Fallout 3 Walkthrough (Modded) Part 314

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    realdcghoul101

    Published on Sep 04, 2023
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    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.

    Tags :

    fallout3 bethesdafallout rpg mods gaming gameplay walkthrough

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