So because I keep getting comments, I typed Bhedrin in my script, a name for a bovine creature from a series of books, instead of brahmin. It's not me saying the name wrong, I used the wrong one XD
Ok, but the burning question is, how did he get that hat on top of his dome? His arms aren't long enough to put it up there. SO WHO DID?! AN UNSOLVABLE MYSTERY OF THE TIMES!
And here I was looking up what brahmin were called in other localizations of the game. I thought you were saying "Biheadrin" so i thought it plausable, since they have two heads.
Why are they in a desert though since it says they live in shallow marine water unless they got into the water supply under nukaworld or at least the western area
@@azeria1 Nuka World is still West of Boston, Massachusetts. The effects of Pre-War Pollution, Nukes, and other aggressive wasteland life isn't doing the environment any favors. I'd imagine locations beyond the game's bounds is like that & glowing seas for all detonated creating nasty ground-zeroes. Depending if an nuclear apocalypse happens, and somehow the Earth resists desertification without human intervention; Bloodworms can survive.
@@risa1467 I’ve always imagined the earth would be fine in a nuclear apocalypse, theirs also so many people that the chances of humanity surviving are high. Especially since parts of Europe, most of the Americas and Africa, and parts of Asia are less densely populated. Of nukes were to drop they’d be dropped on strategic parts of the world, no one is going to aim for the middle of the USA for example. The only issue post Apocalypse would be the Power Plants, left unattended plenty of them could potentially melt down leading to nukes part 2. In any case once life starts it’s absurdly hard to stop. Even chunks of space debris carry life on them even after falling Planetside from space. Earth and nature will be perfectly fine, outside of the atmosphere completely vanishing it can always come back. In fact during Covid lockdowns the earth immediately started to heal. The hole in the ozone started to close animals that abandoned parts of the world suddenly returned, theirs no stopping nature
So, prior to the 1980s in the US the drinking age was under 21 in many states and wasn't enforced until the Federal government linked road funding to raising the drinking age to 21. So in the Fallout divergent timeline that must not have happened.
30:45 Where I live (also in New England but not Mass) you can sell alcohol from as young as 16 in like a grocery store but it appears you need to be 18 y/o to serve alcohol in a bar (the drinking age is 21 still). There was a long time in my life when I was selling the stuff while having never tried any. (also if this was hard to read then I have the excuse of writing this at 1 in the morning)
Glowing animals could be due to faster metabolisms, meaning that the radioactivity that they are exposed to is absorbed differently. This could mean that they take far less time to become glowing.
Hope you enjoy this one wolks. Apologies for the wait, cheers for the patience. I hope the video quality is ok. As always, likes and comments (along with watching the video XD) really help the performance. Please feel free to leave suggestions for future content either here or on the community post. Thank you and enjoy :)
The robots don't recognize the mention of bloodworms because their routine is for you to go around to each part of the attraction (with the original intention of spending money on the way) and finally earn a key to get into mad mulligan's mine to face him. Of course there was suppose to be an actor dressed as mad mulligan the park attendees were meant to confront finally ending in the gift shop inside the mine. The safe was probably full of keys or an employee had a box of them and they'd add one back to the safe every time an attendee took one. The entire thing was designed for children and was designed to make them feel like they were a deputy that was "cleaning up the town" as the robot put it. The entire process is convoluted to keep people inside the attraction as long as possible and increase the odds of them spending money.
They really should of had some raider who was pretending to be Mad Mulligan being abit of a joke. Doe I personally love the skits and wish one other park had that gimmick.
There is a problem with this concept: One Eyed Ike hands you a functional revolver with live ammunition with which you are intended to shoot Ike, and iirc you get peppered by lasers. Not very child friendly.
@@drewrobinson5562yeah they probably wanted to give you a .44 magnum until someone in the office pointed out the kick would shatter little billies wrist
Perhaps Kristy’s holotape about rigged games and the terminal entry about alcohol outselling normal drinks are connected. The idea would be to keep guests in an inebriated states so they’d be less likely to notice any rigging.
There is an area you forgot. Towards the eastern part of Dry Rock, there is amphitheater where a live wild west show was done. There is weird termite mounds on the stage area along with a rad water Buffalo with a bloodworm in it. In the back area there is a dressing room with two holotapes of pre war lore. Two revolve around struggling, professionally trained actors from England. One believes the shows are beneath him and how his costar is a drunk. The other believes the shows will revive his career and his costar is uptight.
My bad. I re-loaded an old save and went through what I thought was the whole park. Was this a different amphitheater from the one with a termite mound I covered near the minecart ride?
