Fallout: Tale of Two Wastelands – Part 17 – Overkill Or Be Killed



Fallout: Tale of Two Wastelands continues, as we hunt down some of the most ridiculously powerful weapons in Fallout 3, though that means getting through one of the game’s most vicious dungeons…

Fallout 3 on Steam – https://store.steampowered.com/app/22370/Fallout_3_Game_of_the_Year_Edition/
Fallout: New Vegas on Steam – https://store.steampowered.com/app/22380/Fallout_New_Vegas/

Fallout: Tale of Two Wastelands download – https://taleoftwowastelands.com/download_ttw
Fallout: Tale of Two Wastelands detailed installation guide – https://thebestoftimes.github.io/intro.html
Fallout NVSE JohnnyGuitar 4.90 hotfix – https://github.com/carxt/JohnnyGuitarNVSE/releases
(Benny Humbles You) and Steals Your Stuff – https://www.nexusmods.com/newvegas/mods/71112

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Fanfare for Space, Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
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44 thoughts on “Fallout: Tale of Two Wastelands – Part 17 – Overkill Or Be Killed”

  1. According to cut content, the glowing one in the NA is Mr Keller who, because he was bored, kept going into the base to loot supplies and ended up irradiating everyone. Now whether or not he turned feral and killed the other three is unknown.

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  2. Fallout has a history going back to at least fallout 2 of having a planned raider viable playthrough, getting scrapped near the end and just hints being left in. it's not a Bethesda problem, it's the problem of making a playthrough for the designated "evil for evils sake" faction actually having any kind of narrative. the original team had 10 years of time to have the planned fallout 3 ideas simmer, and the best the could do is the legion run of new Vegas. yuo could say Bethesda just lived up to the spirit of the franchise with evergreen mills, and in FO4 the fighting pit.

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  3. 23:26 It's Mr. Keller who turned into a glowing one. There's a cut holotape that explained he had to frequently leave the bunker to scavenge for supplies.
    Fun fact: Keller in German means basement, quite fitting.

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  4. Smiling Jack had the Police Pistol, one of the strongest one-handed guns in New Vegas, available for 26 caps.

    It's a Dead Money weapon, so I'm not surprised Jon didn't recognize it, but still, what a steal.

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  5. About Evergreen Mills,
    I always thought you could enter "friendly" if you have Jericho as a companion…. dont know why, i never went "bad enough" for Jericho so i probably assumed it was the case.

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  6. TriangleCity covered Evergreen Mills' cut content a while ago and yeah, it does look like it was supposed to be a "friendly" raider settlement with some kind of gladiatorial arena where you would have been able to fight in various matches.

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  7. i love how jon talks about going into one of the biggest dungeons in the game and barely has any ammo. if i didn't have at least 200 rounds for one of my non-automatic weapons i'd be looking for ammo. he's a little crazy like that.

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  8. Hey Jon, ive been re-watching the kill everyone / no kill new vegas runs and realized those runs are now almost 10 years old. I think it would be interesting to see you doing those runs again and seeing how differently you would approach those challenges nowadays.

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  9. Or maybe Evergreen Mills would have been a proper joinable faction. Maybe there even could have been a questline to get them to go legitimate, no more slaving, no drug distribution. Just selling the gear they make and maybe selling their services as mercenaries. Or maybe they could have gotten some industry going by studying mechanics and engineering. Meanwhile the Behemoth would serve as their security measure. Basically "don't fuck with us, or we'll let it loose on you".

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  10. Mixing stealth, robotics expert and high science makes this dungeon a breeze, which also makes so much sense from a canonical perspective. The Chinese understood this in the Fallout universe and perfected the stealth approach to infiltrate America and its institutions. Going in guns blazing is such a mistake because of the confined space as well.

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