09 09 88 Nuka World battles to Boston battles...
We go to stop the noise from the battle manor by the Nuka Red Rocket, before heading back to the Commonwealth to take some fertilizer from Abernathy farm to Vault 81. Then we clear out some hostile scavengers, raiders, and a rogue supermutant on our way to the bridge that no longer goes to Cambridge. One fast travel later, we end our day at Prospect Hill, and work on some pathing issues...
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09 02 88 Resettling the Refugees...
It's time to start finding jobs, and beds, and other things for all those Institute people I sent to Spectacle Island. It doesn't help that the game decided to send me on a couple of settlement defense missions...
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09 01 88 If the game won't give you what you want...
In this episode, we see the reasons for Spectacle Island, I forget a word (again), and we watch the turrets at the Nuka Red Rocket mow down another group of raiders.
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08 31 88 We finish Spectacle Island enough for settlers...
It's still not finished, but it's closed up enough to bring in some settlers and get a provisioner link going to do the last bits. Plus we nose around a little bit before bedtime...
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08 30 88 Starting on Prospect Hill???
Where is Prospect Hill? It's that little park we spent the last couple of episodes looking for - and now it's our newest settlement. And it's going to be an interesting site to work with I think...
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08 25 88 Let's (eventually) Build: Spectacle Island part 3
After a somewhat uninformed tour of various merchants (and a check point defense) we return to continue building on Spectacle Island - where we run into a few complications...
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08 17 88 Finish up some details, work on some settlements
We report to Ten Pines about the raiders, then check in with Jack Cabot - working on Finch Farm and the Airport the rest of the time. At least I finally have a latrine at the BOS Annex now...
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08 13 88 Build the School, Visit Nuka World, Defend Covenant...
The girl from Jamaica Plain joins the other 2 kids already at Finch Farm, so it's time I build a new school - and assign a teacher - and fix the Clinic - and assign a guard. Then we venture off to Nuka World to grab a settler for Jamaica Plain, and then get called to defend Covenant before we can do anything else. Go figure...
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08 12 88 Settlements, Checkpoints, and Overpasses...
We do settlement work at Sanctuary, Jamaica Plain, and Finch Farm - defend the checkpoint near Jamaica Plain, then jet pack up to the top deck of the overpass between Jamaica Plain and Quincy...
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08 10 88 Let's build -- Finch Farm
I guess it was inevitable - an entire episode building at Finch Farm. And I'm still not done yet. Go Figure...
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08 08 88 This did not go the way I was hoping it would...
What was supposed to be 2 defense missions turned into a defense mission and a repair mission. I also managed to get a lead on the missing Emogene..
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08 05 88 Good Robots, Rogue Robots, and bigger armories...
I discover that my teacher at the airport apparently isn't smart enough to find her way out of my quarters - go figure. I get my new armorer setup up, and discover there's just no good place to put in a bathroom. So I go to the Mechanist's Lair to make an robot to get Warwick in the provisioner network. Find the rogue robots by Fort Hagen - and a bunch of synths, stop by Greygarden to drop off parts for my Warwick provisioner, then head home to Sanctuary where I expand the armory.
Not sure what to do next though...
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08 04 88 Settlement work and defending...
We check out the upgraded buildings at the Drive In, before getting called to watch my heavy laser and missile turrets make quick work of a squad of gunners. Put in a house and Doctor office for the settler I sent from Nuka World, then return to Sanctuary for another defense mission (maybe I need a heavy laser and missile turret there too). Then we finish up at the Airport where I put in doors, and build myself some quarters...
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08 01 88 The long walk...
We finally make that jog across the gameworld, from the Angry Anaconda construction site, to the Brooks Head lighthouse on Far Harbor.
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07 30 88 The best laid plans...
I was going to go to Nuka World, get a settler for Bunker Hill, maybe do some stuff at the Isle of Refreshment and the Red Rocket. Basically kill some time so I can start the next episode up by the power plant.
