Showing posts with label Stories. Show all posts
Showing posts with label Stories. Show all posts

October 01, 2014

Fallout: New Vegas DLC Stories

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In case you've missed some of them, the stories that fuel each DLC of Fallout: New Vegas. These add-ons are Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Courier's Stash and Gun Runners' Arsenal. The last two add-ons are only item packs, so we will not focus on them at this point. Each pack adds new quests, items, perks, achievements and other content to Fallout: New Vegas. The Fallout: New Vegas Ultimate Edition, includes all add-ons packs. This article is divided on total of two pages. First page include Dead Money and Honest Hearts DLC, and the second page include Old World Blues and Lonesome Road DLC stories. Enjoy!

1. Dead Money


The first add-on for Fallout: New Vegas, developed by Obsidian Entertainment and published by Bethesda Softworks. Dead Money is set in the Sierra Madre, an opulent and extravagant resort that was to be the greatest casino in the west, except that it never opened. The bombs fell before the grand opening, and the Sierra Madre froze in time, its state of the art security system locking the place up tight. And so the Sierra Madre faded from memory, only occasionally being seen in posters across the wastes, until it took on mythic ghost story status, a supposed "City of Gold" in the Wasteland where all the treasures of the Old World were rumored to be held.

The Sierra Madre is a mythical place in the wastes, with travelers risking their lives to find it. Only one man truly "found" it and lived. After the fall of HELIOS One, Father Elijah of the Mojave Brotherhood of Steel set out to find new weapons to eradicate the NCR, and in the process he found the Sierra Madre. Upon waking in, the courier will find they have been stripped of all useful armor, weapons and aid. The player is greeted by Father Elijah's hologram, which explains that the Courier has been fitted with an explosive collar and that he, Father Elijah, demands the player to recruit three companions in order to carry out a heist for the centuries upon the casino.


As the victim of a raw deal you must work alongside three other captured wastelanders to recover the legendary treasure of the Sierra Madre Casino. In Dead Money, your life hangs in the balance. It is up to you how you play your cards in the quest to survive.

2. Honest Hearts


The second add-on for Fallout: New Vegas, developed by Obsidian Entertainment and published by Bethesda Softworks. As a punishment for failed him in a  first battle of Hoover Dam, Caesar sentenced Joshua Graham (the Burned Man) to a gruesome death: covered in pitch, lit on fire and tossed off the cliffs of the Grand Canyon. Rumors around the desert indicated that he somehow survived this brutal treatment, but nothing ever came of it. Caesar then sent Ulysses to the Great Salt Lake to rally the White Legs to destroy New Canaan. With his help, the White Legs found a large supply of weapons. The White Legs then destroyed New Canaan, sending Joshua Graham, and the New Canaanites to Zion Canyon, where the Dead Horses stand with them against Caesar.

The Courier then arrives in the Zion Canyon with the Happy Trails Trading Group Caravan. Things go horribly wrong when your caravan is ambushed by a White Legs raiding band. As you try to find a way back to the Mojave, you meet the Burned Man, Joshua Graham, who is surprised that it is a different Courier than Ulysses that came to him, as he had figured Ulysses would come to murder him.


The Courier becomes embroiled in a war between tribes and a conflict between a New Canaanite missionary and the mysterious Burned Man. It's a familiar formula of exploration, choice, murder and a decent (but not entirely gripping) storyline. The decisions the player character makes will determine the fate of Zion.


September 23, 2014

Fallout 3 DLC Stories

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In case you've missed some of them, the stories that fuel each DLC of Fallout 3. Bethesda Softworks released five DLC packs for Fallout 3 for all platforms. These add-ons are Operation: Anchorage, The Pitt, Broken Steel, Point Lookout and Mothership Zeta. Each pack adds new quests, items, perks, achievements and other content to Fallout 3. The Fallout 3: Game of the Year Edition, released on October 13, 2009 for all platforms, includes all five add-ons packs. So, we start with the first one - Operation: Anchorage.

This article is divided in a total of two pages. The first page includes Operation: Anchorage and The Pitt DLC and the second page include Broken Steel, Point Lookout and Mothership Zeta DLC stories. There is also our "Rank the Fallout 3 DLC" Social Media discussion video (the first video below), and we could really use your thoughts. Enjoy!


1. Operation: Anchorage


Once the add-on is downloaded, the quest objective for Operation: Anchorage will be activated by a radio broadcast stating, "This is Defender Morrill. Any Outcasts listening on this frequency report to sector 7-B, Bailey's Crossroads. This is a high-priority message; backup is needed at our location. Any personnel listening on this frequency, please report at once." A marker will be shown on the world map near the Red Racer factory.

