Fallout 4: 10 Things Most Players Missed In Trinity Tower

The protagonist of Fallout 4 has a lot going on. The Sole Survivor has to contend with the death of their spouse, kidnapping of their baby, and constant attacks from unfriendly flora and fauna. Now and then they may not take the time to thoroughly explore all there is to find. So when they’re faced with a skyscraper full of super mutants, they can be forgiven for missing a few things.

From fun lore to collectables, there are plenty of great reasons to carefully examine each location.

10 Breaking a Record

In one of the Prydwen’s recreation terminals there’s a record of a man called McLaren whose power armor was “wiped out” when he tried to jump from the top of Trinity Tower. The entry goes on to say that since McLaren wiped out, the record belonged to Petris, who successfully jumped off the Prydwen meaning that the jump from Trinity Tower is the largest jump in the game.

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The Sole Survivor can easily survive the jump in power armor, but sadly nobody from the Brotherhood seems to take note.

9 Secret Hatch

On their way up, players may discover an Advanced locked door. For those people without the necessary lockpick skills, it seems like whatever is beyond there will remain a mystery. Luckily, there’s actually another way into that room.

After getting on the elevator and fighting the super mutants who ambush the player as soon as the door opens, they can turn to the left and see an open elevator shaft. If they look down they’ll find an elevator with an open hatch which is easy to jump through. The locked room is right through that elevator.

8 Hidden Drugs

Fallout 4 players are conditioned to look for blue chem coolers, which can be found pretty much anywhere. For that reason, their prevalence in Trinity Tower isn’t something that stands out at first. That being said, there are a lot of them and they show up in strange places like bathrooms and storerooms. It’s when the player stumbles across one of the offices hidden stashes that they realize these people may have a problem. 

7 A Bad Way To Go

Speaking of the drugs, the employees are in quite compromising positions as well. This guy seems to have been throwing up in his office bathroom when the world went up in flames. Does the Sole Survivor have more important things to do than judge the long dead? Yes. Are they going to do it anyway? Also yes.

6 Ghost Radio

The main reason for the Sole Survivor’s trip through Trinity Tower is to rescue Rex Goodman during the side quest Curtain Call. They become aware of Rex’s plight when they tune into the Trinity Tower radio station.

RELATED: Fallout 4: The 10 Biggest Plot Holes In The Game

Throughout the mission, Rex rambles to them through the radio station in between bouts of reciting Shakespeare. When the Sole Survivor reaches the top of the tower and defeats all the super mutants, Rex formally introduces himself and explains that they had locked him in a cage with a radio. A quick peek inside reveals that there isn’t actually a radio in the cage at all.

5 Gotta Get The Bobblehead

There’s another good reason to step into the cage and look around. The melee bobblehead is tucked away just out of sight. With its benefit of increasing critical damage from melee weapons by 25% this bobblehead is a must for strength builds, but everyone could use some extra melee damage.

RELATED: 15 Most Powerful Weapons In Fallout 4, Ranked

There’s also a Macbeth script, toolbox, and of course a chem cooler. The player should collect these things as quickly as possible because there are super mutants incoming.

4 It’s Raining Medical Supplies

After going through a gauntlet of super mutants and finally reaching the top of the tower, the Sole Survivor is probably pretty beaten up. There’s another shootout coming up so the player will need to heal. In survival mode especially the player needs every healing item they can get their hands on. The platforms that the party piles onto are excruciatingly slow and the Sole Survivor is under siege. It’s easy to miss that there’s not just one, but two first aid kits on each platform.

3 Cowardice Pays

Curtain Call, while incredibly generous with its rewards, is not kind to stealth-based characters. Moving through tight, well lit corridors in close quarters with giant enemies is a recipe for disaster. Even if the Sole Survivor successfully evades all the super mutants, there are still scripted ambushes where they locate the character whether they’re hiding or not.

A stealthy Sole Survivor can find some consolation in the trip back down. With a stealthy enough character it is possible to stay hidden the entire time even while seemingly staring super mutants directly in the face.

2 Technical Documents

Once a player earns their place on the Prydwen, they can talk to Proctor Quinlan, who asks them to keep an eye out for technical documents. He’ll pay 25 caps for each one, so it’s a great way to earn some extra money.

Most buildings only spawn one or two technical documents at a time, but Trinity Tower could have as many as six. An occasional sweep through the tower isn’t a bad idea if the Sole Survivor’s pockets feel empty.

1 The Unfinished Floor

After rescuing Rex and Strong, Strong leads the player to the outdoor platforms that lower them back down. The whole time, super mutants fire at the platform from demolished rooms with huge holes in the walls. With the right timing, the player can jump from the platform and onto one of these otherwise inaccessible levels.

The only thing of interest in this room is the super mutant which can be looted. Unfortunately, not only is there no hidden loot, the floor itself is also glitchy, unfinished, and worst of all, impossible to get out of.

RELATED: Fallout 4: 10 Things Most Players Missed In Jamaica Plain

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