Fallout - The Playthrough: Boneyard Video No.06

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Published on ● Video Link: https://www.youtube.com/watch?v=XZYgEEH8cfE



Game:
Fallout (1997)
Category:
Let's Play
Duration: 1:30:51
6 views
1


A playthrough of Fallout, the first title of the Fallout game series that came out in 1997. Includes random commentary from me and some background noise that can't be helped.

This video picks up from where I left off after Video No.05 (https://youtu.be/Ia10uxLFbeA)

The water chip in hand, Albert returns to Vault 13 in time to save his home from its water crisis. A conversation with the water guard reveals that a water thief had been stealing from the storage room. Albert helps solve the crime by staying until midnight and waiting for the culprit to appear. He then catches the thief and convinces him to turn himself in.

When Albert reports to the Overseer, he was greeted by what seemed to be sincere gratitude from the normally cold and calculating man who only pretended to have compassion. Though there should have been a celebration. the Overseer immediately tells Albert to log in his report of everything he learned of the outside world in the 4-5 months he'd been traveling.

After completing the painstaking task of adding all that he learned into Vault 13's library, Albert returns to the Overseer, who seemed to have followed along with as Albert from his own terminal as the report was being made. The Overseer hesitates to ask, perhaps as part of an act, but tells Albert to go out into the wastelands once more.

The details regarding heavily armed super mutants and people disappearing presented a grave concern to the security of the vault. The number of mutants seemed to be growing at an unnatural rate as well, suggesting that they were being created somewhere and the sooner it gets put to an end, the better. Waiting longer would only give the leader of the mutants more time to strengthen their position in the region.

No stranger to danger, Albert makes his way to the Boneyard to gather more information. The Brotherhood already hinted at a threat to the northwest where none of their well-trained and heavily armed patrols do not return from. Yet nothing was certain regarding where exactly in the desert wasteland a super mutant base might be. Every where else the Vault Dweller went to didn't give him any new leads, so going somewhere he hadn't been to might result in new clues.

When Albert reaches the Boneyard, he arrives in Adytum, a small fenced community guarded by the Regulators, the muscle in town. The residents of Adytum weren't very happy with their life. Their mayor, Jon Zimmerman, asked the Vault Dweller to kill the leader of the Blades, a gang that lives outside their town. Zimmerman explains that his son was tortured and slain right outside their town by the Blades.

Throughout the entire conversation, Albert was skeptical as it seemed everything Jon had told him was all hearsay. The mayor was never present for anything that the Regulators had told him regarding supposed attacks and abductions by the Blades. He just took all the info fed to him at face value and it sounded like the Regulators were the ones running things. However, his plight seemed real and the Vault Dweller agreed to the task, if only to find out more about what's going on.

After leaving Adytum, Albert finds other people, such as the Followers of the Apocalypse, and the Gun Runners, in addition to the Blades that he'd been asked to get rid of. Not so trigger-happy, Albert hears the Blades' side of things and gets holodisk evidence that the Regulators were the ones who actually killed Mayor Zimmerman's son. Knowing who the true villains were, Albert puts his well honed skills to the test and proceeds to free Adytum himself from the tyrannical rule of the Regulators. Unfortunately, Zimmerman did not survive as the guards quickly executed him when he learned of their betrayal and manipulation.

As for new clues, the Followers of the Apocalypse pointed Albert towards the Cathedral just south of the Boneyard. The Vault Dweller knew of the Children of the Cathedral given their presence in many towns. However, the Followers were certain that the Cathedral was hiding something dark as the Nightkin super mutants, with their strange temperament and deadly weapons, were often seen coming in and out of the Cathedral. While there was no real concrete evidence of any wrong doing taking place, Albert noted that he'd report in should he find anything.

Rather than go south, Albert decides to brave the dangers of the northwest region and comes across a military base. Using his wits and combat prowess, he makes it inside the base without the alarm going off, but decides to not push his luck. Instead of going in even further, he needed to let the Brotherhood know that there really was a super mutant base to the northwest.

I referenced this guide when making this playthrough.
https://lemmings19.github.io/fallout-1-walkthrough/

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Fallout
RPG
playthrough
chillgamer
onechanceworks
vanilla gameplay



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