The Brotherhood of Steel Outcasts have set up in the remains of the VSS Facility, a pre-War compound of Virtual Strategic Solutions, Inc., and are trying to unseal the door of the VSS Armory which they think contains advanced combat gear and weapons. The only way to unseal this door appears to be by surviving a military virtual reality simulation of Operation: Anchorage and the only way to enter this simulation is via a computer interface device, like the Pip-Boy 3000.

So it comes down to the Lone Wanderer to go inside and complete a simulation of perhaps the greatest battle of the Fallout universe: the liberation of Anchorage, Alaska from occupying Red Chinese troops. The simulation is set during the Anchorage campaign, which occurred between June 2076, when the T-51b power armor was first introduced, and January 2077, when Chinese forces were completely driven out of Alaska. Evidence locatable in the Outcast Outpost makes it clear that the simulation is not an accurate recreation of the battle in many important ways; however, these ways are never detailed but are blamed on General Chase, who was the military correspondent for the simulation program.


After exiting the simulation, the Lone Wanderer is allowed into the armory and can grab anything he/she wants. Opening the armory spurs a heated discussion between Defender Sibley and Protector McGraw, which culminates in Sibley and most of the other Outcasts starting a mutiny against McGraw and Olin. This is a battle that the Lone Wanderer can decide with no negative reputation to the Outcasts so long as they do not attack either McGraw or Specialist Olin.

  2. The Pitt


The Pitt is the second add-on for Fallout 3. In contrast to Operation: Anchorage, The Pitt involves a more traditional quest line with several morally ambiguous choices. When The Pitt first loads, the player will be informed of a new radio distress signal from a runaway slave from The Pitt named Wernher, who informs the Lone Wanderer that he needs help in retrieving a cure for the mutations plaguing the town developed by The Pitt's raider boss, Ashur. In order to successfully reach Ashur, the player has to give up their gear temporarily.

The player then is able to familiarize themselves with a new weapon, the auto axe, and compete in a fighting arena called The Hole. The town itself consists of a large "dungeon" area (The Mill), an abandoned steel yard and a settlement which is divided into two districts: Downtown, which is inhabited by slaves and Haven/Uptown, occupied by their masters, the Slavers.

The main quest involves the player character taking on the role of a slave in order to investigate rumors that the raider boss of The Pitt has discovered a cure for mutations that have plagued many inhabitants of The Pitt. Troglitic Degeneration Contagion (TDC) is a degenerative disease that plagues all the inhabitants of The Pitt. According to Dr. Sandra Kundanika, it is the result of intensively concentrated ambient radiation exposure combined with the unique industrial toxins and pollutants in the region that surrounds what was once Pittsburgh, an effect that is intensified by the fact that half of the Pitt's inhabitants have resorted to cannibalism.


Marie, daughter of Sandra Kundanika and Ishmael Ashur, was born with a natural adaptive immunity to TDC, offering hope that one day a cure for the Pitt's whole population can be developed. So far, the efforts at synthesizing this cure have been slow-going, mostly because Marie is still a baby, and, being the only test subject, she must be treated with care. The Pitt has unique vendors, and you are able to return after you complete the story.

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Fallout 3 DLC Stories (Page 2/2)

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  3. Broken Steel



Broken Steel is the third add-on for Fallout 3, and it's quest line is of the same length as the ones of Operation: Anchorage and The Pitt. Unlike these add-ons, in order to access the new story content from Broken Steel, the main storyline from the base game has to be finished. Broken Steel alters the ending of the original Fallout 3 to allow continued play after the end of the main quest line. When the player reaches the final point of the quest "Take it Back!", new options are given to allow specific followers to enter the reactor, but the original options still remain viable.

Regardless of what is chosen, however, the player will wake up two weeks later at the Citadel (unless they allow the Purifier to explode, which automatically ends the game), having been knocked unconscious by an unknown energy spike. Sarah Lyons will also be in a coma, unless she activated the purifier in which case she will have died. In those two weeks, the Brotherhood has been using the now-reactivated Liberty Prime to root out the remaining Enclave presence in the Capital Wasteland. The player joins them, only to watch Liberty Prime be destroyed by a devastating orbital strike. Taking out this new threat becomes the top priority. A short side-mission is arranged to equip the player with the powerful Tesla Cannon, after which they move on the Enclave's massive Mobile Crawler base, located outside of the Wasteland at Adams Air Force Base. After fighting through the base personnel, a control station at the top can be used to call an orbital strike on the base itself, destroying it. Alternatively, the Citadel can be destroyed, marking the player a traitor to the Brotherhood of Steel.

