Mod:Fallout: The Frontier/Archimedes II

(As a quest) With all your belongings and without the companions but with some squadmates, your task is to do [something]. No, you can't suicide right after the start. And your friends can't die normally unless it's in the script.

Tiger and some Caboose dies at the start, you shoot people and stuff and eventually activate the monorail. After a short trip the monorail train stops and you and Roach dude were ordered to go ahead on your foot. Suddenly the train starts moving and you have nothing to do but to run ahead to find some cover. Roach dies, of course.

After little dialogue your part of the squad (4 without you, Rogue just sitting outside) get gassed, Mustang turns into one of those freaks from lonesome road dlc ( marked men ) because he was without the helmet. To survive this segment and rest of the biolab just put on your space helmet greyed out name and space suit WITH ! at the end. After a while you get stuck with hordes of husks with 250 hp 0 DT (feels like they have high DR) on them and 0 fps on you. And after that, with the Enclave Enforcer-Frank Horrigan wannabe who can only do melee attack. And then - the 'stare in the eyes' cutscene and the maze/minigames part.

You could just use the JIP minimap mod, but ok. To find the key you need to: turn left, left, right, take last turn to the right and just run ahead ( follow the arrows on the wall. Red is for the key iirc ). The door will be on the left side. And the locked door is: just keep to the left from the room with a key. Yes. Also there's a deathrun part from your favorite css minigames 24/7 !ws !vip 100-tick servers. And fever dream-fight with cyberhusk. You have to onetap 4 copies the size of that boss from mass effect 2, and then, like it or not, stab the cyberhusk to death (2500 hp) with spear as a weapon. The throwing spears will be picked up and equiped automatically. And they glow red.

After all that nonsense you are checked for i think the explosives skill because 'you somehow managed to remove the slave collar with screwdiver and other stuff' and wake up in not-so padded cell with Badger, Freakshow, Siren and a dead cyberhusk ( the failed test subject you get the night vision helmet from has a ridiculous face ). Almost get crushed by dr Voss and his walls, then the Wolfenstein The New Order part happens ( where Deathshead - Voss, in our case - makes us chose who to use as a test subject ). Use the typhoon weapon hiding in autodoc ( with Wild Wasteland, the guy in the autodoc is named Issac Clark, from Dead Space ) to blow-up the cylinder between those blue boxes with four rods (press 2). Don't forget the reloading bench. And the doom-crysis 3-dead space jumping from clutter to clutter to the top part also happens. You can shoot stuff with your new rifle in space and only with it. But you can't just go inside, you need to calibrate 2 plasma caster turrets by shooting asteroids with them ( press both left and right mouse buttons to fire the barrels on the cannons ).

In hydroponics you meet with officer Parks and go for the rest of your squad. Watchman dude is lobotomize. Rogue is in prison so you open the cells and help her escape to the elevator with your turrets. On the way back Watchman was flexing (ww) on you so you kill him. He was blocking the path anyway. So you meet with Rogue in elevator but i think she may die during previous section because 'Rogue will remember this'.

Tuner is back, just as the other 2 from Wolfenstein part. You board the train and go to the next station where you find dr. Voss's hologram, saying that after 3 minutes your place will be stormed with enemies. Thanks for all the weapons and healing items conveniently scattered across the map. 1 wave - just a bunch of argus soldiers in light armor with eyebots and those robo-bug things. 2 wave - 1 cyborg deathclaw and 2-3 argus power armor soldiers. And a few robots. 3 wave - 2 cyber deathclaws, bunch of husk and crawlers-troglodytes. 4 wave - titan (da) with big shiny axe. Glamourish teleporter appears in the red circle, but he only works when you step in. Your team get teleported somewhere and decide to walk up the steel beams right through the shaft just to get to the labs. You go first, of course, as your team vanish out of existence because you can't see any of them after sticking your boots to the beams. After another ( annoying ) minigame you get in central hall elevators room? There you find dr. Voss and your former squadmate-super soldier prototype. You kill the prototype and go to central ring hall. There you find bunch of dead scientists and hostile androids from Cyberlife ( Connor's less cool cousins ). In the elevators room, again, you reactivate the elevators so the rest of your squad could come up and regroup. You go back, fight some more robo-bugs with androids and enter the 'biodome' because any other doors are locked. In biodome the only interesting thing are the E-Blaster with 60 alien power cells locked behind very hard terminal. The labs room has the Edmund guy who's just sitting with his colleagues in locked room, hiding from ARGUS. He's friendly and can answer some questions, but nothing more.

The mainframe part. Your crew is here but Tuner is under some mind control and trying to do something to argus with codes he snatched from Parks, hurting one of squadmates from that Wolfenstein sequence (3 stimpacks, doctor's bag and 75 medicine to put him together). Grab mechanics in action. Tuner was actually fascinated with argus' idea to gas the entire planet but you can talk him down with speech 60. After uploading the codes you and Parks go down in the elevator, meet ARGUS and the boss fight begins. Kill the ARGUS soldiers, grab those cores out of water, replace with damaged one, repeat but put one core in the shockwave pillar, repeat, then again.

( Fun Fact / Spoiler - ARGUS is a brain, right? Well, that brain belongs to Webster Holmes, the guy who built the Hunter's Lodge AND designed the space station. You can see his portrain in the Lodge AND the secret section of Archimides II Station. Also, his body ( which you find under the lodge - talk to the butler in the lodge after earning it tp get the quest ) is missing the head. )

Auxiliary control. Parks and you get stuck, everything is exploding and shacking because self-destruction, he rambles a little about your pretty general, spots the manual control pod, decides to use it, you pull 4 levers, the grand explosion goes on, done. You have the option to just give up at the start. Parks is dead, you regroup with your team of 4/3/2/1, open the hidden door and see the museum room with big portrait of Webster Holmes ( same one as in the Hubter's Lodge ). Open safe has >700 prewar money, gold-plated magnum rifle and >30 .45-70 ammo. You need to use the terminal to activate the c-finder's beacon to track him down, talk to Badger and use the teleporter underneath the table. You and Badger get teleported in start location of this quest, dr vass escapes on vertishuttle, your pair uses the second one, you shoot his verti with lasers and plasma and after a while his verti dies. And then get smashed with big asteroid. C-finder is gone, you come home, chapter 4 is next.

Also there's some weapons in museum that you can steal with 3rd person camera bug: plasma slinger, gaileon sub-sonic assault rifle, typhoon m45a c3, modified plasma rifle. And those humanlike figures are npcs but kinda disabled like those vendors from dead money dlc.