring an sneak critical attack on the insane survivor.
- 06:32 - One hard locked safe in one of the rooms.
- 07:41 - Returning to the atrium.
- 07:50 - Going to the corridor on the other side of the atrium and entering the Science Lab.
- I missed one note called "To anyone who gets this". The note is on the ground, in front of the average-locked door.
- 09:10 - Opening the door and killing two enemies.
- 09:42 - That dead Butch was added by the Imperfection mod. His editor ID is "AlphaIllusionMutantVault".
- 11:47 - Door to the Living Quarters. That room can only be accessed from the Science Lab.
- 12:09 - Vault 106 Master Key.
- 12:12 - Accessing the Security Terminal.
- 13:07 - Returning to the Science Lab and then going downstairs.
- 13:35 - Entering the room and killing an insane survivor. There's a copy of Tumblers Today on top of an overturned machine near the window.
- 15:56 - More stairs to the lower levels.
- 16:24 - Fighting the Survivor.
- 17:52 - A mini nuke and some ammo boxes.
- 18:10 - Just some skeletons in the small cave.
- 19:49 - Returning to the room with the copy of Tumblers Today is.
- 20:14 - Returning to the Living Quarters.
- 21:04 - Back to the Vault 106 entrance.
- 22:30 - Door to the outside.
- 23:42 - Shooting some missiles on the nearby raiders.
- 24:55 - Trying to kill the remaining raiders with the sniper rifle.
- 26:09 - Things don't go as planned. That was close.
- 28:23 - Killing a raider and triggering a random encounter.
- 28:46 - Lots of chems and alcohol on that table. Maybe it was a mod.
- 30:13 - The moment I realized that the Going Camping encounter was the one related to Sam Warrick.
- 33:47 - Discovering Kaelyn's Bed & Breakfast.
- 35:25 - Some raiders running around the Fordham Flash Memorial Field.
- 38:03 - Arriving in Arefu.
You will see what's going on in Arefu in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/lsjyrltv
On my way to Arefu to deliver a letter, I discover Vault 106.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps in case you need them:
- 00:18 - Talking with Lucy West in Moriarty's saloon. She needs someone to deliver a letter to her family in Arefu.
- 02:47 - Fast traveling to Jury Street Station during the morning.
- 03:49 - Talon Mercs spawn behind that Dot's Diner.
- 07:11 - Random encounter near the entrance of Vault 106. A Wastelander that has read the Wasteland Survival Guide.
- 08:26 - Entering Vault 106.
- 10:16 - Lockpicking the door. There's a laser pistol on the floor, near the skeleton.
- 10:36 - A hard locked Security Terminal. It contains some terminal entries about what happened in the vault.
- 11:19 - Stairs of the left and right. I will go to the right first.
- 11:27 - Get ready for some hallucinations.
- 11:51 - Killing an Insane Survivor.
- 12:40 - There's a Torn Out Journal Entry in that table under the bigger burned book.
- 13:08 - Another hallucination begins.
- 15:10 - That's the door to the Living Quarters.
- 15:33 - Going all the way back, then going downstairs (the left side).
- 15:54 - Two insane survivors in the room with the generator. I believe the Hand Saws in their inventory are added by EVE - Lost And Found.
- 17:23 - Hallucination kicks in.
- 18:23 - Entering the Living Quarters.
- 20:07 - A copy of Nikola Tesla and You in that wood box on the table.
- 20:50 - I didn't see the Insane Survivor hidden in the shadow.
- 21:53 - The Science Bobblehead.
- 24:00 - Missed a poem entitled "Scribbles" in that table with a monitor on it. It's near the hard locked door to the Overseer's room
- 25:06 - Ammo, grenades, mines, and first aid boxes.
- 26:21 - Lockpicking another door.
- 23:38 - A storage room.
- 27:41 - Another corridor, another hallucination.
- 29:34 - Lockpicking the hard locked door to Overseer's room. Yet another hallucination.
- 30:35 - The Overseer Terminal. It contains more information about what happened in the vault.
Our hallucination in Vault 106 continues in the next episode.
View Details
https://3speak.tv/watch?v=realdcghoul101/btfojxwc
Some random encounters left me confused.
Follow the timestamps below:
- 00:57 - First random encounter: Some Bootleggers.
- 01:35 - The second Random encounter: King Arthur's Knights fighting a rat. I was confused and thought the fight was glitched because the rat seemed to not be taking damage.
- 02:59 - Vorpal Rat kills the first knight.
- 04:47 - Vorpal Rat kills the second knight.
- 05:08 - Looting the dead knights.
- 07:11 - The Vorpal Rat was killed. It was so weird to me not seeing the damage numbers.
- 07:24 - Don't worry. I will return here to check the cave.
- 07:49 - Third random encounter: the Bridgekeeper was something I was not expecting. I didn't even know if the last answer was the correct one.
- 08:50 - I wasn't expecting that to happen after the last answer.
- 10:27 - Back in the Den, the Highwayman is repaired.
- 13:11 - Giving the robes from the Bridgekeeper to Sulik.
- 13:41 - Buying and selling things.
- 16:23 - Returning to the Vorpal Rat Cave to find the Holy Hand Grenade.
- 17:58 - Driving to Vault City.
