Fallout 3 Walkthrough (Modded) Part 269

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    realdcghoul101

    Published on Jul 16, 2023
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    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.

    Tags :

    fallout3 bethesdafallout rpg mods gaming gameplay walkthrough

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