Then the game waited until I got to Nuka World to attack the Visitor Center in Far Harbor. Ok, so I'll do things the other way. So as I set foot on the dock at Far Harbor, the game attacks the Slog. ARGHH!!
There will be an extra for this, because at first it was even more convoluted and I restarted the day..
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07 29 88 Sanctuary, Bunker Hill, Prydwen, and Finch Farm...
We visit Sanctuary to unload and repair armor, Bunker Hill to build up defenses and ditch the cursed water pumps, The Prydwen to do some commerce with what we collected, and finally Finch Farm to see if my Sky Ranch platform was too close to the settlement boundary (spoiler alert, it was). Next episode we'll go back to Nuka World -- unless the game throws a monkey wrench in my plans again.
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07 28 88 Back to Bunker Hill...
I decide it's time to take care of Bunker Hill - do the quests leading up to taking the settlement, Talk to Kessler, get a provisioner going...
Then get called to defend Ten Pines bluff.
Maybe in the next episode we can get the defenses set up and snoop around the area. Here's hoping anyway...
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07 26 88 Vim Pop factory and Northwood Ridge Quarry...
We exchange Deacon for island expert Longfellow, and head to the Vim Pop factory (so I can do what I forgot to do the last time I was there). We have a little heart to heart with the old hunter before travelling to Northwood Ridge quarry, where we battle trappers, mirelurks, and an unusually wimpy mirelurk queen, before going down to rescue the synth. We then head back to the lumberyard to rest for the night.
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07 24 88 Exploring the ground under the sky, and other stuff...
We travel into some of the seedier sections of Boston behind the Prep school, and along the bay. Then we manage to venture from Wattz Electronics to Hester's Consumer Robots, by way of Mass Bay Medical Center (though a thorough exploration will have to wait for another day). We finally end the day At Sanctuary, where Deacon tells us his deep dark secrets (or lies like he usually does), and we get the Cloak & Dagger perk.
Editor's note: This video sent my video editor into a tizzy, mainly the high speed section near the beginning. So if it looks a little less sharp than usual, it's because I had to make multiple passes to get everything finished. It seems OK to me, but I'll let you be the judge...
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07 22 88 Exploring the sky, Pt. 3
This time we go down the west side of the Commonwealth, taking out Gunners along the way. Then, we finally encounter the Electronics Hobbyist Club while traveling on the ground for a bit. We finished the night at Egret Tours Marina.
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07 21 88 Exploring the sky, Pt 2
We travel to the northern section of the overpasses, deal with the gunners there, then head back to Finch farm and go over to the scrapyard - clearing out the gunners from that section of overpass. We stop by the Vitale Pumphouse, then head back to Sanctuary and call it a day.
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07 20 88 Exploring the Sky, Pt 1
Ever go exploring all those overpasses in the game? Me neither, until now...
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07 19 88 Big John's Salvage, etc...
We finally rescue the Synth refugee from the hands of the supermutants infesting Big John's Salvage. We find the hidden bunker, but fail to fully explore the house - Oh well. We setup a guard for Jamaica Plain, we check in with the Railroad HQ, then head back to Sanctuary - where I take a shower, add lights to a house, a kitchen to another house, and work around a goofed up edit job, All in all an interesting enough episode...
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07 18 88 Exploring Lexington with Deacon...
We add some roof sections and lights to the BOS Annex, then head for the Railroad HQ, where Desdemona sends us out to eliminate Captain Sally. We take Deacon along with us to work on that affinity rating while we're out. WE take care of some raiders, and a Behemoth (!), then go into the Corvega plant and eliminate Sally and her hench-people. After that, we explore more of Lexington, and finally visit the Super Duper mart. When we return to HQ, Carrington sends us out to rescue a synth, trapped in Big Johns Salvage (another unvisited spot). So we go to Jamaica Plain to prepare for the mission in the next episode.
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