Fallout 3 Walkthrough (Modded) Part 104

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    realdcghoul101

    Published on Sep 05, 2022
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    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.

    Tags :

    fallout3 bethesdafallout rpg mods gaming gameplay walkthrough

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