@@thenthappleit's closer to the entrance outside. There should be some bench seating with a dirt arena where there are some mounds and a water Buffalo carcass. Against the wall is the wood cutouts of a western town. You can go into one of them and find a dressing room area. Also nearby is a military skeleton on the roof of the maintenance shack with a sniper rifle.
@@GuyMan-y7z pre-cambrian life form. they existed before dinosaurs. they just never evolved to anything else cause they didnt need to. it was explained in tremors 2.
Roller-coasters have Block Zones. They're actually really interesting! The track is broken up into sections, say four. The car in the station is zone 1, and the train on the track can't enter zone 4 until the car leaves the station, giving them an large portion of track to stop on to avoid collision.
For those of you who are unfamiliar, a block zone is a section of ride that only one train may occupy. At the end of a block zone is a method to stop the train in case the block zone ahead is still occupied. This is the safety system that prevents roller coaster trains from colliding with one another.
I always sort of assumed that the protectrons were following the standard script for the attraction. I figured the staff just keep the key in the safe over night and swap it out for old timey "keys" that can be presented to an attendant at the mine door to get in
I have a friend that worked at an amusement park while a minor, and they were told to serve alcoholic drinks even tho they were only 16. They also talk about other terrible conditions of the place and how management took advantage of minors with terrible hours and very few breaks.
yeah, i was gonna mention that it is actually legal in some states for Minors to serve alcohol. If they're caught sampling the merchandise, however, it's a termination of employment on the spot.
@@captainsinclair7954The break situation is also illegal some places, it could be punished with a huge fine per infraction if any minor doesn't get their scheduled break.
For the dry rock gulch employee area. So remember the tunnels under kiddie kingdom extended way father then what we could see. Its highly likely that they also had an acces point in this area. They even mentioned blowing the tunnels after the war.
Presumably the tunnels went all over the pack me a bit strange if it didn’t would of been cool area maybe leading to areas and buildings of the park you can’t get to normally
If Nuka-World is like Disney, the walls are definitely made out of fiberglass and not stone. Been to Disney World and on Tom Sawyer's Island there is a "mine" that you can walk through. If you pound on the walls you find out they're made of fiberglass.
It definitely is. Mad mulligans mine cart ride supposedly caused many incidents. Probably because nuka cola didn't spend much money on security or anything at all
@@josephpiscitelli8053 Probably was meant to. Wouldnt shock me, some Fallout stuff are straight references to movies. Excluding New Vegas, which you cant go 5 minutes without SOMETHING being a reference
I love all the references they put in the fallout series. Hubology is scientology, mentats are a reference to Dune, and Pinkerton is a reference to a Lovecraft story (they do love their Lovecraft)
Former bartender here. Here in the US, while the drinking age is 21, you only need to be 18 handle open alcohol containers at work. So say you work at an amusement park. You can have employees who are 16, but they can't legally serve alcoholic beverages. Hence why he needed an employee who was 18. Or in sketchy business terms, someone who *looks* 18.
Nuka World may have had some issues with the main story but the new enemies introduced were amazing, the flying ants, massive crickets, gatorclaws, and bloodworms were amazing. Fallout always nails making new and interesting beasts.
The massive crickets are cave crickets or camel crickets actually they’re very much a real bug and are considered a pest on the east coast they’re also my mortal enemy! (not joking I despise those things)
You can actually get into the employee area before turning the power on. There’s a spot where you can climb up a rock formation and jump over the wall. It’s a little tricky but doable. Once you’re in you’re stuck in there and have to fast travel out.
i didn't even know the power was necessary. i saw those rocks, my skyrim brain activated, and i climbed like a man possessed until i got into the area. it's amazing what a little determination can do.