The third add-on for Fallout 3 adds new enemies including albino radscorpions, feral ghoul reavers, super mutant overlords, and Enclave Hellfire troopers. These are equipped with new armor and weaponry that the player can acquire. Broken Steel also adds several new perks to cover the additional 10 levels as well as some new encounters.


  4. Point Lookout


Point Lookout is the fourth add-on for Fallout 3 and  like all add-ons (except for Broken Steel), is playable at any time during the main storyline; the player could travel there immediately after exiting Vault 101. Once the content is loaded, you receive a message on-screen that initially starts the quest The Local Flavor. Unlike other add-ons, the player doesn't need to complete the main quest in order to travel back to the Capital Wasteland. Provided they can pay the ticket cost, the Duchess Gambit will travel back and forth anytime. It takes a month (30 days) of game time to travel to Point Lookout. As with previous add-ons, the main quest line is said to add about three to four hours worth of game time.

Point Lookout, unlike the other pieces of downloadable content, does not have a specific goal. Rather, it adds a large area for the player to explore, with new enemies and items to find. One major quest line focuses on the rivalry between Desmond Lockheart and Professor Calvert, two scientists who have been feuding since before the Great War. Desmond has survived as a ghoul, while Calvert became a living brain in a jar. The feud can be ended by the player in either Desmond's or Calvert's favor. Other quests include following the trail of a long-dead Chinese spy and discovering the mystery of the Lovecraftian tome known as the Krivbeknih.


  5. Mothership Zeta


Mothership Zeta is the fifth and final add-on for Fallout 3 where an alien mothership abducts the player, making the whole add-on take place onboard the alien ship in orbit around Earth. The player character is able to return to the ship and use it as a "home-base" of sorts once the main quest is completed, although most of the ship will become inaccessible.

After being beamed aboard, the Lone Wanderer is subjected to an alien medical experiment. In the cutscene, the player character passes out during the procedure and awakes in a cell with another abductee named Somah. She explains that all of their equipment has been taken. She comes up with a plan of escape - staging a fistfight so that the alien guards will intervene, then overpowering them. They soon come across Sally, a little girl who was abducted soon after the Great War, who asks them to help her escape by destroying the reactor in the room. After freeing her, she says that she knows a lot about the ship and will provide aid in turn.

Sally leads the Lone Wanderer to a room with several cryo-tubes, to acquire a spacesuit from one of the frozen abductees, an astronaut (who, unfortunately, does not survive the "thawing" procedure). The suit is needed for a spacewalk outside the ship to access a teleporter; first, however, the generators in three other areas of the ship must be destroyed in order to provide a distraction. Three of the abductees will offer to assist in each of the generator areas: Elliott Tercorien will help with the Cryo Labs, Somah will aid traversing the Robotics Factory, and Paulson will aid with the Hangar.

After enabling the teleporter, the survivors are beamed to the upper section of the Mothership, where they witness a demonstration of the ship's Death Ray as a threat to scare them into surrendering. The player character must then fight through several portions of the second section which consists of a weapons laboratory, biological experimentation lab, and Biological Research. At the conclusion of this journey, all surviving companions can again join the Lone Wanderer by means of the transporter from the Observation Deck. After fighting through to the Death Ray control center, then the living quarters, the bridge is finally accessible. There, all of the abductees must defend the bridge from aliens attempting to re-take it, while at the same time using the ship's weapons to defeat an attacking alien vessel similar to their own.


Upon defeating the ship, the abductees celebrate and Sally or Elliott (whichever gets to the player first) reports that in the midst of all of the chaos on the bridge, Elliott and/or Sally pushed a button which dropped a beacon on the surface near the Recon Craft Theta crash site. This beacon allows the Lone Wanderer to return to the Capital Wasteland or teleport from there to the Mothership (though most of the ship is now inaccessible).

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I was wondering, now that we covered all of the Fallout 3 DLCs, which one did you like the most? I could easily say that every DLC is unique in every way (new world to explore, items, etc..), but the stories that fuels them are at the top of the list! Agree?! You can share us your thoughts on Facebook or Google+ post. Also, share this with your Fallout friends.

See also: Fallout: New Vegas DLC Stories

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4