Fallout 3 Walkthrough (Modded) Part 253

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    realdcghoul101

    Published on Jun 23, 2023
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    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 of the "Spider Fun Facts" terminals.
    • 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.

    Tags :

    fallout3 bethesdafallout rpg mods gaming gameplay walkthrough

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