There's a lot of evidence that a pretty large force of soldiers were near the park on the road right before the bombs dropped. Several ruined APCs as well as suits of power armor on truck beds are near Dry Rock Gulch on the road. Could easily have been a force around a company size. It would not be a surprise if they moved into the Gulch area and the employee region while the power was still on which is suggested in the lab under the bottling plant, but like when the power turned off the park doors seem to have locked automatically as a feature of the security system. Could be that the military set up with some of the park employees who were either not part of the Kiddie Kingdom plan or who were kept out of that group for fear of the soldiers taking over if they discovered the survivor group under Kiddie Kingdom. Then when the doors locked automatically the soldiers might have tried to keep order inside the small employee area, but with there not being any long term preparations or additional supply runs available to them they died of either dehydration or starvation. The employees that were going to go ghoul then would have just laid down to die like everyone else from either cause, but because ghoulification was already occurring, which we know from other titles in the series keeps the ghoul alive even with little to no food for centuries, they may simply have never moved until you open the door. That's my guess anyway. The soldiers moved in after the bombs dropped, the employees and any survivors there were not aligned with the Kiddie Kingdom group or deliberately kept the soldiers from knowing about that group, the survivors ran out of supplies, which also explains the mountains of trash right by the food court area. Growing lack of care as supplies dwindle, except for alcohol which seems to have been the key supply for the Gulch pre war, but little is found after you start exploring the area, meaning a lot of it was drunk before the traders set up there as well. And the story went from bad to worse when the power cut out as the soldiers were not prepared like the other survivor group was and therefore ended up getting locked into areas or left completely abandoned. The remaining soldiers either were slaughtered by other survivors potentially, or starved to death.
It would also not be a surprise if that small soldier group is also the source of the high level power armor suit you can find hidden in the ruined house outside Bradbury on the hill that you access through the old drainage pipe. The last holdouts of the original soldiers made their way there after losing ground in the park to the Kiddie Kingdom survivors. Since there's also a feral ghoul or two there it wouldn't surprise me if those were the last soldiers that instead of dying from radiation were going to ghoulify as well. It's also the likely source of the weapons and food that "Michael" or "Mitchell" brought into Kiddie Kingdom on the flat bed truck, Probably the soldiers were setting up survivor camp of their own, probably in the Gulch, had their forces divided with only a couple of soldiers guarding one of the flat beds. "Mitchell" seized the opportunity, murdered the soldiers left guarding the supplies, hence the blood he had on his shirt and why the other survivors wanted to blow up those service tunnels so quickly after he finally got back. He'd started a war. Which would also make sense of why the soldiers positioned themselves on the high ground away from other survivors and park employees. They'd already been attacked at least once by the other survivors and as such they didn't know if they could trust any of them. @@thenthapple
I think creatures become glowing based on both time and dose. A high dose over multiple days or even weeks developing glowy critters, as theyre much less keen to leave an irradiated place right away as opposed to people
Hey I’ve worked in food service for a while in Texas. So basically, unsure how it is in other states, in Texas you can’t get your TABC (Alcohol serving license) until you’re 18, then you’re allowed to serve it but you cannot purchase it until you’re 21
I remember when I first encountered the bloodworms and in Dry Rock Gulch they scared the everliving shit out of me because I wasn't expecting them to pop out of a two headed Buffalo Corpse To the point where I just turned on God mode and just spammed mini nukes.
Just came off a RadKing video and this one auto played. I haven't seen your videos before, but the "they're here, they're near, and they're probably going to burrow up your rear" line absolutely got me! Lol. Take my sub good sir.
@@thenthapple Hahaha no wonder you mixed the two up, I'd probably do the same, especially if I had to keep two related things with fairly similar names in my head at the same time.
In the US, the age to sell alchohol varies by state and sometimes by the type of alcohol. 18 is a common age requirement, though some states have no age requirements.
the big thing I have noticed is that while under 21s can sell alcohol, they often cannot deliver it to you with that job falling to someone over the legal drinking age.
At 6:25 my favorite way to skip the robots is to have the robot expert perks and it unlocks a dialog option to override the robots program to get the combination
Former amusement park ride operator. Most roller coaster rides are small and run a single cart. But larger companies make larger rides and yes they will run multiple cars at the same time. Theres a ratio of ride length, speed, and safety stuff that dictates exactly how many you're allowed to run, but usually the bosses/mechanics decide that, not the operators
I wonder why the bloodworms and Gatorclaws don't leave their respective areas? I can understand the robots staying in the Galactic Zone because they're coded that way and the Nuka-lurks coz of the Queen and the blue water, but what stops some of the other creatures from leaving their zones?
The gatorclaws are implied to be very recent addition to their zone. And there is not a lot of water outside of it that isn't infested with mirelurks. So it is just a lack of oppertunity. The blood worms...I wouldn't be surprised if they were a relatively recent mutation that only started showing up because of the fighting. Given how it does seem they may need to gestate inside a host for part of their life cycle they probably do not normally have enough food to have more than a handful most times. It is the tragedy of the park that let them explode in numbers. You can occationally find bloodworms outside of their main zone but not nearly in the same numbers so we can assume they are normally kept in check by the lack of food and brutal competition.
I'm so sorry, my friend. Please seek help if you need it, even if just from a trusted friend. I know how it is to lose a partner. Stay safe, my friend.
