"Misguided Machines" | Fallout 4: Zombie Apocalypse Roleplay - Ep 13 (Jimmy)
Hey everyone, Fawkesy here, and welcome back to episode 13 of my roleplay experience: Fallout 4 - Zombie Apocalypse. After a riveting and terrifying trek to the heart of the Glowing Sea and back, Jimmy and Nick now need to embark on a smaller scale journey to a mysterious organization’s lair: the Railroad. Of course, the main obstacle will be the overwhelming zombie population littered throughout the streets of downtown Boston. It makes Jimmy miss the calm moments in the Glowing Sea (but definitely not the deathclaws). Once Jimmy deciphers the Railroad’s (poorly implemented) clues, he discovers a group of seemingly naive oafs, and their base reflects that. Either way, they’re the only ones able to extract the code from the courser’s chip, and by extension, help Jimmy reach his son.
However (and of course), cracking the code does little to actually hijack the Institute’s teleportation technology, so Jimmy and Nick need to retread the path to Virgil’s cave in the Glowing Sea to make sense of the strings and text. They’ve already walked the roads and trails, so it goes by quickly and without much fanfare. The real danger lies in Nick’s altered state, constantly taking control of his voice modulator and forcing him to behave haphazardly. Will Jimmy be able to save an increasingly more erratic Nick, or will the Institute take another loved one from him? Find out in this episode… Yes a pivotal question remains: what are the Institute’s plans for Nick and Jimmy?
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My mod list:
https://docs.google.com/document/d/1deELlq1dCAYLKHD_4iMFHKZupqjdebj3AP7QaiQy-y0/edit?usp=sharing
Thumbnail Background Credits:
MishaHaos on Reddit, posting in r/fo4
https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2F7rkgzoy43h331.png
Timestamps:
0:00 VCR introduction
0:22 The zombie-strewn path to the Railroad (guest starring Super Mutants)
5:06 Nick's degenerating mental state & the ruins of Old North Church
10:06 Meeting Railroad leadership & criticizing their security measures
13:09 Zombies flood Railroad HQ due to the organization's ineptitude
14:03 Decoding the courser chip & actually struggling with it due to solid firewalls
16:18 Battling the zombie horde that followed Nick and Jimmy to the Church
19:08 Power armor shifts the tide of the battle in Jimmy's favor
22:50 To the winner go the spoils... & a long (tranquil?) walk back to Virgil's cave
25:38 Virgil gives Jimmy schematics for a teleportation device
27:32 Leaving the Glowing Sea & clearing zombies from the night's shelter
30:22 A new dawn & a new, creepy conversation with the Institute via Nick
32:05 The Railroad says no to building a teleporter but yes to a donut shop heist
35:48 Confirming Nick, and the Institute's, status for the Railroad mission
37:04 Conclusion
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