Mod:Fallout: The Frontier/Archimedes II

Warning: '''This quest may be buggy to the degree it locks the player from progression. It is not advised to attempt this quest without a backup save before the quest (before entering space). If you get stuck, you can use Control + Alt + M to open a menu then select the beginning of chapter 4 to continue the campaign.'''

Walkthrough
(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 Caboose dies at the start. You shoot people and eventually activate the monorail. After a short trip the monorail train stops and you and Roach are 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 sadly dies.

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 the 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 (it feels like they have high DR) on them. And after that, there is a little boss fight with a brute who can only do melee attack.

Eventually, you'll find yourself in a new area. 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). The door will be on the left side. And the locked door is: just keep to the left from the room with a key. In the next part, you'll need to jump across a hallway with falling blocks. You'll then have a fever dream-fight with cyberhusk. You have to one tap the four copies, and stab the cyberhusk to death (2500 hp) with spear as a weapon. The throwing spears will be picked up and equipped automatically, and they glow red.

After all that oddness, you wake up in not-so padded cell with Badger, Freakshow, Siren and a dead cyberhusk. You almost get crushed by Dr. Voss and his walls, though don't worry since you'll survive anyway. You're then forced to sacrifice Siren or Badger, but it doesn't matter who you select. Use the typhoon weapon hiding in an autodoc (with Wild Wasteland on, the guy in the autodoc is named as a homage to Isaac Clark from Dead Space) to blow-up the cylinder between those blue boxes with four rods (press 2). Don't forget the reloading bench. You then find yourself in outer space and need to carefully jump across the debris. You can shoot stuff with your new rifle in space and only with it. You can't just go inside though, 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), then activate the control panel to open the door lock so you can fall in.

In hydroponics you meet with officer Parks and go for the rest of your squad. Watchman has sadly been lobotomized. Rogue is in prison so you open the cells and help her escape to the elevator with your turrets. On the way back you must kill Watchman because he is blocking the path. You meet with Rogue in the elevator; it may say 'Rogue will remember this' though it is unknown what triggers that and what effect this has on the gamme.

Tuner is back and you regroup with the others. 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. Luckily, there's weapons and healing items conveniently scattered across the map.
 * Wave 1 - just a bunch of argus soldiers in light armor with eyebots and those robo-bug things.
 * Wave 2 - 1 cyborg deathclaw and 2-3 argus power armor soldiers. And a few robots.
 * Wave 3 - 2 cyber deathclaws, bunch of husk and crawlers-troglodytes.
 * Wave 4 - titan (da) with big shiny axe.

A glamourish teleporter appears in the red circle, but it 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 minigame, you get in the central hall elevator room. There you find Voss and your former squadmate-super soldier prototype. You kill the prototype and go to the central ring hall. There you find bunch of dead scientists and hostile androids. In the elevator's 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 a very hard terminal. The labs room has Edmund who's just sitting with his colleagues in a 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 the squadmates (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.

Auxiliary control. Parks and you get stuck, everything is exploding and shaking because the 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 a big portrait of Webster Holmes (same one as in the Hunter'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 to the starting location of this quest. Dr. Voss 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 gets smashed with a big asteroid. C-finder is gone, you come home, and chapter 4 is next.

There's also some weapons in the museum that you can steal with the 3rd person camera bug: plasma slinger, gaileon sub-sonic assault rifle, typhoon m45a c3, modified plasma rifle.