I would suggest watching the rest of his videos, maybe the old Storyteller series by Shoddycast, maybe some Synonymous videos, whatever you need to help you wind down a little, okay? And remember, one day, YOU could be making videos just like these, if you want!
@@devinwilliams9050 I wish you the best, my friend. Hang in there. Take it one day at a time. Don't be afraid to cry if you need to, or to eat a whole pint of ice cream if that makes you feel better.
@@devinwilliams9050 And those 4 years shall remain forever Bittersweet; My only suggestion is to remember the past while you face the future, remember but do not dwell, advance but do not forget. One day, you will look back upon today, and be glad that you got to see tomorrow.
Its likely that with war tensions, the military was in the park (that had close ties with the military) in order to protect it or keep an eye out for any activities such as an undercover agent doing a terrorism or as you suggested to protect the secrets of project cobalt
I wonder how the visitors in Mad Mulligan's Mine! died on the day of the bombs. Nuka World was not, despite its name, hit directly by any nukes. There is generally speaking less devastation than in Boston, which suffered the shockwave from the bomb that created the Crater of Atom. Nuka World was likely shielded from that shockwave by the mountain range that creates the western border of the Commonwealth, and would as such have been shielded from any direct blast of neutrons or gamma radiation. The area would absolutely have suffered from nuclear fallout, but that doesn't kill quickly (unfortunately). So how did all those people just die at their post? About who boarded up the tunnel: we have seen that at least one of the other parks had employees who survived the bombs. I suspect that at least a few survived inside Mad Mulligan's Mine! as well, at least long enough to board up the tunnels for some extra safety.
I wonder what bloodworms originally were? The mutations are far far to drastic to have once been just worms, as it’s a bit far fetched to have mouthless creatures suddenly grow four jaws and millions of teeth. I’m thinking they may have been a parasitic hemolith or worm, like a heartworm or ring worm. Would explain the mouth and the parasitizing of large animals! Though why there would be a large enough population of such creatures to allow for a successful mutation of that degree isn’t really obvious. They didn’t have any real animals in the petting zoo so it couldn’t be that.
there is also the burrowing through ground, parasitic worms do not to that....and i agree these look modeled on a parasitic worm in the mouth area or a leech even.....
I thought Blood Worms were a real thing I know the fish store sells dried blood worms, and don't Heart Worms live in the ground and dig into an animals foot?
@@Doctor_Portly_64 so the difference in parasitic worms (i believe) is that they are on the surface of the ground or in the top layer of soil vs burrowing into and through...once in a host they do burrow. also i think heart worms are picked up by licking and cleaning the feet (at least as well if rather than going through the skin)
As a business owner I actually know the answer to the question on age to sell alcohol. Throughout the US the drinking age for alcohol is indeed 21. That's because the liver is still kinda developing. However because the age to be considered a functioning adult of society is 18 The age to sell and handle IE: Stock, unload, face and set is also 18. It's just funny that while at 18 you can do everything other adults do...except buy beer and legally rent a car. You cant do that till You're 25
So one of the questions this youtuber asked is why they would lock out an attraction behind. Some kind of gather. Fetch quests, Nintendo land does this for the Bowser junior challenge where you have to get 3 golden keys to unlock the attraction.
I’ve said it before and I’ll say it again, nuka world had so much potential it makes me sick knowing what we could have gotten. If they had another year to let the dlc cook I think it would have beaten far harbour.
Yes! I don’t even bother heading there if I’m not playing an evil character because there’s nothing to do there besides one big fight! I wish you could claim the other parks and build them up with the slaves! Maybe deal with occasional radiant quest incursions or issues that have to deal with each section, like bloodworm outbreaks, attacks from the remaining raiders, broken pipes in the kingdom or world of refreshment, etc.
@@mrziiz6893i think It would've cool if the traders that scaped to dry rock gulch were still alive and they were the ones that you'd have to help with the bloodworm problem. Once you did, you could kill them, enslave them or help them retake nukaworld
If the US laws are similar to ours here in the UK, then someone younger than the drinking age can indeed operate a bar and sell booze. I've known people who operate pubs and they can employ someone who is sixteen behind the bar, but that employee MUST be supervised by someone above the drinking age.
