antimu0n

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Foxtrot68
@Foxtrot68

It's already a meme in game design circles that players can't see shit even if you carefully direct their gaze or splash white or yellow paint in places to call attention to objects and how you guide people.

So this quest in Fallout London "The Lost Tommies" leads you to this bunker-like building, there's a keycard door preventing you from getting in, you can see an open window nearby where there's a desk on the other side, where I thought the keycard should probably be, just put your hand through since there's no glass right? but no it didn't fall through the desk, a ghoul is meant to drop it and it doesn't spawn consistently for everyone nor does it get triggered to wake up right, but after that, okay we got past the first obstacle, a little jank but not too bad. Then you enter this room:

A screenshot of Fallout London, it's a room with a keycard locked door in the back to the left, a terminal is on a desk on the right, the terminal in no way interacts with the door.

It's a standard Fallout 4 dungeon where you're in a room with a terminal, first step is you read the terminal, see if it can unlock the door directly, but instead it's mostly lore and talking about elements that are not relevant to this part of the quest, in the back of the room is a mcguffin you need later (I assume, I'm documenting this before finishing the quest), one note that's relevant is "Door Access Notice" where they mention the keycard door (the one blocking you) may not always work. once you try and interact with it, it displays a message telling you need another keycard, a differently named one than the one you got. So most players assume they need another keycard, which doesn't exist. The next assumption or theory is maybe you gotta do something to a fuse box like the note said, "give it a kick", problem is there's no obvious fuse box anywhere in this room you're locked in, and behind the terminal you see there's more to this underground building, there's some beams prevent you from walking off this raised ledge:

A screenshot of Fallout London, the player is looking down into a poorly lit room with several pipes, hanging cables, there's two light bulbs in the ceiling, a red warning light in the darkness and ambient light from below.

Ashley got stuck here yesterday and went to bed after not figuring out the solution, and I can't blame her because it really felt like we were missing a keycard to progress, after all the door said "you need a keycard different than the one in your inventory", that may not have spawned, may have clipped through the ground somewhere (a main quest has this issue unfortunately), or maybe she was missing the relevance of the mcguffin and she needed to use it outside somehow, maybe in the first keycard room there was a fusebox, or outside the building! but no the solution is you need a gun.

I'm not sure if there's a single quest in base Fallout 4 or the expansions that requires you to shoot something in the level geometry to progress or solve a puzzle, now in Fallout London the game starts you in a test tube and you need to punch your way out, which teaches the player "sometimes progress is blocked by barriers you can break with melee", and you use that in the first dungeon in Thameshaven when you see some boards blocking your path, that's all well and good, concept was taught, then you recall it when you see an obstacle that signals it can be bypassed and broken, but that was for melee combat, there's nothing in this room that can be affected by punching it.

When you're running through most dungeons in Fallout 4 or Fallout London, you're used to run-down industrial architecture and the puzzle elements of keycard doors, terminals you need to unlock, doors you can lockpick, little navigation puzzles where one path is formed by a broken down wall, levers or buttons you need to push, etc, there's a flow to level design in these games that's either very effortless or very obvious, so when this room broke that flow we genuinely thought that there was either a bug or we were missing something incredibly obvious, but the solution was not obvious at all. see the following two images.

A screenshot of Fallout London, the player is aiming down sights right below the red warning light

A screenshot of Fallout London, the player is aiming down sights right below the red warning light, a shot has been fired which makes a fusebox which was barely visible before light up the room with sparks of electricity.

I don't know. I don't know why they didn't just put some flood lights shining a light onto that fusebox, or lit it from below, or did anything more than have the red warning light above it which barely lights it up, I had trouble seeing it even after looking up if someone else in the official discord server™ had gotten stuck in this quest as well and what was the solution to this bug which wasn't really a bug. "shoot the glowing red thing iirc", and yeah you gotta shoot below it, at a thing you couldn't possibly see or know was relevant because red warning lights and fuseboxes are normally generic background details! image #2 shows what I was seeing, nothing about that rectangle screamed fusebox to me and maybe they thought the note saying "give it a kick" was enough to signal "shoot it", but it's not reachable, and the only other possible connection is there's a red warning light next to the keycard door too in image #1, which again we thought nothing of because those are normal background elements designers use to set the mood or decorate levels. flabbergasted.

sometimes a solution is really obvious to the designer but not to someone who wasn't taught the concept that's being employed in this puzzle because it's not even a regular gameplay verb. shooting enemies sure but a fusebox? not in this game or the one it's based on. the fact it's barely visible is adding insult to injury, so I hope that others who understandably get stuck here also make their way into the official discord to look up "what the fuck am I supposed to do here", which as far as I'm concerned you needed to look up the answer otherwise I would've assumed it was a bugged quest, which this mod has several of still. I don't blame the devs or whoever designed this dungeon, making games is difficult, it's a miracle this mod is as good as it is (although very unstable), I'm mostly documenting this because I thought the actual solution was bullshit, and that maybe this one could do with a second pass and making the damn solution visible.


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