- 22:43 - Buying a Metal Armor Mk 2 and selling things.
- 24:55 - Realizing that Sulik is now wearing the robes.
- 26:54 - Giving Leather Armor MK 2 to Vic.
- 30:58 - Leaving Vault City.
- 32:30 - Driving to New Reno and Hakunin message.
- 33:01 - Forth random encounter: thugs and mobsters.
- 34:45 - Arriving in New Reno.
- 35:14 - Talking to the guy about what is going on in the town.
- 40:15 - Paying for information about Mr. Bishop.
In the next episode, I will deliver the briefcase to Mr. Bishop.
- Fallout 2 Unofficial Patch: https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
View Details
https://3speak.tv/watch?v=realdcghoul101/wgsatkjh
Inside Robco Facility, I complete the final task of The Wasteland Survival Guide.
The full playlist is now available on Youtube and Odysee.
Here are the timestamps:
- 00:06 - Offices and Cafeteria, getting rid of some mole rates
- 01:16 - Some Rad-X and Buffout.
- 01:40 - Railway Spikes and a copy of Nikola Tesla and You.
- 04:50 - Ammo boxes behind the metal shelves.
- 05:50 - That locked door is added by An Evening With Mr. Manchester mod.
- 07:22 - A copy of D.C Journal of Internal Medicine on the table.
- 09:23 - Schematics - Junk Metal Hammer (FWE).
- 09:36 - Using some Mentats to increase my Science skill.
- 09:55 - Installing the processor widget.
- 10:08 - Being hit in the head by a protectron's laser.
- 10:38 - Hacking the mainframe.
- 11:21 - Reprogramming the mainframe (optional objective).
- 13:39 - Was not expecting the explosion.
- 16:08 - Back in the factory floor, I'm hit by a protectron!
- 19:26 - Crafting or repairing something in the workbench.
- 19:45 - A Robco Jumpsuit.
- 22:53 - Pause the video. I missed a copy of Big Book of Science on that console. I must be blind!
- 24:16 - Destroying the last robot in factory, it's not a quest objective, I just wanted to do that.
- 25:29 - Nice sunset.
- 25:47 - Reporting to Moira.
- 26:35 - Receiving a Big Book of Science for completing the optional objective.
- 26:44 - This is it. The Wasteland Survival Guide is complete. It's going to be a good guide by the way.
- 27:11 - "At the end of the quest, one can snidely remark that Moira likely wants them to go print and distribute the guide, but she reassures them that it is not necessary. This was a cut part of the Survival Guide quest, involving going to Hubris Comics and doing this task."
- 27:55 - Earning the Survival Expert Perk. You also receive a copy of the guide.
Well, that is all for today.
View Details
https://3speak.tv/watch?v=realdcghoul101/prihgxvu
My trip to the Robco Facility start now. It's the last task of the Wasteland Survival Guide.
The full playlist is now available on Youtube and Odysee.
Follow the timestamps below:
- 01:20 - Fast travelling to the Cul-de-Sac House and fighting some Bloodthirsters. A Radscorpion and a Twin-Headed Yao Guai (Imperfection mod) show up.
- 03:55 - Approaching a random encounter area, and a scavenger spawned there.
- 06:28 - The Storage Trailer is a location added by The Regulators mod. The trailer itself is vanilla game.
- 07:08 - A copy of U.S. Army - Handy Flamethrower Recipes.
- 08:33 - Meeting some mercenaries (NPC Travel mod).
- 09:49 - When approaching the ruined church in Calverton, an unmarked location, I wastelander running away from some raiders will appear.
- 10:29 - Looks like the wastelander stepped on the tripwire and was killed by the rigged shotgun in the church door.
- 10:56 - Bottlecaps and copy of Lying, Congressional Style.
- 11:09 - Another trap, a grenade bouquet.
- 11:21 - A copy of Pugilism Illustrated.
- 12:53 - Heading southwest from the church, there's a copy of Nikola Tesla and You in one of the ruined houses.
- 14:08 - That Dot's Diner has some content related to the "An Evening With Mr. Manchester" mod.
- 14:34 - That note is with the Manchester name in it is also from the mod mentioned above.
- 15:13 - That terminal is also from the Manchester mod. I will return here in a distant episode.
- 17:31 - Still heading south. Seeing a Deathclaw on the way and avoiding combat.
- 20:01 - Approaching a truck and the nearby VAPL-84 Power Station. There's some ammo, including a mini-nuke.
- 22:04 - I like how the larger trees added by Wasteland Flora Overhaul (Dead Edition) covers the place and makes it difficult to see what's ahead.
- 23:28 - Getting closer to the Robco Facility.
- 24:00 - Meeting Tinker Joe.
- 24:49 - Finding one of the five Dead Slaves with a Slave Map in their inventory.
- 27:02 - Entering Robco Facility.
- 27:18 - That terminal belongs to one of the Puce Mooose mods. I forgot now which one.
- 27:59 - The areas is inhabited by some mole rats.
- 29:19 - A copy of Lying Congressional Style near the terminal.
- 30:02 - Ammunition boxes on the shelves. There are many tins cans and scrap metal around.
- 34:46 - Going upstairs.
- 35:58 - Entering the Offices and Cafeteria.
I will complete the quest in the next episode.