They are not, here you are required to have a license to sell alcohol as an individual in order to hand a drink to some one, and can be held responsible for their inebriation and any related injuries if over served. (at least in the state of Indiana when i worked there)
Regarding 42:31 and how the ghouls avoided the mines, there's another option. The survivors were with the military when the mines were placed. Over time, they started to ghoulify, and then in turn went feral, long after the military died. However, they retained some memory of where those mines were, and instinctually avoided their position. However, when the player enters, their feral nature and rage takes over, and they forget the placement of the mines.
don't landmines go rusty and detonate to the touch if left long enough, anyway? even if they were placed in storage, they'd corrode over time. so, the mines at nuka-world, and everywhere else, were likely made fresh, post-war and laid out.
Thing is, it depends. We still have mines in Vietnam that havent detonated. Depending on rainfall in the region, or how well sealed the military cache was, the mines would have been fine. Dusty, if left outside, but fine. As far as if they would detonate, depends on the state the mine is in. Rusted and corroded, they probably would either detonate on their own, OR just fail outright.
The Fallout Graboids are a pain in The Ass lol. Glad to see your still doing Fallout content is anymore Star Field Content coming out just curious. Respect and keep up the epic work.
Something that always seemed wrong to me in fallout games where people dying right away, like if the blast was close enough to kill people on the mine cart right away there would be no mine cart ride left, has anyone figured out why in fallout games it seems many people dropped dead at the moment of the blasts but remained intact? Radiation takes time to kill, so by this logic bethesda is saying that person stayed seated in the mine cart after the blast and waited there to die, weird
Well from lore it looks like they went for smaller yield but more dirty bombs. Radiation being the main killer. More realistically. A neutron bomb could achieve that effect. Kill quickly and leave little other damage.
Sadly only 2 creatures come to mind maybe 3 that the blood warms could use for nesting that would be supper mutants, but with them I feel like the super mutants would be smart enough to figure it out, and then capture the worms and hang them turning them into a leather belts protective armor, the next creature would be the random dead sharks/dalphin you find around and the last creature would possibly be the mirelurk kings
Did you know you can just murder the protectorns? Not the Sheriff but his deputies. I accidentally figured that out when I blew up the fast draw guy. Also a unique response if you use a melee in that gunfight. You can easily climb into the no power area. Trick is getting back out. Jetpacks help (or fast travel). In the corner store where I worked they hired the Boss' babysitter. She was 16 so couldnt sell/touch alcohol unless someone older was there and it was on US to control what she did.
I don't mind robots programmed to act like stereotypical cowboys, but couldn't they picked like Assualtrons or Mr Handy's? It takes Protectron's so damn long to speak. lol
Fun fact, if you wear the Silver Shroud costume into Dry Rock Gulch, the Play Along options become Speak As Shroud if I remember correctly, and the robots play along implying Nuka World had some sort of arrangement with Hubris Comics so they could do something like that.
Amusement park coasters, especially longer ones, have areas for safety that can contain a single car, allowing multiple cars to run and stop in case of an emergency. If a coaster has 3 zones, 2 cars will run. When car A gets to zone 3, car B can go. Think of it like having two or more coasters smashed together. if the ride needs to stop for an emergency, the cars will come to rest at designated stops along the track. these stops usually arent used, and the most the general public will ever notice them is if someone fucks up the timing... you may slow WWAAAAAY down or even stop mid-ride to let the train ahead of you get to the next zone. Bars and liquor stores generally require servers be 18+ even though you have to be 21+ to actually drink... well, technically thats not true either. I believe this is one of those leftover sloppily written laws, but has some merit. Essentially, age requirements for things changed. in the 80s the "drinking age" was raised to 21, previously 18 but the law didnt stipulate that you had to be any older to actually sell the stuff. After all people could lose their jobs over this law. But also, the drinking age is technically... there is no actual drinking age as far as im aware. Minors cant legally PURCHASE or TRANSPORT alcoholic beverages, but theres little the state can do about consumption. this is to prevent religious or cultural infringement. Effectively, some ceremonies recommend or require a minor drink... communion wine for confirmed catholic people or kiddush for jewish people are two commonly sited examples. though some states just dont care: Massachusetts lets minors drink wherever they want... so parents could likely purchase drink for their kids.
According to "Massachusetts Laws Regulating Minors Work Hours", persons under the age of 18 are not allowed to "handle, serve, or sell alcoholic beverages". So based off that, Jenny would need to be 18 or older to legally work at the Saloon selling Nuka Cola Dark.
