A raised, multi-tiered marble platform is seen in the cavern. At the end of the short path is the main cavern, where a ritual of sorts is taking place. The hallucination presents lit candles lining the passage. Upon entering the passage beyond station 4, a second flashback will occur, which is a few seconds longer than the first. At a fork in the path, the lefthand passage heads upwards, leading past work stations 5 and 6 (which unlike the first four stations, do not feature terminals) and eventually back to the exit.įollowing the righthand passage at the fork, the Sole Survivor will enter the deepest part of the quarry, past station 4. More circuit breakers in the following ghoul-infested area will attract more ferals. A flash of white will provide a glimpse of a few pre-War employees working, before another flash of light returns the current-day surroundings to the forefront. Opening it triggers a hallucination in the form of a flashback. Farther along, near a wrecked machine with a skeleton, is a door on the left. Activating a circuit breaker on the left near the middle of the corridor turns on the lights and triggers a large group of feral ghouls to start running towards the player character. Removing the chains allows access to a corridor littered with feral ghoul corpses. To the west is a door that is chained shut. There is also an armor workbench with an issue of Astoundingly Awesome Tales placed on it, a steamer trunk, and two sleeping bags. Continuing on to terminal 3, a huge pit opens up, at the bottom of which Bedlam will be found.Ī Novice-locked terminal belonging to Bedlam is attached to the reservoir in the middle of the pit. Just beyond the terminal is a weapons workbench next to an ammo crate, a sleeping bag, and a Novice-locked cooler. A set of stairs to the left leads up to a Novice-locked cell with a tripwire trap activating a grenade bouquet at the bottom of the stairs, while continuing down the main path is terminal 2. Across from the terminal is a small camp with the machinegun turret, a mattress, and a cooking station. The unlocked Station 1 terminal is near the breaker on the right, and can be used to deactivate the nearby turret beware a grenade trap activated by a bathroom scale in front of the terminal. A circuit breaker switch controls the power and some of the spotlights. Just past the trap on the left is a lift that leads up to a locked door requiring a key held by the raider corpse on the other side of the door the Sole Survivor will pass through the area on the far side of the door after exploring the rest of the facility.Ĭontinuing ahead from the entrance are several more raiders. Upon entering the quarry's interior zone, a tripwire trap triggering a nearby weapon is not far from the entrance. A large quantity of bones can be found in and underneath the connected cages over the large smoking bonfire in the central area the cages can be opened from below. The exterior area is guarded by about a dozen raiders, including one in power armor. The entrance is located at the bottom of the exterior quarry. In response, Bedlam herself headed down into the quarry to discover the reason behind the work stoppage, end the feral threat, and get her workers back on track. The raiders under Bedlam were able to get another two shipments out on time, but before the third, the crew disappeared. Believing the work crew was merely frightened by a few ferals, she immediately got them back to work.
![brunswick pool tables natick brunswick pool tables natick](https://moveapooltable.com/wp-content/uploads/awpcp/images/dscn0209-bd6558f6-large.jpg)
Failing to meet quotas, the Forged leader Slag sent his lieutenant Bedlam to identify and correct any issues. Seeking a supply of iron for Saugus Ironworks, they had their raider affiliates begin collecting any and all scrap metal from the site - a task which was soon complicated by rumors of the quarry being haunted. Roughly two hundred years later, the quarry was repurposed by the Forged. These company events did not serve to rectify the real worksite hazards, resulting in several employees falling to their deaths, despite project and worksite managers escalating complaints to management. The company attempted to satisfy angry workers by hosting events such as happy hours and picnics. Railings and support beams were only set up where necessary and renovated only when they decayed completely. Safety was a significant problem at the job site, with requests for additional precautions dismissed by company management. According to terminal entries throughout the four job stations, several issues plagued the employees of Dunwich Borers LLC. A marble quarry, active before the Great War.