In present-day America, you can sell alcohol before you're able to buy it. In many states, you can sell alcohol in its sealed original container starting at the age of 16, with an age of 18 being needed for sales with the purpose of on-site consumption (like in bars, restaurants, nightclubs, or, relevantly, the Dry Rock Saloon). I happen to have worked in one of the states where this is the case, and while it's legal to have 16-year-olds selling a four pack of Guinness, most companies that operate in multiple states have their policy on what's allowed fit exactly to the letter with the strictest laws of any areas where they're operating. So, given the lax approach to what is and isn't legal in Fallout's United States, I'd be willing to bet it's less "is this legal" they're worried about and more "does this violate official Nuka-Cola Company policy". After all, the Nuka-Cola Company is on par with Fallout's federal government in terms of influence, immorality, and power, and they basically have complete control over their employees.
Drinking age in US as it relates to Fallout is questionable. Since Bethesda gave fallout a decidedly 50s era feel, drinking age varied from 18 to 21 depending on the state. With the divergence keeping some aspects of the 50s while adding other scifi aspects, I am not aware of anything that establishes what laws they where dealing with... Additionally alcohol has often been used as a crutch and system of controlling the population, so with the resource wars and the rioting that is mentioned, it is possible they would either tighten control over alcohol consumption (something clearly not being done in dry rock gulch) or loosen restrictions (more likely). As for the vending machines... I do not know about theme parks in your neck of the woods, but in the US they charge a premium for snacks... I rather expect that the drink machines where tied into some form of Identity/payment method
On Drinking Ages: You could drink in the US at 18 until the 1980s. There was even special beer for 18 year olds called 3/2 beer that was getting sold in at least the 1970s. The name referred to the watering down process that would leave normal beer at 3 parts water to two parts beer. And since Fallout was set in a society that reset to 1950s culture, it'd make sense that drinking ages did as well.
Drinking age in the US wasn't always 21. This is one of those times it pays to remember the timeline split from our world. In the real world, states had discretion until the National Minimum Drinking Age Act was passed in 1984.
So getting a real gun might be two things 1) its a video game 2) in disneyland, they have a shooting gallery, which is now a laser-gun range, but which used to have lead shot "56 cal. Buffalo rifles". It would been nice to get a "bad" gun as a reference, but Todd Howard can't stand not letting the player do the most at all times
The bloodworms are almost certainly mutant tapeworms. The floaters cut from Fallout 3 and in Fallout 76 show that Bathesda was thinking about making a mutant parasite. Also the parkgoers could have stumbled in post blast trying to get to shelter. What you said about glowing creatures in general and feral ghouls and glowing bloodworms in specific, goes with a headcanon of mine to do with the glowing sea and feral ghoul diversification. So I thought I'd share both theories with you and see what you thought. Keep in mind I'm not a biologist, I'm a gardener who loves biology. There's a huge huge difference. As a gardener and general nature nerd the scenery in the glowing sea takes my breath away. This place is too blasted for humans to live in, and yet there's still an ecosystem. In the real world you can find fungi around chernobyl who's hyphae grow towards radioactive graphite from the reactor. They're believed to consume radioactivity in an alternative to photosynthesis. I believe that's what's happening in the glowing sea, that a mixture of fungi, algae and bacteria are feeding on the radioactivity in the area, which feeds the massive amoung of giant insects there, which then feed larger things ecetera ecetera. More interestingly, I believe that when the radscorpions and molerats in the area dig burrows, those burrows funnel radioactive water deeper underground, essentially sequestering radiation underground. I've even found a couple of deep pitfalls (the hard way) into extremely radioactive water near Sentinal Site Prescott. (I had a mod that added scorchbeasts and wanamingos to the glowing sea around Prescott and wanted their drops.) Then there's the tunnels made from debris, one of which you can find a raider power armor suit in. All in all, I find it fascinating that Bathesda designed not just one, but two ecosystems for fallout 4, (three if you count vault 88's cave system) that run entirely on radioactivity with little to no sunlight available. What's more, I believe the glowing sea and far harbor were planned as far back as Mothership Zeta. If you look down from the mothership you see two swirling hurricane like clouds in approximately the same places as the Massachusetts/Connecticut boarder and Maine. I believe these represent permanent areas of heavy radiation, aka the Glowing Sea and the rusted submarine the Children of Atom settled around. If you get me started on Far Harbor it will be hard for me to stop, but i believe that even though the children don't have control over the fog, that the fog and radstorms on the island are coming out of that submarine base. If you look at the area around it, you find not only tidal flats, but a lot of ruins from what looks like a tsunami. Because I believe that's what it was; a tsunami thrown up by the impact of the nearest atomic bomb blast. This washed into the submarine base and damaged it, causing sea water to leak into the submarine's reactor or a reactor for the base or both, and become radioactive. And interestingly, in both cases I believe the glowing sea and the submarine base near Far Harbor are keeping the areas nearest them warm. in general, I think fallout's climate is far hotter than the real world right now. They don't care about other forms of environmental or consumer protection in the fallout universe, I'd find it strange if they cared about Climate but not those other things. Regardless, Cait complains about the heat no matter the time of year, and Jacobstown is still the only place in Fallout thus far that i've found actual snow. The land around Nuka world is very arid. So I think its safe to assume that the climate is much hotter. But if you think about the radstorms and the glowing sea, what does radioactivity do? It heats the water. Otherwise pumping water into a reactor pool to cool the graphite rods wouldn't work. If you heat water, you get evaporation, which creates clouds, which creates rain. In a way, Rain represents the ebb and flow of heat. So I suspect that while the climate is warmer overall in the fallout world, that new england may actually be hotter due to these two radioactive "dead" zones. Feral ghoul diversification, I believe, is caused by a combination of immune responses and radiotrophic or radiophilic symbiotic bacteria. Several pounds of the human body is made up of bacteria. These have a direct line to our brains via something called the Vagus nerve. These bacteria have a huge effect on our appetites, our immune system, and our moods. They do things such as synthesis serotonin and vitamin D in response to sunlight, digest food, outcompete pathogens, lots of helpful things. But the vagus nerve getting damaged cuts or damages that line they have to the brain, so serotonin (the happy chemical wheeeee!) can't make it properly to the brain. You look carefully at the feral ghouls that have special titles, you notice ones like "gangrenous" "withered" "charred" or "bloated". Gangrene is a bacterial infection, implying that bacteria is partly to blame for the appearance of ferals. We also know that non feral ghouls lose fingers and toes, but that's more consistant with leprosy (again, a bacterial infection). The withered ferals however, aren't a mystery if you yourself have a vitamin D deficiency like I do. A vitamin D deficiency can make someone listless. It implies that these ferals didn't have the same bacterial flora as the others, and that theirs may actually have been deficient. Remember serotonin is also made in the gut, and serotonin deficiency causes depression. I think both of these classes of feral are meant to be a clue as to what's causing or contributing to this. The Charred and bloated feral ghouls also made a bit of a mystery, until I started getting eczema between my fingers and noticed that skin was no longer smooth. It was bumpy and lumpy, kind of like a ghoul. It makes me think that something was causing serious allergic reactions in the ghouls in question. The charring on the feral ghouls may be a reaction to something irritating, or it could be a reaction to literally being burned. I highly doubt they were former scorched, as ghouls don't get turned for some weird reason. However, this charring could be an overgrowth of skin cells (see another immune condition, psoriasis). Why bacteria though? Why symbiotic bacteria when feral ghouls are clearly sickened? Think back to the Nahant Oceanological society and Lake Quannapawit. Radiation levels were extremely high, and pollution was rampent. We know in cases of antibiotic resistance that different species of bacteria can "pass" genes to each other to mutate different defense mechanisms. And one of the bacteria most known for that is one that lives naturally in our guts, ecoli. My theory is that someone, somewhere, ingested a radiotrophic bacteria but then it somehow survived in their guts long enough for it to leave behind and/or transmit its genes to the rest of that person's symbiotic flora. Perhaps it was someone who worked with radiation on a regular basis, someone who's intestinal flora had been beaten down by exposure to radiation, leaving them vulnerable until their symbiotic bacteria picked up the radiotrophic gene and then took off. It would have been very advantageous for an ecoli bacteria in the fallout universe to have the ability to survive in or consume radiation. The glowing ones then, could be the result of having statistically large numbers of such bacteria in a very healthy state. (Look up a phenomenon in wounds called "the angel's glow" discovered during the battle of Shiloh in the civil war to see an example of a bacteria infecting the human body that can glow, albiet this case was short lived, unlike glowing ones.) I believe glowing ones have their own version of the angel's glow, so powerful it protects them from most other diseases (well along with the insane amount of radiation they give off). I don't believe we can blame feral ghouls existing in general on mutated symbiotic flora, I believe ghoulism itself is genetic. Rather, I believe symbiotic flora levels are responsible for some of the stronger feral ghoul classes we see around the wasteland. There is the small matter of feral ghouls being associated with Ug-Qualtoth, but i think that just shows how ancient the genes for ghoulism are in Fallout's humanity, and that a number of factors have to come together to make a feral ghoul, factors that were common but not universal (considering just how many of them you find in appalacia, a mere 25 years after the bombs dropped). The disruption in vitamin D and serotonin, among other body chemistry related things regulated by the vagus nerve and created by symbiotic bacteria also creates an alternative explanation as to why ghouls turn feral, one that is helped by the presence of radioactive misters at Kiddie Kingdom and not excluded by the theory that ferals turn feral because they're alone. In the end, I don't believe any one explanation is exclusively to blame. But I do think that there are too many things about ghouls that could be features of real world bacterial diseases to be a coincidence. I think Bathesda dropped clues as to what is going on in the rank names for different feral ghoul classes.
Bloodworms are the soul reason I refuse to play nuka world. They terrify me, especially when they explode out of the brahmins body. I've had countless nightmares of these things...
38:15 With as many pre-war military checkpoints as there are in Fallout 4 proper, you seem to forget you use the word pre and post War as the literal day the bombs dropped, not the actual war with China that had been on-going for years with a threat of invasion imminent at any time or place, remember the Sub in the Bay? Not to mention the insurgents in DC? The US Military was truly expecting (hoping for) a ground invasion instead of a nuclear attack and Nuka World was a tactical, strategic, and morale target for the Capitalists. As a side note, it was this invasion threat response that allowed so many military grade Power Armors to be just laying around. There was also a local threat of some eco-terrorists over the last few days/weeks so the Men being in positions of importance and surveylence is quite easy to assume. Also this is a military that had "extensive" access to Vertibirds, the guy in the bird's nest isn't that mysterious in that light especially with no provisions taken. The Patrons most likely both knew as well as see them and it was in my opinion a form of comfort blanket for the parents.
Correct in the US you can sell alcohol at 18. It's about making an 18 year old marketable in the food service industry, while forcing states to comply with a law that's sayes "see we solved the problem" now take this federal money to fix your roads and shut up.
Did you know if you wear the Silver Shroud outfit, the robots of Dry Rock Gulch actually have special dialogue options? There's an implication that corporate was planning some sort of advertisement spot or crossover between the two franchises, coinciding with the new TV broadcast of the radio program. However, the only place in Nuka World that reacts to the Silver Shroud outfit is here in Dry Rock Gulch. All of the quest giving robots here have not just special dialogue, but they refer to the Silver Shroud with a distinct and somewhat jarring very different accent from their normal cowboy accent, which is amusing and a further indication of corporate cooperation, or at least a planned mutual advertising campaign.
In the 60s drinking age was 18 , the fallout universe basically was stunted in the 60s and never progressed socially or morally so by 2077 it would have still probably been 18
Ah yes, good throughput on Mad Mulligan's Mine would demand more than one train. It's very common practice, and I would recommend Marcel Vos the RCT youtuber as someone to watch.
as someone from the US who has (unfortunately) had to work service jobs in the past, I can confirm that you can be licensed to *sell* alcohol at 18 - but you're not legally allowed to purchase it until you're 21
So to begin with rollercoasters having multiple sets of carts on a ride that operate in sequence is actually industry standard. How it usually works is that the ride is divided into zones monitored by a computer where Zone 1 is load, and the rest are sections of the track. If the zone ahead is occupied the ride will automatically apply the breaks to prevent any other set of carts from entering. Many also have setups that check for if a set of carts has passed through the loading zone as expected to assure that nothing is amiss. As far as US drinking laws are concerned it varies. But in a majority of cases its entirely legal to sell alcohol after you reach eighteen because that's the age of majority. You just can't drink it until age twenty one. This is especially so at public parks that can sell alcohol where any sales can be monitored by a manager or other party where as private venues are more restricted. There is also a fair amount of "wink wink, nudge nudge" understandings that some alcohol will disappear if theres a way for it to happen bit nobody realistically cares much.
The Dry Rock Gulch park is a reference to the Tremor movie series. The Prequel specifically, as it takes place in the old west. I know Fallout has a lot of references to movies and TV shows.
I don't think I ever got to this section, so I'll have to load up the game again for old time's sake. Also, watching thiis reminded me of why, 2 games ago, Bethesda was way better at catching your interest for exploring and discovering than they are now with that Starfield mess.
I guess it kind of makes sense the tiny bloodworms got trapped in a freshwater late on that area. As it started to dry up they where forced to evolve and fast. Nuka world was built on the location no one thinking anything was wrong. Bombs dropped and the bloodworms where effected with radiation for 200 years. They now can survive in sand getting the blood from the moles they find but then the raiders move in now the radiation free area. The bloodworms are now huge and hungry for blood. Quite cool really when you think about it.
Oh... We where supposed to enter the employee area after restoring power??? I have a jet pack on my power armor and came in the "side entrance"... oooops... Stocked up on landmines like it was a fire sale though.